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|
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <limits.h>
#include "battle.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "map.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
int attr_fix_table[4][ELE_MAX][ELE_MAX];
struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.
int battle_getcurrentskill(struct block_list *bl)
{ //Returns the current/last skill in use by this bl.
struct unit_data *ud;
if (bl->type == BL_SKILL) {
struct skill_unit * su = (struct skill_unit*)bl;
return su->group?su->group->skill_id:0;
}
ud = unit_bl2ud(bl);
return ud?ud->skillid:0;
}
/*==========================================
* Get random targetting enemy
*------------------------------------------
*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
{
struct block_list **bl_list;
struct unit_data *ud;
int target_id;
int *c;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
bl_list = va_arg(ap, struct block_list **);
c = va_arg(ap, int *);
target_id = va_arg(ap, int);
if (bl->id == target_id)
return 0;
if (*c >= 24)
return 0;
ud = unit_bl2ud(bl);
if (!ud) return 0;
if (ud->target == target_id || ud->skilltarget == target_id) {
bl_list[(*c)++] = bl;
return 1;
}
return 0;
}
struct block_list* battle_gettargeted(struct block_list *target)
{
struct block_list *bl_list[24];
int c = 0;
nullpo_retr(NULL, target);
malloc_tsetdword(bl_list, 0, sizeof(bl_list));
map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if (c == 0 || c > 24)
return NULL;
return bl_list[rand()%c];
}
//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list *bl)
{
switch (bl->type)
{
case BL_PC:
return ((struct map_session_data*)bl)->ud.target;
case BL_MOB:
return ((struct mob_data*)bl)->target_id;
case BL_PET:
return ((struct pet_data*)bl)->target_id;
case BL_HOM:
return ((struct homun_data*)bl)->target_id;
}
return 0;
}
// �_�??[�W�̒x��
struct delay_damage {
struct block_list *src;
int target;
int damage;
int delay;
unsigned short distance;
unsigned short skill_lv;
unsigned short skill_id;
unsigned short dmg_lv;
unsigned char attack_type;
};
int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
{
struct delay_damage *dat = (struct delay_damage *)data;
struct block_list *target = map_id2bl(dat->target);
if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
{
status_fix_damage(dat->src, target, dat->damage, dat->delay);
if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
{
if (!status_isdead(target))
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
}
}
ers_free(delay_damage_ers, dat);
return 0;
}
int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay)
{
struct delay_damage *dat;
nullpo_retr(0, src);
nullpo_retr(0, target);
if (!battle_config.delay_battle_damage) {
status_fix_damage(src, target, damage, ddelay);
if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
{
if (!status_isdead(target))
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
}
return 0;
}
dat = ers_alloc(delay_damage_ers, struct delay_damage);
dat->src = src;
dat->target = target->id;
dat->skill_id = skill_id;
dat->skill_lv = skill_lv;
dat->attack_type = attack_type;
dat->damage = damage;
dat->dmg_lv = dmg_lv;
dat->delay = ddelay;
dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
return 0;
}
/*==========================================
* Does attribute fix modifiers.
* Added passing of the chars so that the status changes can affect it. [Skotlex]
* Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
*------------------------------------------
*/
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
{
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
if (src) sc = status_get_sc(src);
if (target) tsc = status_get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rand()%ELE_MAX;
if (def_type < 0 || def_type > ELE_MAX ||
def_lv < 1 || def_lv > 4) {
if (battle_config.error_log)
ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
return damage;
}
ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
if (sc && sc->count)
{
if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == ELE_FIRE)
ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == ELE_WIND)
ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == ELE_WATER)
ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
}
if (tsc && tsc->count)
{
if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
{
if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
else
if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
}
}
return damage*ratio/100;
}
/*==========================================
* �_�??[�W?�?I�v�Z
*------------------------------------------
*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
struct map_session_data *sd = NULL;
struct status_change *sc;
struct status_change_entry *sci;
nullpo_retr(0, bl);
if (!damage)
return 0;
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
damage -= damage*sd->special_state.no_weapon_damage/100;
if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
damage -= damage*sd->special_state.no_magic_damage/100;
if(flag&BF_MISC && sd->special_state.no_misc_damage)
damage -= damage*sd->special_state.no_misc_damage/100;
if(!damage) return 0;
}
if (skill_num == PA_PRESSURE)
return damage; //This skill bypass everything else.
sc = status_get_sc(bl);
if((flag&(BF_MAGIC|BF_LONG)) == BF_LONG &&
map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
skill_num != NPC_GUIDEDATTACK)
return 0;
if (sc && sc->count) {
//First, sc_*'s that reduce damage to 0.
if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
) {
struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
if (group) {
if (--group->val2<=0)
skill_delunitgroup(NULL,group,0);
return 0;
}
status_change_end(bl,SC_SAFETYWALL,-1);
}
if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
rand()%100 < sc->data[SC_AUTOGUARD].val2) {
int delay;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
// different delay depending on skill level [celest]
if (sc->data[SC_AUTOGUARD].val1 <= 5)
delay = 300;
else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
delay = 200;
else
delay = 100;
unit_set_walkdelay(bl, gettick(), delay, 1);
if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
return 0;
}
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
rand()%100 < sc->data[SC_PARRYING].val2) {
clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
return 0;
}
if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
(flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
&& rand()%100 < 20) {
clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
if (sc->data[SC_COMBO].timer == -1)
sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
return 0;
}
if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC)
return 0;
if(sc->data[SC_TATAMIGAESHI].timer != -1 && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
if(sc->data[SC_KAUPE].timer != -1 &&
rand()%100 < sc->data[SC_KAUPE].val2 &&
(src->type == BL_PC || !skill_num))
{ //Kaupe only blocks all skills of players.
clif_specialeffect(bl, 462, AREA);
if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, -1);
return 0;
}
if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
{
if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
status_change_end(bl, SC_BUNSINJYUTSU, -1);
return 0;
}
//Now damage increasing effects
if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PF_SOULBURN){
damage<<=1;
status_change_end( bl,SC_AETERNA,-1 );
}
if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
if ((flag&BF_SKILL && skill_get_pl(skill_num)==ELE_FIRE) ||
(!flag&BF_SKILL && status_get_attack_element(src)==ELE_FIRE)) {
damage<<=1;
status_change_end(bl, SC_SPIDERWEB, -1);
}
//Finally damage reductions....
if(sc->data[SC_ASSUMPTIO].timer != -1){
if(map_flag_vs(bl->m))
damage=damage*2/3; //Receive 66% damage
else
damage>>=1; //Receive 50% damage
}
if(sc->data[SC_DEFENDER].timer != -1 &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
if(sc->data[SC_ADJUSTMENT].timer != -1 &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage=damage*80/100;
if(sc->data[SC_FOGWALL].timer != -1) {
if(flag&BF_SKILL) //25% reduction
damage -= 25*damage/100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage >>= 2; //75% reduction
}
if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
struct status_data *status = status_get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end( bl,SC_ENERGYCOAT,-1 );
//Reduction: 6% + 6% every 20%
damage -= damage * 6 * (1+per) / 100;
}
if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
// Fixed the condition check [Aalye]
(src->type!=BL_PC || (
((TBL_PC *)src)->status.weapon == W_DAGGER ||
((TBL_PC *)src)->status.weapon == W_1HSWORD ||
((TBL_PC *)src)->status.weapon == W_2HSWORD
))
){
if(rand()%100 < sc->data[SC_REJECTSWORD].val2){
damage = damage*50/100;
status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
if((--sc->data[SC_REJECTSWORD].val3)<=0)
status_change_end(bl, SC_REJECTSWORD, -1);
}
}
//Finally Kyrie because it may, or not, reduce damage to 0.
if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){
sci=&sc->data[SC_KYRIE];
sci->val2-=damage;
if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
if(sci->val2>=0)
damage=0;
else
damage=-sci->val2;
}
if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, -1);
}
if (!damage) return 0;
//Probably not the most correct place, but it'll do here
//(since battle_drain is strictly for players currently)
if (sc->data[SC_BLOODLUST].timer != -1 && flag&BF_WEAPON && damage > 0 &&
rand()%100 < sc->data[SC_BLOODLUST].val3)
status_heal(src, damage*sc->data[SC_BLOODLUST].val4/100, 0, 3);
}
//SC effects from caster side. Currently none.
/*
sc = status_get_sc(src);
if (sc && sc->count) {
}
*/
if (battle_config.pk_mode && sd && damage)
{
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
damage = damage * battle_config.pk_weapon_damage_rate/100;
if (flag&BF_MAGIC)
damage = damage * battle_config.pk_magic_damage_rate/100;
if (flag&BF_MISC)
damage = damage * battle_config.pk_misc_damage_rate/100;
} else { //Normal attacks get reductions based on range.
if (flag & BF_SHORT)
damage = damage * battle_config.pk_short_damage_rate/100;
if (flag & BF_LONG)
damage = damage * battle_config.pk_long_damage_rate/100;
}
if(!damage) damage = 1;
}
if(battle_config.skill_min_damage && damage > 0 && damage < div_)
{
if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
|| (flag&BF_MAGIC && battle_config.skill_min_damage&2)
|| (flag&BF_MISC && battle_config.skill_min_damage&4)
)
damage = div_;
}
if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
if (damage > 0 )
mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
if (skill_num)
mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
}
return damage;
}
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------
*/
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
struct mob_data *md = NULL;
int class_;
if (!damage) //No reductions to make.
return 0;
class_ = status_get_class(bl);
if (bl->type == BL_MOB)
md=(struct mob_data *)bl;
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
//SKill inmunity.
switch (skill_num) {
case PA_PRESSURE:
case MO_TRIPLEATTACK:
case HW_GRAVITATION:
break;
default:
return 0;
}
if(src->type != BL_MOB) {
struct guild *g=guild_search(status_get_guild_id(src));
if (!g) return 0;
if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
return 0;
if (battle_config.guild_max_castles &&
guild_checkcastles(g)>=battle_config.guild_max_castles)
return 0; // [MouseJstr]
}
}
switch (skill_num) {
//Skills with no damage reduction.
case PA_PRESSURE:
case HW_GRAVITATION:
break;
default:
if (md && md->guardian_data) {
damage -= damage
* (md->guardian_data->castle->defense/100)
* (battle_config.castle_defense_rate/100);
}
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
damage = damage * battle_config.gvg_weapon_damage_rate/100;
if (flag&BF_MAGIC)
damage = damage * battle_config.gvg_magic_damage_rate/100;
if (flag&BF_MISC)
damage = damage * battle_config.gvg_misc_damage_rate/100;
} else { //Normal attacks get reductions based on range.
if (flag & BF_SHORT)
damage = damage * battle_config.gvg_short_damage_rate/100;
if (flag & BF_LONG)
damage = damage * battle_config.gvg_long_damage_rate/100;
}
if(!damage) damage = 1;
}
return damage;
}
/*==========================================
* HP/SP�z���̌v�Z
*------------------------------------------
*/
static int battle_calc_drain(int damage, int rate, int per)
{
int diff = 0;
if (per && rand()%1000 < rate) {
diff = (damage * per) / 100;
if (diff == 0) {
if (per > 0)
diff = 1;
else
diff = -1;
}
}
return diff;
}
/*==========================================
* ?C���_�??[�W
*------------------------------------------
*/
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
int damage,skill;
struct status_data *status = status_get_status_data(target);
int weapon;
damage = dmg;
nullpo_retr(0, sd);
if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
//damage += (skill * 3);
if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
damage += (skill * 4);
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
damage += sd->status.str;
}
if(type == 0)
weapon = sd->weapontype1;
else
weapon = sd->weapontype2;
switch(weapon)
{
case W_DAGGER:
case W_1HSWORD:
if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
damage += (skill * 4);
break;
case W_2HSWORD:
if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
damage += (skill * 4);
break;
case W_1HSPEAR:
case W_2HSPEAR:
if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
if(!pc_isriding(sd))
damage += (skill * 4);
else
damage += (skill * 5);
}
break;
case W_1HAXE:
case W_2HAXE:
if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill * 3);
break;
case W_MACE:
if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
damage += (skill * 3);
break;
case W_FIST:
case W_KNUCKLE:
if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
damage += (skill * 3);
break;
case W_MUSICAL:
if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
damage += (skill * 3);
break;
case W_WHIP:
// Dance Lesson Skill Effect(+3 damage for every lvl = +30)
if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
damage += (skill * 3);
break;
case W_BOOK:
// Advance Book Skill Effect(+3 damage for every lvl = +30)
if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
damage += (skill * 3);
break;
case W_KATAR:
if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
damage += (skill * 3);
break;
case W_HUUMA: // Added Tobidougu bonus if wearing a Fuuma Shuriken
if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) >0)
damage += (skill * 3);
break;
}
return damage;
}
/*==========================================
* Calculates the standard damage of a normal attack assuming it hits,
* it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
*------------------------------------------
* Pass damage2 as NULL to not calc it.
* Flag values:
* &1: Critical hit
* &2: Arrow attack
* &4: Skill is Magic Crasher
* &8: Skip target size adjustment (Extremity Fist?)
*&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
*/
static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
{
unsigned short atkmin=0, atkmax=0;
short type = 0;
int damage = 0;
if (!sd)
{ //Mobs/Pets
if(flag&4)
{
atkmin = status->matk_min;
atkmax = status->matk_max;
} else {
atkmin = wa->atk;
atkmax = wa->atk2;
}
if (atkmin > atkmax)
atkmin = atkmax;
} else { //PCs
atkmax = wa->atk;
type = (wa == status->lhw)?EQI_HAND_L:EQI_HAND_R;
if (!(flag&1) || (flag&2))
{ //Normal attacks
atkmin = status->dex;
if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
if (atkmin > atkmax)
atkmin = atkmax;
if(flag&2 && !(flag&16))
{ //Bows
atkmin = atkmin*atkmax/100;
if (atkmin > atkmax)
atkmax = atkmin;
}
}
}
if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
atkmin = atkmax;
//Weapon Damage calculation
if (!(flag&1))
damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
else
damage = atkmax;
if (sd)
{
//rodatazone says the range is 0~arrow_atk-1 for non crit
if (flag&2 && sd->arrow_atk)
damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
//SizeFix only for players
if (!(sd->special_state.no_sizefix || (flag&8)))
damage = damage*(type==EQI_HAND_L?
sd->left_weapon.atkmods[t_size]:
sd->right_weapon.atkmods[t_size])/100;
}
//Finally, add baseatk
if(flag&4)
damage += status->matk_min;
else
damage += status->batk;
//rodatazone says that Overrefine bonuses are part of baseatk
//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
if(sd) {
if (type == EQI_HAND_L) {
if(sd->left_weapon.overrefine)
damage += rand()%sd->left_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype2])
damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
} else { //Right hand
if(sd->right_weapon.overrefine)
damage += rand()%sd->right_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype1])
damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
}
}
return damage;
}
/*==========================================
* Consumes ammo for the given skill.
*------------------------------------------
*/
void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
{
int qty=1;
if (!battle_config.arrow_decrement)
return;
if (skill)
{
qty = skill_get_ammo_qty(skill, lv);
if (!qty) { //Generic skill that consumes ammo?
qty = skill_get_num(skill, lv);
if (qty < 0) qty *= -1;
else
if (qty == 0) qty = 1;
}
}
if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
pc_delitem(sd,sd->equip_index[10],qty,0);
}
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------
*/
static struct Damage battle_calc_weapon_attack(
struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
unsigned short skillratio = 100; //Skill dmg modifiers.
short skill=0;
short s_ele, s_ele_, t_class;
short i;
struct map_session_data *sd, *tsd;
struct Damage wd;
struct status_change *sc = status_get_sc(src);
struct status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
unsigned idef : 1; //Ignore defense
unsigned idef2 : 1; //Ignore defense (left weapon)
unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
unsigned infdef : 1; //Infinite defense (plants)
unsigned arrow : 1; //Attack is arrow-based
unsigned rh : 1; //Attack considers right hand (wd.damage)
unsigned lh : 1; //Attack considers left hand (wd.damage2)
unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
unsigned cardfix : 1;
} flag;
malloc_tsetdword(&wd,0,sizeof(wd));
malloc_tsetdword(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return wd;
}
//Initial flag
flag.rh=1;
flag.weapon=1;
flag.cardfix=1;
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
//Initial Values
wd.type=0; //Normal attack
wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
if(skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion=tstatus->dmotion;
wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
if (sc && !sc->count)
sc = NULL; //Skip checking as there are no status changes active.
if (tsc && !tsc->count)
tsc = NULL; //Skip checking as there are no status changes active.
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, target, tsd);
if(sd) {
if (sd->skillblown[0].id != 0)
{ //Apply the bonus blewcount. [Skotlex]
for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
if (i < 5 && sd->skillblown[i].id == skill_num)
wd.blewcount += sd->skillblown[i].val;
}
}
//Set miscellaneous data that needs be filled regardless of hit/miss
if(
(sd && sd->state.arrow_atk) ||
(!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
) {
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
flag.arrow = 1;
}
if(skill_num){
wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
switch(skill_num)
{
case MO_FINGEROFFENSIVE:
if(sd) {
if (battle_config.finger_offensive_type)
wd.div_ = 1;
else
wd.div_ = sd->spiritball_old;
}
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
case HT_PHANTASMIC:
//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
flag.arrow = 1;
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
case GS_DESPERADO:
//This one is the opposite, it consumes ammo, but should count as short range.
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
break;
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
flag.weapon = 0;
case AS_GRIMTOOTH:
case KN_SPEARBOOMERANG:
case NPC_RANGEATTACK:
case LK_SPIRALPIERCE:
case ASC_BREAKER:
case AM_ACIDTERROR:
case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
case NJ_HUUMA:
case NJ_TATAMIGAESHI:
case GS_FLING:
case GS_TRIPLEACTION:
case GS_BULLSEYE:
case GS_MAGICALBULLET:
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
case KN_PIERCE:
wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
break;
case TF_DOUBLE: //For NPC used skill.
wd.type = 0x08;
break;
case KN_SPEARSTAB:
case KN_BOWLINGBASH:
case MO_BALKYOUNG:
case TK_TURNKICK:
wd.blewcount=0;
break;
case CR_SHIELDCHARGE:
// flag.weapon = 0;
case NPC_PIERCINGATT:
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
break;
case KN_AUTOCOUNTER:
wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
break;
case NPC_CRITICALSLASH:
flag.cri = 1; //Always critical skill.
break;
}
}
if (skill_num && battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
) { //Skill range based on distance between src/target [Skotlex]
if (check_distance_bl(src, target, 3))
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
else
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
}
/* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
//Check for counter
if(!skill_num)
{
if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
//If it got here and you had autocounter active, then the direction/range does not matches: critical
flag.cri = 1;
} //End counter-check
*/
if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
{ //Check for Lucky Dodge
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
if (wd.div_ < 0) wd.div_*=-1;
return wd;
}
t_class = status_get_class(target);
s_ele = s_ele_ = skill_get_pl(skill_num);
if (!skill_num || s_ele == -1) { //Take weapon's element
s_ele = sstatus->rhw.ele;
s_ele_ = sstatus->lhw?sstatus->lhw->ele:0;
if (flag.arrow && sd && sd->arrow_ele)
s_ele = sd->arrow_ele;
} else if (s_ele == -2) { //Use enchantment's element
s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
}
if (skill_num == GS_GROUNDDRIFT)
s_ele = s_ele_ = wflag; //element comes in flag.
if(!skill_num)
{ //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
flag.rh=0;
flag.lh=1;
}
if (sstatus->lhw && sstatus->lhw->atk)
flag.lh=1;
}
//Check for critical
if(!flag.cri && sstatus->cri &&
(!skill_num ||
skill_num == KN_AUTOCOUNTER ||
skill_num == SN_SHARPSHOOTING ||
skill_num == NJ_KIRIKAGE))
{
short cri = sstatus->cri;
if (sd)
{
cri+= sd->critaddrace[tstatus->race];
if(flag.arrow)
cri += sd->arrow_cri;
if(sd->status.weapon == W_KATAR)
cri <<=1;
}
//The official equation is *2, but that only applies when sd's do critical.
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
if(tsc)
{
if (tsc->data[SC_SLEEP].timer!=-1 )
cri <<=1;
if(tsc->data[SC_JOINTBEAT].timer != -1 &&
tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
flag.cri=1;
}
switch (skill_num)
{
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
flag.cri = 1;
else
cri <<= 1;
break;
case SN_SHARPSHOOTING:
cri += 200;
break;
case NJ_KIRIKAGE:
cri += 250 + 50*skill_lv;
break;
}
if(tsd && tsd->critical_def)
cri = cri*(100-tsd->critical_def)/100;
if (rand()%1000 < cri)
flag.cri= 1;
}
if (flag.cri)
{
wd.type = 0x0a;
flag.idef = flag.idef2 = flag.hit = 1;
} else { //Check for Perfect Hit
if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
flag.hit = 1;
if (sc && sc->data[SC_FUSION].timer != -1) {
flag.hit = 1; //SG_FUSION always hit [Komurka]
flag.idef = flag.idef2 = 1; //def ignore [Komurka]
}
if (skill_num && !flag.hit)
switch(skill_num)
{
case AS_SPLASHER: //Reports say it always hits?
if (wflag) //Only if you were the one exploding.
break;
case NPC_GUIDEDATTACK:
case RG_BACKSTAP:
case HT_FREEZINGTRAP:
case AM_ACIDTERROR:
case MO_INVESTIGATE:
case MO_EXTREMITYFIST:
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
case PA_SACRIFICE:
case TK_COUNTER:
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
case NPC_MENTALBREAKER:
case GS_GROUNDDRIFT:
case NJ_TATAMIGAESHI:
case NJ_ISSEN:
flag.hit = 1;
break;
case CR_SHIELDBOOMERANG:
if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
flag.hit = 1;
break;
}
if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
flag.hit = 1;
}
if (!flag.hit)
{ //Hit/Flee calculation
short
flee = tstatus->flee,
hitrate=80; //Default hitrate
if(battle_config.agi_penalty_type &&
battle_config.agi_penalty_target&target->type)
{
unsigned char target_count; //256 max targets should be a sane max
target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
if(target_count >= battle_config.agi_penalty_count)
{
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
tsc && tsc->data[SC_FOGWALL].timer!=-1)
hitrate-=50;
if(sd && flag.arrow)
hitrate += sd->arrow_hit;
if(skill_num)
switch(skill_num)
{ //Hit skill modifiers
case SM_BASH:
hitrate += 5*skill_lv;
break;
case SM_MAGNUM:
hitrate += 10*skill_lv;
break;
case KN_AUTOCOUNTER:
hitrate += 20;
break;
case KN_PIERCE:
hitrate += hitrate*(5*skill_lv)/100;
break;
case PA_SHIELDCHAIN:
hitrate += 20;
break;
case AS_SONICBLOW:
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
hitrate += 50;
break;
}
// Weaponry Research hidden bonus
if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
hitrate += hitrate*(2*skill)/100;
if (hitrate > battle_config.max_hitrate)
hitrate = battle_config.max_hitrate;
else if (hitrate < battle_config.min_hitrate)
hitrate = battle_config.min_hitrate;
if(rand()%100 >= hitrate)
wd.dmg_lv = ATK_FLEE;
else
flag.hit =1;
} //End hit/miss calculation
if (flag.hit && !flag.infdef) //No need to do the math for plants
{ //Hitting attack
//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
switch (skill_num)
{ //Calc base damage according to skill
case NJ_ISSEN:
wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
wd.damage2 = 0;
status_set_hp(src, 1, 0);
break;
case PA_SACRIFICE:
wd.damage = sstatus->max_hp* 9/100;
status_zap(src, wd.damage, 0);//Damage to self is always 9%
wd.damage2 = 0;
if (sc && sc->data[SC_SACRIFICE].timer != -1)
{
if (--sc->data[SC_SACRIFICE].val2 <= 0)
status_change_end(src, SC_SACRIFICE,-1);
}
break;
case LK_SPIRALPIERCE:
if (sd) {
short index = sd->equip_index[9];
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == 4)
wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
index = sstatus->str/10;
index = index*index;
ATK_ADD(index); //Add str bonus.
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
case 0: //Small: 125%
ATK_RATE(125);
break;
//case 1: //Medium: 100%
case 2: //Large: 75%
ATK_RATE(75);
break;
}
break;
}
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
if (sd) {
short index = sd->equip_index[8];
wd.damage = sstatus->batk;
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == 5)
ATK_ADD(sd->inventory_data[index]->weight/10);
break;
}
case HFLI_SBR44: //[orn]
if(src->type == BL_HOM){
TBL_HOM *hd = (TBL_HOM*)src;
wd.damage = hd->master->homunculus.intimacy ;
hd->master->homunculus.intimacy = 200;
clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
break;
}
default:
{
i = (flag.cri?1:0)|
(flag.arrow?2:0)|
(skill_num == HW_MAGICCRASHER?4:0)|
(!skill_num && sc && sc->data[SC_CHANGE].timer!=-1?4:0)|
(skill_num == MO_EXTREMITYFIST?8:0)|
(sc && sc->data[SC_WEAPONPERFECTION].timer!=-1?8:0);
if (flag.arrow && sd)
switch(sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_SHOTGUN:
case W_GATLING:
case W_GRENADE:
break;
default:
i |= 16; // for ex. shuriken must not be influenced by DEX
}
wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
if (flag.lh)
wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
// Added split damage for Huuma
if (skill_num == NJ_HUUMA)
{ // Divide ATK in case of multiple targets skill
if(wflag>0)
wd.damage/= wflag;
else if(battle_config.error_log)
ShowError("0 enemies targeted by Throw Huuma, divide per 0 avoided!\n");
}
//Add any bonuses that modify the base baseatk+watk (pre-skills)
if(sd)
{
if (sd->atk_rate != 100)
ATK_RATE(sd->atk_rate);
if(flag.cri && sd->crit_atk_rate)
ATK_ADDRATE(sd->crit_atk_rate);
if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
i = party_foreachsamemap(party_sub_count, sd, 0);
ATK_ADDRATE(2*skill*i);
}
}
break;
} //End default case
} //End switch(skill_num)
//Skill damage modifiers that stack linearly
if(sc && skill_num != PA_SACRIFICE)
{
if(sc->data[SC_OVERTHRUST].timer != -1)
skillratio += 5*sc->data[SC_OVERTHRUST].val1;
if(sc->data[SC_MAXOVERTHRUST].timer != -1)
skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
if(sc->data[SC_BERSERK].timer != -1)
skillratio += 100;
}
if (!skill_num)
{
// Random chance to deal multiplied damage - Consider it as part of skill-based-damage
if(sd &&
sd->random_attack_increase_add > 0 &&
sd->random_attack_increase_per &&
rand()%100 < sd->random_attack_increase_per
)
skillratio += sd->random_attack_increase_add;
ATK_RATE(skillratio);
} else { //Skills
switch( skill_num )
{
case SM_BASH:
skillratio += 30*skill_lv;
break;
case SM_MAGNUM:
skillratio += 20*skill_lv;
break;
case MC_MAMMONITE:
skillratio += 50*skill_lv;
break;
case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
skillratio += 5*sstatus->str;
break;
case AC_DOUBLE:
skillratio += 10*(skill_lv-1);
break;
case AC_SHOWER:
skillratio += 5*skill_lv-25;
break;
case AC_CHARGEARROW:
skillratio += 50;
break;
case HT_FREEZINGTRAP:
skillratio += -50+10*skill_lv;
break;
case KN_PIERCE:
skillratio += 10*skill_lv;
break;
case KN_SPEARSTAB:
skillratio += 15*skill_lv;
break;
case KN_SPEARBOOMERANG:
skillratio += 50*skill_lv;
break;
case KN_BRANDISHSPEAR:
{
int ratio = 100+20*skill_lv;
skillratio += ratio-100;
if(skill_lv>3 && wflag==1) skillratio += ratio/2;
if(skill_lv>6 && wflag==1) skillratio += ratio/4;
if(skill_lv>9 && wflag==1) skillratio += ratio/8;
if(skill_lv>6 && wflag==2) skillratio += ratio/2;
if(skill_lv>9 && wflag==2) skillratio += ratio/4;
if(skill_lv>9 && wflag==3) skillratio += ratio/2;
break;
}
case KN_BOWLINGBASH:
//When mflag, this is a no-splash attack, damage gets a bonus of 100% at lv 10.
skillratio+= (wflag?50:40)*skill_lv;
break;
case KN_AUTOCOUNTER:
case LK_SPIRALPIERCE:
case NPC_CRITICALSLASH:
flag.idef= flag.idef2= 1;
break;
case AS_GRIMTOOTH:
skillratio += 20*skill_lv;
break;
case AS_POISONREACT:
skillratio += 30*skill_lv;
break;
case AS_SONICBLOW:
skillratio += -50+5*skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
break;
case MC_CARTREVOLUTION:
skillratio += 50;
if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
else if (!sd)
skillratio += 150; //Max damage for non players.
break;
case NPC_RANDOMATTACK:
skillratio += rand()%150-50;
break;
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK:
skillratio += 25*skill_lv;
break;
case RG_BACKSTAP:
if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
skillratio += (200+40*skill_lv)/2;
else
skillratio += 200+40*skill_lv;
break;
case RG_RAID:
skillratio += 40*skill_lv;
break;
case RG_INTIMIDATE:
skillratio += 30*skill_lv;
break;
case CR_SHIELDCHARGE:
skillratio += 20*skill_lv;
break;
case CR_SHIELDBOOMERANG:
skillratio += 30*skill_lv;
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
skillratio += 35*skill_lv;
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
flag.cardfix = 0;
break;
case AM_DEMONSTRATION:
skillratio += 20*skill_lv;
flag.cardfix = 0;
break;
case AM_ACIDTERROR:
skillratio += 40*skill_lv;
flag.cardfix = 0;
break;
case MO_FINGEROFFENSIVE:
skillratio+= 50 * skill_lv;
break;
case MO_INVESTIGATE:
skillratio += 75*skill_lv;
flag.pdef = flag.pdef2 = 2;
break;
case MO_EXTREMITYFIST:
{ //Overflow check. [Skotlex]
unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
skillratio = (unsigned short)ratio;
status_set_sp(src, 0, 0);
flag.idef= flag.idef2= 1;
}
break;
case MO_TRIPLEATTACK:
skillratio += 20*skill_lv;
break;
case MO_CHAINCOMBO:
skillratio += 50+50*skill_lv;
break;
case MO_COMBOFINISH:
skillratio += 140+60*skill_lv;
break;
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
skillratio += 50*skill_lv;
break;
case CH_TIGERFIST:
skillratio += 100*skill_lv-60;
break;
case CH_CHAINCRUSH:
skillratio += 300+100*skill_lv;
break;
case CH_PALMSTRIKE:
skillratio += 100+100*skill_lv;
break;
case LK_HEADCRUSH:
skillratio += 40*skill_lv;
break;
case LK_JOINTBEAT:
skillratio += 10*skill_lv-50;
break;
case ASC_METEORASSAULT:
skillratio += 40*skill_lv-60;
flag.cardfix = 0;
break;
case SN_SHARPSHOOTING:
skillratio += 50*skill_lv;
break;
case CG_ARROWVULCAN:
skillratio += 100+100*skill_lv;
break;
case AS_SPLASHER:
i = 400+50*skill_lv;
if (sd) i += 20*pc_checkskill(sd,AS_POISONREACT);
if (wflag>1) i/=wflag; //Splash damage is half.
skillratio += i;
flag.cardfix = 0;
break;
case ASC_BREAKER:
skillratio += 100*skill_lv-100;
flag.cardfix = 0;
break;
case PA_SACRIFICE:
//40% less effective on siege maps. [Skotlex]
skillratio += 10*skill_lv-10;
flag.idef = flag.idef2 = 1;
break;
case PA_SHIELDCHAIN:
skillratio += 30*skill_lv;
break;
case WS_CARTTERMINATION:
i = 10 * (16 - skill_lv);
if (i < 1) i = 1;
//Preserve damage ratio when max cart weight is changed.
if(sd && sd->cart_weight && sd->cart_max_weight)
skillratio += sd->cart_weight/i * 80000/sd->cart_max_weight - 100;
// skillratio += sd->cart_weight/i - 100;
else if (!sd)
skillratio += 80000 / i - 100;
flag.cardfix = 0;
break;
case TK_DOWNKICK:
skillratio += 60 + 20*skill_lv;
break;
case TK_STORMKICK:
skillratio += 60 + 20*skill_lv;
break;
case TK_TURNKICK:
skillratio += 90 + 30*skill_lv;
break;
case TK_COUNTER:
skillratio += 90 + 30*skill_lv;
break;
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
skillratio += 10*status_get_lv(src)/3;
break;
case GS_BULLSEYE:
skillratio += 400;
flag.cardfix = 0;
break;
case GS_TRACKING:
// Where does this damage calculation come from ? Reverse the changes if necessary (or else delete me)
/*skillratio += 60*skill_lv;
if (skill_lv == 2) skillratio += 20;
if (skill_lv == 3) skillratio += 80;
if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
if (skill_lv == 10) skillratio += 80;
break;*/
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:
skillratio += 20*(skill_lv-1);
break;
case NJ_HUUMA:
skillratio += 50 + 150*skill_lv;
break;
case NJ_TATAMIGAESHI:
skillratio += 10*skill_lv;
break;
case NJ_KASUMIKIRI:
skillratio += 10*skill_lv;
break;
case NJ_KIRIKAGE:
skillratio += 100*(skill_lv-1);
break;
case KN_CHARGEATK:
skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
break;
case HT_PHANTASMIC:
skillratio += 50;
break;
case MO_BALKYOUNG:
skillratio += 200;
break;
case HFLI_MOON: //[orn]
skillratio += 10+110*skill_lv;
break;
case HFLI_SBR44: //[orn]
skillratio += 100 *(skill_lv-1);
}
ATK_RATE(skillratio);
//Constant/misc additions from skills
switch (skill_num) {
case MO_EXTREMITYFIST:
ATK_ADD(250 + 150*skill_lv);
break;
case GS_GROUNDDRIFT:
ATK_ADD(50*skill_lv);
break;
case TK_DOWNKICK:
case TK_STORMKICK:
case TK_TURNKICK:
case TK_COUNTER:
case TK_JUMPKICK:
//TK_RUN kick damage bonus.
if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
ATK_ADD(10*pc_checkskill(sd, TK_RUN));
break;
case GS_MAGICALBULLET:
if(sstatus->matk_max>sstatus->matk_min) {
ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
} else {
ATK_ADD(sstatus->matk_min);
}
break;
case NJ_SYURIKEN:
ATK_ADD(4*skill_lv);
break;
}
}
//Div fix.
damage_div_fix(wd.damage, wd.div_);
//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
skillratio = 100;
//Skill damage modifiers that affect linearly stacked damage.
if (sc && skill_num != PA_SACRIFICE) {
if(sc->data[SC_TRUESIGHT].timer != -1)
skillratio += 2*sc->data[SC_TRUESIGHT].val1;
// It is still not quite decided whether it works on bosses or not...
if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
skillratio += 150 +50*sc->data[SC_EDP].val1;
}
switch (skill_num) {
case AS_SONICBLOW: //EDP will not stack with Soul Link bonus.
if (sc && sc->data[SC_EDP].timer == -1 && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
skillratio += 10;
break;
case CR_SHIELDBOOMERANG:
if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
skillratio += 100;
break;
}
if (sd && sd->skillatk[0].id != 0)
{
for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
//May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
//to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
skillratio += sd->skillatk[i].val;
}
if (skillratio != 100)
ATK_RATE(skillratio);
if(sd)
{
if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
&& skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
&& skill_num != PA_SHIELDCHAIN
&& !flag.cri)
{ //Elemental/Racial adjustments
if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
)
flag.pdef = 1;
if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
) { //Pass effect onto right hand if configured so. [Skotlex]
if (battle_config.left_cardfix_to_right && flag.rh)
flag.pdef = 1;
else
flag.pdef2 = 1;
}
}
if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
{ //Ignore Defense?
if (!flag.idef && (
(target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
))
flag.idef = 1;
if (!flag.idef2 && (
(target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
)) {
if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
flag.idef = 1;
else
flag.idef2 = 1;
}
}
}
if (!flag.idef || !flag.idef2)
{ //Defense reduction
short vit_def;
signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = (short)tstatus->def2;
if(battle_config.vit_penalty_type &&
battle_config.vit_penalty_target&target->type)
{
unsigned char target_count; //256 max targets should be a sane max
target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
} else { //Assume type 2
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
}
if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
if(def2 < 1) def2 = 1;
}
//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
if (tsd) //Sd vit-eq
{ //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
vit_def = def2*(def2-15)/150;
vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
(skill=pc_checkskill(tsd,AL_DP)) >0)
vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
} else { //Mob-Pet vit-eq
//VIT + rnd(0,[VIT/20]^2-1)
vit_def = (def2/20)*(def2/20);
vit_def = def2 + (vit_def>0?rand()%vit_def:0);
}
if (battle_config.weapon_defense_type) {
vit_def += def1*battle_config.weapon_defense_type;
def1 = 0;
}
if (def1 > 100) def1 = 100;
ATK_RATE2(
flag.idef ?100:
(flag.pdef ?flag.pdef *(def1 + vit_def):
100-def1),
flag.idef2?100:
(flag.pdef2?flag.pdef2*(def1 + vit_def):
100-def1)
);
ATK_ADD2(
flag.idef ||flag.pdef ?0:-vit_def,
flag.idef2||flag.pdef2?0:-vit_def
);
}
//Post skill/vit reduction damage increases
if (sc && skill_num != LK_SPIRALPIERCE)
{ //SC skill damages
if(sc->data[SC_AURABLADE].timer!=-1)
ATK_ADD(20*sc->data[SC_AURABLADE].val1);
}
//Refine bonus
if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
{
ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2);
} else {
ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2);
}
}
//Set to min of 1
if (flag.rh && wd.damage < 1) wd.damage = 1;
if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
if (sd && flag.weapon &&
skill_num != MO_INVESTIGATE &&
skill_num != MO_EXTREMITYFIST &&
skill_num != CR_GRANDCROSS)
{ //Add mastery damage
if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
(skill=pc_checkskill(sd,ASC_KATAR)) > 0)
{ //Adv Katar Mastery is does not applies to ASC_BREAKER,
// but other masteries DO apply >_>
ATK_ADDRATE(10+ 2*skill);
}
wd.damage = battle_addmastery(sd,target,wd.damage,0);
if (flag.lh)
wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
{
skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
ATK_ADDRATE(skillratio);
} else
if(
((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) ||
((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1])
) {
skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
ATK_ADDRATE(skillratio);
}
// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
sd->status.weapon != W_HUUMA &&
(skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
ATK_ADD(3*skill);
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
else if(wd.div_ < 0) //Since the attack missed...
wd.div_ *= -1;
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
return wd; //Enough, rest is not needed.
if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
ATK_ADD(skill*2);
if(skill_num==TF_POISON)
ATK_ADD(15*skill_lv);
if (s_ele != ELE_NEUTRAL || !(battle_config.attack_attr_none&src->type))
{ //Elemental attribute fix
if (wd.damage > 0)
{
wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
if (flag.lh && wd.damage2 > 0)
wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
{ //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv);
ATK_ADD(damage);
}
}
if ((!flag.rh || !wd.damage) && (!flag.lh || !wd.damage2))
flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
if (sd)
{
if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
ATK_ADD(wd.div_*sd->spiritball_old*3);
} else {
ATK_ADD(wd.div_*sd->spiritball*3);
}
//Card Fix, sd side
if (flag.cardfix)
{
short cardfix = 1000, cardfix_ = 1000;
short t_race2 = status_get_race2(target);
if(sd->state.arrow_atk)
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
} else { //Melee attack
if(!battle_config.left_cardfix_to_right)
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if (flag.lh)
{
cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
}
} else {
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
}
}
for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
if(sd->right_weapon.add_damage_classid[i] == t_class) {
cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
break;
}
}
if (flag.lh)
{
for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
if(sd->left_weapon.add_damage_classid[i] == t_class) {
cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
break;
}
}
}
if(wd.flag&BF_LONG)
cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
if (cardfix != 1000 || cardfix_ != 1000)
ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
}
if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
short index= sd->equip_index[8];
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == 5)
ATK_ADD(10*sd->status.inventory[index].refine);
}
} //if (sd)
//Card Fix, tsd side - Cards always apply on the target. [Skotlex]
if (tsd) {
short s_race2,s_class;
short cardfix=1000;
s_race2 = status_get_race2(src);
s_class = status_get_class(src);
cardfix=cardfix*(100-tsd->subele[s_ele])/100;
if (flag.lh && s_ele_ != s_ele)
cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
for(i=0;i<tsd->add_dmg_count;i++) {
if(tsd->add_dmg[i].class_ == s_class) {
cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
break;
}
}
if(wd.flag&BF_SHORT)
cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
else // BF_LONG (there's no other choice)
cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
if (cardfix != 1000)
ATK_RATE(cardfix/10);
}
if(flag.infdef)
{ //Plants receive 1 damage when hit
if (flag.rh && (flag.hit || wd.damage>0))
wd.damage = 1;
if (flag.lh && (flag.hit || wd.damage2>0))
wd.damage2 = 1;
if (!(battle_config.skill_min_damage&1))
//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
return wd;
}
if(sd && !skill_num && !flag.cri)
{ //Check for double attack.
if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || sd->double_rate > 0)
{ //Success chance is not added, the higher one is used [Skotlex]
if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
{
wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
} else
if (sd->weapontype1 == W_REVOLVER &&
(skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
(rand()%100 < 5*skill_lv)
)
{
wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
}
if (sd)
{
if (!flag.rh && flag.lh)
{ //Move lh damage to the rh
wd.damage = wd.damage2;
wd.damage2 = 0;
flag.rh=1;
flag.lh=0;
} else if(flag.rh && flag.lh)
{ //Dual-wield
if (wd.damage)
{
skill = pc_checkskill(sd,AS_RIGHT);
wd.damage = wd.damage * (50 + (skill * 10))/100;
if(wd.damage < 1) wd.damage = 1;
}
if (wd.damage2)
{
skill = pc_checkskill(sd,AS_LEFT);
wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
if(wd.damage2 < 1) wd.damage2 = 1;
}
} else if(sd->status.weapon == W_KATAR && !skill_num)
{ //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
skill = pc_checkskill(sd,TF_DOUBLE);
wd.damage2 = wd.damage * (1 + (skill * 2))/100;
if(wd.damage && !wd.damage2) wd.damage2 = 1;
flag.lh = 1;
}
}
if(!flag.rh && wd.damage)
wd.damage=0;
if(!flag.lh && wd.damage2)
wd.damage2=0;
if(wd.damage + wd.damage2)
{ //There is a total damage value
if(!wd.damage2) {
wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
if (map_flag_gvg(target->m))
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
} else
if(!wd.damage) {
wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
if (map_flag_gvg(target->m))
wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
} else
{
int d1=wd.damage+wd.damage2,d2=wd.damage2;
wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
if (map_flag_gvg(target->m))
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
wd.damage2=(d2*100/d1)*wd.damage/100;
if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
wd.damage-=wd.damage2;
}
}
if(skill_num==ASC_BREAKER)
{ //Breaker's int-based damage (a misc attack?)
struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
wd.damage += md.damage;
}
if (wd.damage || wd.damage2) {
if (sd && battle_config.equip_self_break_rate)
{ // Self weapon breaking
int breakrate = battle_config.equip_natural_break_rate;
if (sc) {
if(sc->data[SC_OVERTHRUST].timer!=-1)
breakrate += 10;
if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
breakrate += 10;
}
if (breakrate)
skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
}
//Cart Termination won't trigger breaking data. Why? No idea, go ask Gravity.
if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION)
{ // Target equipment breaking
int breakrate[2] = {0,0}; // weapon = 0, armor = 1
if (sd) { // Break rate from equipment
breakrate[0] += sd->break_weapon_rate;
breakrate[1] += sd->break_armor_rate;
}
if (sc) {
if (sc->data[SC_MELTDOWN].timer!=-1) {
breakrate[0] += sc->data[SC_MELTDOWN].val2;
breakrate[1] += sc->data[SC_MELTDOWN].val3;
}
}
if (breakrate[0])
skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
if (breakrate[1])
skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
}
}
//SG_FUSION hp penalty [Komurka]
if (sc && sc->data[SC_FUSION].timer!=-1)
{
int hp= sstatus->max_hp;
if (sd && tsd) {
hp = 8*hp/100;
if (100*sstatus->hp <= 20*sstatus->max_hp)
hp = sstatus->hp;
} else
hp = 5*hp/1000;
status_zap(src, hp, 0);
}
return wd;
}
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------
*/
struct Damage battle_calc_magic_attack(
struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
{
short i;
short s_ele;
unsigned short skillratio = 100; //Skill dmg modifiers.
struct map_session_data *sd, *tsd;
struct Damage ad;
struct status_change *tsc;
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
unsigned elefix : 1;
unsigned cardfix : 1;
} flag;
malloc_tsetdword(&ad,0,sizeof(ad));
malloc_tsetdword(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return ad;
}
//Initial flag
flag.elefix=1;
flag.cardfix=1;
//Initial Values
ad.damage = 1;
ad.div_=skill_get_num(skill_num,skill_lv);
ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
ad.dmg_lv=ATK_DEF;
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, target, tsd);
//Initialize variables that will be used afterwards
s_ele = skill_get_pl(skill_num);
if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
if (sd->skillblown[0].id != 0)
{ //Apply the bonus blewcount. [Skotlex]
for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
ad.blewcount += sd->skillblown[i].val;
}
}
if (battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
) { //Skill range based on distance between src/target [Skotlex]
if (check_distance_bl(src, target, 3))
ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
else
ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
}
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
switch(skill_num)
{
case MG_FIREWALL:
if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
ad.blewcount = 0; //No knockback
else
ad.blewcount |= 0x10000;
ad.dmotion = 0; //No flinch animation.
break;
case WZ_STORMGUST: //Should knockback randomly.
ad.blewcount|=0x40000;
break;
case PR_SANCTUARY:
ad.blewcount|=0x10000;
ad.dmotion = 0; //No flinch animation.
case AL_HEAL:
case PR_BENEDICTIO:
case WZ_FIREPILLAR:
flag.imdef = 1;
break;
case HW_GRAVITATION:
flag.imdef = 1;
flag.elefix = 0;
break;
case PR_ASPERSIO:
flag.imdef = 1;
case PF_SOULBURN: //Does not ignores mdef
flag.elefix = 0;
flag.cardfix = 0;
break;
case PR_TURNUNDEAD:
flag.imdef = 1;
flag.cardfix = 0;
break;
case NPC_GRANDDARKNESS:
case CR_GRANDCROSS:
flag.cardfix = 0;
break;
}
if (!flag.infdef) //No need to do the math for plants
{
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }
tsc= status_get_sc(target); // used for NJ_SUITON increasing NJ_HYOUSENSOU damages
switch (skill_num)
{ //Calc base damage according to skill
case AL_HEAL:
case PR_BENEDICTIO:
ad.damage = skill_calc_heal(src,skill_lv)/2;
break;
case PR_ASPERSIO:
ad.damage = 40;
break;
case PR_SANCTUARY:
ad.damage = (skill_lv>6)?388:skill_lv*50;
break;
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp;
if(i > 700) i = 700;
if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else
ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
break;
case PF_SOULBURN:
ad.damage = tstatus->sp * 2;
break;
case HW_GRAVITATION:
ad.damage = 200+200*skill_lv;
break;
default:
{
if (sstatus->matk_max > sstatus->matk_min) {
MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
} else {
MATK_ADD(sstatus->matk_min);
}
if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
if(mflag>0)
ad.damage/= mflag;
else if(battle_config.error_log)
ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
}
switch(skill_num){
case MG_NAPALMBEAT:
case MG_FIREBALL:
skillratio += skill_lv*10-30;
break;
case MG_SOULSTRIKE:
if (battle_check_undead(tstatus->race,tstatus->def_ele))
skillratio += 5*skill_lv;
break;
case MG_FIREWALL:
skillratio -= 50;
break;
case MG_THUNDERSTORM:
skillratio -= 20;
break;
case MG_FROSTDIVER:
skillratio += 10*skill_lv;
break;
case AL_HOLYLIGHT:
skillratio += 25;
if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
skillratio *= 5; //Does 5x damage include bonuses from other skills?
break;
case AL_RUWACH:
skillratio += 45;
break;
case WZ_FROSTNOVA:
skillratio += (100+skill_lv*10)*2/3-100;
break;
case WZ_FIREPILLAR:
if (skill_lv > 10)
skillratio += 100;
else
skillratio -= 80;
break;
case WZ_SIGHTRASHER:
skillratio += 20*skill_lv;
break;
case WZ_VERMILION:
skillratio += 20*skill_lv-20;
break;
case WZ_WATERBALL:
skillratio += 30*skill_lv;
break;
case WZ_STORMGUST:
skillratio += 40*skill_lv;
break;
case HW_NAPALMVULCAN:
skillratio += 10*skill_lv-30;
break;
case SL_STIN:
skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
break;
case SL_STUN:
skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
break;
case NJ_KAENSIN:
skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
break;
case NJ_BAKUENRYU:
skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
break;
case NJ_HYOUSENSOU:
skillratio -= 30;
if (tsc && tsc->data[SC_SUITON].timer != -1)
skillratio += tsc->data[SC_SUITON].val4;
break;
case NJ_HYOUSYOURAKU:
skillratio += 50*skill_lv; // recorrected after calculation from vids
break;
case NJ_HUUJIN:
skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv; // idem
break;
case NJ_KAMAITACHI:
skillratio += 100*skill_lv; // idem
break;
}
if (sd && sd->skillatk[0].id != 0)
{
for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
//If we apply skillatk[] as ATK_RATE, it will also affect other skills,
//unfortunately this way ignores a skill's constant modifiers...
skillratio += sd->skillatk[i].val;
}
MATK_RATE(skillratio);
//Constant/misc additions from skills
if (skill_num == WZ_FIREPILLAR)
MATK_ADD(50);
}
}
if(sd) {
//Ignore Defense?
if (!flag.imdef && (
sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
sd->ignore_mdef_race & (1<<tstatus->race) ||
sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
))
flag.imdef = 1;
}
if(!flag.imdef){
if(battle_config.magic_defense_type)
ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
else
ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
}
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
{ //Apply the physical part of the skill's damage. [Skotlex]
struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
if(src==target)
{
if (src->type == BL_PC)
ad.damage = ad.damage/2;
else
ad.damage = 0;
}
}
if(ad.damage<1)
ad.damage=1;
if (flag.elefix)
ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if (sd && flag.cardfix) {
short t_class = status_get_class(target);
short cardfix=100;
cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
if (flag.elefix)
cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
for(i=0;i<sd->add_mdmg_count;i++) {
if(sd->add_mdmg[i].class_ == t_class) {
cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
continue;
}
}
MATK_RATE(cardfix);
}
if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
{ //Card fixes always apply on the target side. [Skotlex]
short s_race2=status_get_race2(src);
short s_class= status_get_class(src);
short cardfix=100;
if (flag.elefix)
cardfix=cardfix*(100-tsd->subele[s_ele])/100;
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
for(i=0;i<tsd->add_mdef_count;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
continue;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if (ad.flag&BF_SHORT)
cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
else
cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
cardfix=cardfix*(100-tsd->magic_def_rate)/100;
MATK_RATE(cardfix);
}
}
damage_div_fix(ad.damage, ad.div_);
if (flag.infdef && ad.damage)
ad.damage = ad.damage>0?1:-1;
ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
if (map_flag_gvg(target->m))
ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
return ad;
}
/*==========================================
* ���̑��_�??[�W�v�Z
*------------------------------------------
*/
struct Damage battle_calc_misc_attack(
struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
{
int skill;
short i;
short s_ele;
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
unsigned hit : 1;
unsigned idef : 1;
unsigned elefix : 1;
unsigned cardfix : 1;
} flag;
malloc_tsetdword(&md,0,sizeof(md));
malloc_tsetdword(&flag,0,sizeof(flag));
if( src == NULL || target == NULL ){
nullpo_info(NLP_MARK);
return md;
}
//Some initial values
md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
md.dmotion=tstatus->dmotion;
md.div_=skill_get_num( skill_num,skill_lv );
md.blewcount=skill_get_blewcount(skill_num,skill_lv);
md.dmg_lv=ATK_DEF;
md.flag=BF_MISC|BF_SHORT|BF_SKILL;
flag.cardfix = flag.elefix = flag.hit = 1;
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, target, tsd);
if(sd) {
sd->state.arrow_atk = 0;
if (sd->skillblown[0].id != 0)
{ //Apply the bonus blewcount. [Skotlex]
for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
md.blewcount += sd->skillblown[i].val;
}
}
s_ele = skill_get_pl(skill_num);
if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
//Misc Settings
switch(skill_num){
case PA_PRESSURE:
case GS_FLING:
case NJ_ZENYNAGE:
flag.cardfix = 0;
case ASC_BREAKER:
flag.elefix = 0;
case HT_BLITZBEAT:
case TF_THROWSTONE:
case SN_FALCONASSAULT:
case PA_GOSPEL:
case CR_ACIDDEMONSTRATION:
md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG;
break;
case HVAN_EXPLOSION:
case NPC_SELFDESTRUCTION:
case NPC_SMOKING:
flag.elefix = flag.cardfix = 0;
break;
case NPC_DARKBREATH:
flag.hit = 0;
break;
}
if (battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
) { //Skill range based on distance between src/target [Skotlex]
if (check_distance_bl(src, target, 3))
md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT;
else
md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG;
}
switch(skill_num){
case HT_LANDMINE:
md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
break;
case HT_BLASTMINE:
md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
break;
case HT_CLAYMORETRAP:
md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
break;
case HT_BLITZBEAT:
case SN_FALCONASSAULT:
//Blitz-beat Damage.
if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
skill=0;
md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
if(mflag > 1)
md.damage /= mflag;
if (skill_num == HT_BLITZBEAT)
break;
//Div fix of Blitzbeat
skill = skill_get_num(HT_BLITZBEAT, 5);
damage_div_fix(md.damage, skill);
//Falcon Assault Modifier
md.damage=md.damage*(150+70*skill_lv)/100;
break;
case TF_THROWSTONE:
md.damage=50;
break;
case BA_DISSONANCE:
md.damage=30+skill_lv*10;
if (sd)
md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
break;
case NPC_SELFDESTRUCTION:
md.damage = sstatus->hp;
break;
case NPC_SMOKING:
md.damage=3;
break;
case NPC_DARKBREATH:
md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
if(md.damage > 9999) md.damage = 9999;
break;
case PA_PRESSURE:
md.damage=500+300*skill_lv;
break;
case PA_GOSPEL:
md.damage = 1+rand()%9999;
break;
case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
if (tsd) md.damage>>=1;
if (md.damage < 0 || md.damage > INT_MAX>>1)
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = INT_MAX>>1;
break;
case NJ_ZENYNAGE:
md.damage = skill_get_zeny(skill_num ,skill_lv);
if (!md.damage) md.damage = 2;
md.damage = md.damage + rand()%md.damage;
if (sd)
{
if ( md.damage > sd->status.zeny )
md.damage=sd->status.zeny;
pc_payzeny(sd, md.damage);
}
if(is_boss(target))
md.damage=md.damage*60/100;
break;
case GS_FLING:
md.damage = sd?sd->status.job_level:status_get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
break ;
case ASC_BREAKER:
md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
break;
}
damage_div_fix(md.damage, md.div_);
if (!flag.hit)
{
struct status_change *sc = status_get_sc(target);
if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
flag.hit = 1;
else {
short
flee = tstatus->flee,
hitrate=80; //Default hitrate
if(battle_config.agi_penalty_type &&
battle_config.agi_penalty_target&target->type)
{
unsigned char target_count; //256 max targets should be a sane max
target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
if(target_count >= battle_config.agi_penalty_count)
{
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
if (hitrate > battle_config.max_hitrate)
hitrate = battle_config.max_hitrate;
else if (hitrate < battle_config.min_hitrate)
hitrate = battle_config.min_hitrate;
if(rand()%100 >= hitrate)
flag.hit = 1;
}
if (!flag.hit) {
md.damage = 0;
md.dmg_lv=ATK_FLEE;
}
}
if(md.damage && flag.cardfix && tsd){
int cardfix = 10000;
int race2 = status_get_race2(src);
if (flag.elefix)
cardfix=cardfix*(100-tsd->subele[s_ele])/100;
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
cardfix=cardfix*(100-tsd->misc_def_rate)/100;
if(md.flag&BF_SHORT)
cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
else // BF_LONG (there's no other choice)
cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
if (cardfix != 10000)
md.damage=md.damage*cardfix/10000;
}
if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
{
for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
md.damage += md.damage*sd->skillatk[i].val/100;
}
if(md.damage < 0)
md.damage = 0;
else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants
md.damage = 1;
if(flag.elefix)
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
if (map_flag_gvg(target->m))
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
return md;
}
/*==========================================
* �_�??[�W�v�Z�ꊇ?��?�p
*------------------------------------------
*/
struct Damage battle_calc_attack( int attack_type,
struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
struct Damage d;
switch(attack_type){
case BF_WEAPON:
d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
break;
case BF_MAGIC:
d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
break;
case BF_MISC:
d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
break;
default:
if (battle_config.error_log)
ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
malloc_tsetdword(&d,0,sizeof(d));
break;
}
if (d.damage + d.damage2 < 1)
{ //Miss/Absorbed
//Weapon attacks should go through to cause additional effects.
if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
d.dmg_lv = ATK_FLEE;
d.dmotion = 0;
}
return d;
}
int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
struct map_session_data *sd=NULL;
struct status_change *sc;
int rdamage = 0;
BL_CAST(BL_PC, bl, sd);
sc = status_get_sc(bl);
if(flag&BF_WEAPON) {
//Bounces back part of the damage.
if (flag & BF_SHORT) {
if (sd && sd->short_weapon_damage_return)
{
rdamage += *damage * sd->short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
{
rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
if (rdamage < 1) rdamage = 1;
}
} else if (flag & BF_LONG) {
if (sd && sd->long_weapon_damage_return)
{
rdamage += *damage * sd->long_weapon_damage_return / 100;
if (rdamage < 1) rdamage = 1;
}
}
} else
// magic_damage_return by [AppleGirl] and [Valaris]
if(flag&BF_MAGIC)
{
if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
{ //Bounces back full damage, you take none.
rdamage = *damage;
*damage = 0;
}
}
return rdamage;
}
void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
{
struct weapon_data *wd;
int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
for (i = 0; i < 4; i++) {
//First two iterations: Right hand
if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
else { wd = &sd->left_weapon; damage = &ldamage; }
if (*damage <= 0) continue;
//First and Third iterations: race, other two boss/nonboss state
if (i == 0 || i == 2)
type = race;
else
type = boss?RC_BOSS:RC_NONBOSS;
hp = wd->hp_drain[type].value;
if (wd->hp_drain[type].rate)
hp += battle_calc_drain(*damage,
wd->hp_drain[type].rate,
wd->hp_drain[type].per);
sp = wd->sp_drain[type].value;
if (wd->sp_drain[type].rate)
sp += battle_calc_drain(*damage,
wd->sp_drain[type].rate,
wd->sp_drain[type].per);
if (hp) {
if (wd->hp_drain[type].type)
rhp += hp;
thp += hp;
}
if (sp) {
if (wd->sp_drain[type].type)
rsp += sp;
tsp += sp;
}
}
if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per);
if (!thp && !tsp) return;
status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
if (rhp || rsp)
status_zap(tbl, rhp, rsp);
}
/*==========================================
* ��?�?U��?��?�܂Ƃ�
*------------------------------------------
*/
int battle_weapon_attack( struct block_list *src,struct block_list *target,
unsigned int tick,int flag)
{
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
int damage,rdamage=0,rdelay=0;
struct Damage wd;
nullpo_retr(0, src);
nullpo_retr(0, target);
if (src->prev == NULL || target->prev == NULL)
return 0;
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, target, tsd);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
sc = status_get_sc(src);
tsc = status_get_sc(target);
if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
sc = NULL;
if (tsc && !tsc->count)
tsc = NULL;
if (sd)
{
sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
if (sd->state.arrow_atk)
{ //Recycled damage variable to store index.
damage = sd->equip_index[EQI_AMMO];
if (damage<0) {
clif_arrow_fail(sd,0);
return 0;
}
//Ammo check by Ishizu-chan
if (sd->inventory_data[damage])
switch (sd->status.weapon) {
case W_BOW:
if (sd->inventory_data[damage]->look != A_ARROW) {
clif_arrow_fail(sd,0);
return 0;
}
break;
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
if (sd->inventory_data[damage]->look != A_BULLET) {
clif_arrow_fail(sd,0);
return 0;
}
break;
case W_GRENADE:
if (sd->inventory_data[damage]->look != A_GRENADE) {
clif_arrow_fail(sd,0);
return 0;
}
break;
}
}
}
if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
status_change_end(src,SC_CLOAKING,-1);
//Check for counter attacks that block your attack. [Skotlex]
if(tsc)
{
if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
(!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
) {
int dir = map_calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
{
int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target,SC_AUTOCOUNTER,-1);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
return 0;
}
}
if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
int duration = skill_get_time2(MO_BLADESTOP,skilllv);
status_change_end(target, SC_BLADESTOP_WAIT, -1);
if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif_bladestop(target,src,1);
sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
return 0;
}
}
if (tsc->data[SC_UTSUSEMI].timer != -1) {
clif_specialeffect(target, 462, AREA);
skill_blown (src, target, tsc->data[SC_UTSUSEMI].val3);
if (--tsc->data[SC_UTSUSEMI].val2 <= 0)
status_change_end(target, SC_UTSUSEMI, -1);
return 0;
}
}
//Recycled the damage variable rather than use a new one... [Skotlex]
if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
{
int triple_rate= 30 - damage; //Base Rate
if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
{
triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
status_change_end(src,SC_SKILLRATE_UP,-1);
}
if (rand()%100 < triple_rate)
return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
}
else if (sc && sc->data[SC_SACRIFICE].timer != -1)
return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
wd = battle_calc_weapon_attack(src,target, 0, 0,0);
if (sd && sd->state.arrow_atk) //Consume arrow.
battle_consume_ammo(sd, 0, 0);
damage = wd.damage + wd.damage2;
if (damage > 0 && src != target) {
rdamage = battle_calc_return_damage(target, &damage, wd.flag);
if (rdamage > 0) {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
}
}
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
// Eh, battle_calc_damage should take care of not making the off-hand dmg miss.
// if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
// clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
if (sd && sd->splash_range > 0 && damage > 0)
skill_castend_damage_id(src, target, 0, -1, tick, 0);
map_freeblock_lock();
battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion);
if (!status_isdead(target) && damage > 0) {
if (sd) {
int rate = 0;
if (sd->weapon_coma_ele[tstatus->def_ele] > 0)
rate += sd->weapon_coma_ele[tstatus->def_ele];
if (sd->weapon_coma_race[tstatus->race] > 0)
rate += sd->weapon_coma_race[tstatus->race];
if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0)
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
}
}
if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
int sp = 0;
int skillid = sc->data[SC_AUTOSPELL].val2;
int skilllv = sc->data[SC_AUTOSPELL].val3;
int i = rand()%100;
if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
i = 0; //Max chance, no skilllv reduction. [Skotlex]
if (i >= 50) skilllv -= 2;
else if (i >= 15) skilllv--;
if (skilllv < 1) skilllv = 1;
sp = skill_get_sp(skillid,skilllv) * 2 / 3;
if (status_charge(src, 0, sp)) {
switch (skill_get_casttype(skillid)) {
case CAST_GROUND:
skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
break;
case CAST_DAMAGE:
skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
break;
}
}
}
if (sd) {
if (wd.flag & BF_WEAPON && src != target && damage > 0) {
if (battle_config.left_cardfix_to_right)
battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
else
battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
}
}
if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
}
if (tsc) {
if (tsc->data[SC_POISONREACT].timer != -1 &&
(rand()%100 < tsc->data[SC_POISONREACT].val3
|| sstatus->def_ele == ELE_POISON) &&
// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
status_check_skilluse(target, src, TF_POISON, 0)
) { //Poison React
if (sstatus->def_ele == ELE_POISON) {
tsc->data[SC_POISONREACT].val2 = 0;
skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
} else {
skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
--tsc->data[SC_POISONREACT].val2;
}
if (tsc->data[SC_POISONREACT].val2 <= 0)
status_change_end(target, SC_POISONREACT, -1);
}
}
map_freeblock_unlock();
return wd.dmg_lv;
}
int battle_check_undead(int race,int element)
{
if(battle_config.undead_detect_type == 0) {
if(element == ELE_UNDEAD)
return 1;
}
else if(battle_config.undead_detect_type == 1) {
if(race == RC_UNDEAD)
return 1;
}
else {
if(element == ELE_UNDEAD || race == RC_UNDEAD)
return 1;
}
return 0;
}
//Returns the upmost level master starting with the given object
struct block_list* battle_get_master(struct block_list *src)
{
struct block_list *prev; //Used for infinite loop check (master of yourself?)
do {
prev = src;
switch (src->type) {
case BL_PET:
if (((TBL_PET*)src)->msd)
src = (struct block_list*)((TBL_PET*)src)->msd;
break;
case BL_MOB:
if (((TBL_MOB*)src)->master_id)
src = map_id2bl(((TBL_MOB*)src)->master_id);
break;
case BL_HOM:
if (((TBL_HOM*)src)->master)
src = (struct block_list*)((TBL_HOM*)src)->master;
break;
case BL_SKILL:
if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
break;
}
} while (src && src != prev);
return prev;
}
/*==========================================
* Checks the state between two targets (rewritten by Skotlex)
* (enemy, friend, party, guild, etc)
* See battle.h for possible values/combinations
* to be used here (BCT_* constants)
* Return value is:
* 1: flag holds true (is enemy, party, etc)
* -1: flag fails
* 0: Invalid target (non-targetable ever)
*------------------------------------------
*/
int battle_check_target( struct block_list *src, struct block_list *target,int flag)
{
int m,state = 0; //Initial state none
int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
struct block_list *s_bl= src, *t_bl= target;
nullpo_retr(0, src);
nullpo_retr(0, target);
m = target->m;
if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
{ //No offensive stuff while in Basilica.
if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
return -1;
}
//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
//objects involved.
if ((t_bl = battle_get_master(target)) == NULL)
t_bl = target;
if ((s_bl = battle_get_master(src)) == NULL)
s_bl = src;
switch (target->type)
{ //Checks on actual target
case BL_PC:
if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
return -1; //Cannot be targeted yet.
break;
case BL_MOB:
if (((TBL_MOB*)target)->special_state.ai > 1 &&
s_bl->type == BL_PC && src->type != BL_MOB)
{ //Alchemist summoned mobs are always targettable by players
state |= BCT_ENEMY;
strip_enemy = 0;
}
break;
case BL_SKILL:
{
TBL_SKILL *su = (TBL_SKILL*)target;
if (!su->group)
return 0;
if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
{ //Only a few skills can target traps...
switch (battle_getcurrentskill(src))
{
case HT_REMOVETRAP:
case AC_SHOWER:
case WZ_HEAVENDRIVE:
state |= BCT_ENEMY;
strip_enemy = 0;
break;
default:
return 0;
}
} else if (su->group->skill_id==WZ_ICEWALL)
{ //Icewall can be hit by anything except skills.
if (src->type == BL_SKILL)
return 0;
state |= BCT_ENEMY;
strip_enemy = 0;
} else //Excepting traps and icewall, you should not be able to target skills.
return 0;
}
//Valid targets with no special checks here.
case BL_HOM:
break;
//All else not specified is an invalid target.
default:
return 0;
}
switch (t_bl->type)
{ //Checks on target master
case BL_PC:
{
TBL_PC *sd = (TBL_PC*)t_bl;
if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
return 0; //Global inmunity to attacks.
if (sd->state.killable && t_bl != s_bl)
{
state |= BCT_ENEMY; //Universal Victim
strip_enemy = 0;
}
break;
}
case BL_MOB:
{
TBL_MOB *md = (TBL_MOB*)t_bl;
if(md->state.killer) //Enable retaliation
state |= BCT_ENEMY;
if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
break;
}
}
switch(src->type)
{ //Checks on actual src type
case BL_MOB:
if (!agit_flag && ((TBL_MOB*)src)->guardian_data && ((TBL_MOB*)src)->guardian_data->guild_id)
return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
break;
case BL_PET:
if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
return 0; //Pet may not attack non-mobs.
if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
return 0; //pet may not attack Guardians/Emperium
break;
case BL_SKILL:
{
struct skill_unit *su = (struct skill_unit *)src;
if (!su->group)
return 0;
//For some mysterious reason ground-skills can't target homun.
if (target->type == BL_HOM)
return 0;
if (su->group->src_id == target->id)
{
int inf2;
inf2 = skill_get_inf2(su->group->skill_id);
if (inf2&INF2_NO_TARGET_SELF)
return -1;
if (inf2&INF2_TARGET_SELF)
return 1;
}
break;
}
}
switch (s_bl->type)
{ //Checks on source master
case BL_PC:
{
TBL_PC *sd = (TBL_PC*) s_bl;
if (sd->state.killer && s_bl != t_bl)
{
state |= BCT_ENEMY; //Is on a killing rampage :O
strip_enemy = 0;
} else
if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
!(
(!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
(!battle_config.duel_allow_gvg && map_flag_gvg(m))
))
{
if (t_bl->type == BL_PC &&
(sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
//Duel targets can ONLY be your enemy, nothing else.
return (BCT_ENEMY&flag)?1:-1;
else // You can't target anything out of your duel
return 0;
}
if (map_flag_gvg(m) && !sd->status.guild_id &&
t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
return 0; //If you don't belong to a guild, can't target guardians/emperium.
if (t_bl->type != BL_PC)
state |= BCT_ENEMY; //Natural enemy.
break;
}
case BL_MOB:
{
TBL_MOB*md = (TBL_MOB*)s_bl;
if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
if(md->state.killer) // Is on a rampage too :D
state |= BCT_ENEMY;
else if (!md->special_state.ai) { //Normal mobs.
if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
state |= BCT_PARTY; //Normal mobs with no ai are friends.
else
state |= BCT_ENEMY; //However, all else are enemies.
} else {
if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
}
break;
}
default:
//Need some sort of default behaviour for unhandled types.
if (t_bl->type != s_bl->type)
state |= BCT_ENEMY;
break;
}
if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
if (target->type&BL_CHAR)
return 1;
else
return -1;
} else
if (flag == BCT_NOONE) //Why would someone use this? no clue.
return -1;
if (t_bl == s_bl)
{ //No need for further testing.
state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
if (state&BCT_ENEMY && strip_enemy)
state&=~BCT_ENEMY;
return (flag&state)?1:-1;
}
if (map_flag_vs(m)) { //Check rivalry settings.
if (flag&(BCT_PARTY|BCT_ENEMY)) {
int s_party = status_get_party_id(s_bl);
if (
!(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
!(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
s_party && s_party == status_get_party_id(t_bl)
)
state |= BCT_PARTY;
else
state |= BCT_ENEMY;
}
if (flag&(BCT_GUILD|BCT_ENEMY)) {
int s_guild = status_get_guild_id(s_bl);
int t_guild = status_get_guild_id(t_bl);
if (
!(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
)
state |= BCT_GUILD;
else
state |= BCT_ENEMY;
}
if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
s_bl->type == BL_PC && t_bl->type == BL_PC)
{ //Prevent novice engagement on pk_mode (feature by Valaris)
TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
sd->status.base_level < battle_config.pk_min_level ||
sd2->status.base_level < battle_config.pk_min_level ||
(battle_config.pk_level_range && (
sd->status.base_level > sd2->status.base_level ?
sd->status.base_level - sd2->status.base_level :
sd2->status.base_level - sd->status.base_level )
> battle_config.pk_level_range)
)
state&=~BCT_ENEMY;
}
} else { //Non pvp/gvg, check party/guild settings.
if (flag&BCT_PARTY || state&BCT_ENEMY) {
int s_party = status_get_party_id(s_bl);
if(s_party && s_party == status_get_party_id(t_bl))
state |= BCT_PARTY;
}
if (flag&BCT_GUILD || state&BCT_ENEMY) {
int s_guild = status_get_guild_id(s_bl);
int t_guild = status_get_guild_id(t_bl);
if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
state |= BCT_GUILD;
}
}
if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
state = BCT_NEUTRAL;
//Alliance state takes precedence over enemy one.
else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
state&=~BCT_ENEMY;
return (flag&state)?1:-1;
}
/*==========================================
* �˒�����
*------------------------------------------
*/
int battle_check_range(struct block_list *src,struct block_list *bl,int range)
{
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(src->m != bl->m) // �Ⴄ�}�b�v
return 0;
if (!check_distance_bl(src, bl, range))
return 0;
if(distance_bl(src, bl) < 2) //No need for path checking.
return 1;
// ?�Q������
return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
}
/*==========================================
* Return numerical value of a switch configuration (modified by [Yor])
* on/off, english, fran�ais, deutsch, espa�ol
*------------------------------------------
*/
int battle_config_switch(const char *str) {
if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
return 1;
if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
return 0;
return atoi(str);
}
static const struct battle_data_short {
const char *str;
unsigned short *val;
} battle_data_short[] = { //List here battle_athena options which are type unsigned short!
{ "warp_point_debug", &battle_config.warp_point_debug },
{ "enable_critical", &battle_config.enable_critical },
{ "mob_critical_rate", &battle_config.mob_critical_rate },
{ "critical_rate", &battle_config.critical_rate },
{ "enable_baseatk", &battle_config.enable_baseatk },
{ "enable_perfect_flee", &battle_config.enable_perfect_flee },
{ "casting_rate", &battle_config.cast_rate },
{ "delay_rate", &battle_config.delay_rate },
{ "delay_dependon_dex", &battle_config.delay_dependon_dex },
{ "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
{ "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
{ "skill_add_range", &battle_config.skill_add_range },
{ "skill_out_range_consume", &battle_config.skill_out_range_consume },
{ "skillrange_by_distance", &battle_config.skillrange_by_distance },
{ "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
{ "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
{ "defunit_not_enemy", &battle_config.defnotenemy },
{ "gvg_traps_target_all", &battle_config.vs_traps_bctall },
{ "traps_setting", &battle_config.traps_setting },
{ "clear_skills_on_death", &battle_config.clear_unit_ondeath },
{ "clear_skills_on_warp", &battle_config.clear_unit_onwarp },
{ "random_monster_checklv", &battle_config.random_monster_checklv },
{ "attribute_recover", &battle_config.attr_recover },
{ "flooritem_lifetime", &battle_config.flooritem_lifetime },
{ "item_auto_get", &battle_config.item_auto_get },
{ "drop_rate0item", &battle_config.drop_rate0item },
{ "pvp_exp", &battle_config.pvp_exp },
{ "gtb_sc_immunity", &battle_config.gtb_sc_immunity},
{ "guild_max_castles", &battle_config.guild_max_castles },
{ "emergency_call", &battle_config.emergency_call },
{ "guild_aura", &battle_config.guild_aura },
{ "death_penalty_type", &battle_config.death_penalty_type },
{ "death_penalty_base", &battle_config.death_penalty_base },
{ "death_penalty_job", &battle_config.death_penalty_job },
{ "restart_hp_rate", &battle_config.restart_hp_rate },
{ "restart_sp_rate", &battle_config.restart_sp_rate },
{ "mvp_hp_rate", &battle_config.mvp_hp_rate },
{ "monster_hp_rate", &battle_config.monster_hp_rate },
{ "monster_max_aspd", &battle_config.monster_max_aspd },
{ "view_range_rate", &battle_config.view_range_rate },
{ "chase_range_rate", &battle_config.chase_range_rate },
{ "atcommand_gm_only", &battle_config.atc_gmonly },
{ "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
{ "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
{ "gm_all_skill", &battle_config.gm_allskill },
{ "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
{ "gm_all_equipment", &battle_config.gm_allequip },
{ "gm_skill_unconditional", &battle_config.gm_skilluncond },
{ "gm_join_chat", &battle_config.gm_join_chat },
{ "gm_kick_chat", &battle_config.gm_kick_chat },
{ "player_skillfree", &battle_config.skillfree },
{ "player_skillup_limit", &battle_config.skillup_limit },
{ "weapon_produce_rate", &battle_config.wp_rate },
{ "potion_produce_rate", &battle_config.pp_rate },
{ "monster_active_enable", &battle_config.monster_active_enable },
{ "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
{ "monster_loot_type", &battle_config.monster_loot_type },
// { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
{ "mob_skill_rate", &battle_config.mob_skill_rate },
{ "mob_skill_delay", &battle_config.mob_skill_delay },
{ "mob_count_rate", &battle_config.mob_count_rate },
{ "mob_spawn_delay", &battle_config.mob_spawn_delay },
{ "no_spawn_on_player", &battle_config.no_spawn_on_player },
{ "force_random_spawn", &battle_config.force_random_spawn },
{ "plant_spawn_delay", &battle_config.plant_spawn_delay },
{ "boss_spawn_delay", &battle_config.boss_spawn_delay },
{ "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
{ "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
{ "summons_trigger_autospells", &battle_config.summons_trigger_autospells },
{ "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
{ "damage_walk_delay_rate", &battle_config.walk_delay_rate },
{ "multihit_delay", &battle_config.multihit_delay },
{ "quest_skill_learn", &battle_config.quest_skill_learn },
{ "quest_skill_reset", &battle_config.quest_skill_reset },
{ "basic_skill_check", &battle_config.basic_skill_check },
{ "guild_emperium_check", &battle_config.guild_emperium_check },
{ "guild_exp_limit", &battle_config.guild_exp_limit },
{ "player_invincible_time", &battle_config.pc_invincible_time },
{ "pet_catch_rate", &battle_config.pet_catch_rate },
{ "pet_rename", &battle_config.pet_rename },
{ "pet_friendly_rate", &battle_config.pet_friendly_rate },
{ "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
{ "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
{ "pet_status_support", &battle_config.pet_status_support },
{ "pet_attack_support", &battle_config.pet_attack_support },
{ "pet_damage_support", &battle_config.pet_damage_support },
{ "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
{ "pet_support_rate", &battle_config.pet_support_rate },
{ "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
{ "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
{ "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
{ "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
{ "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
{ "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
{ "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
{ "skill_min_damage", &battle_config.skill_min_damage },
{ "finger_offensive_type", &battle_config.finger_offensive_type },
{ "heal_exp", &battle_config.heal_exp },
{ "max_heal_lv", &battle_config.max_heal_lv },
{ "resurrection_exp", &battle_config.resurrection_exp },
{ "shop_exp", &battle_config.shop_exp },
{ "combo_delay_rate", &battle_config.combo_delay_rate },
{ "item_check", &battle_config.item_check },
{ "item_use_interval", &battle_config.item_use_interval },
{ "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
{ "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
{ "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
{ "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
{ "item_name_override_grffile", &battle_config.item_name_override_grffile},
{ "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
{ "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
{ "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
{ "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
{ "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
{ "arrow_decrement", &battle_config.arrow_decrement },
{ "max_aspd", &battle_config.max_aspd },
{ "max_walk_speed", &battle_config.max_walk_speed },
{ "max_lv", &battle_config.max_lv },
{ "aura_lv", &battle_config.aura_lv },
{ "max_parameter", &battle_config.max_parameter },
{ "max_baby_parameter", &battle_config.max_baby_parameter },
{ "max_def", &battle_config.max_def },
{ "over_def_bonus", &battle_config.over_def_bonus },
{ "skill_log", &battle_config.skill_log },
{ "battle_log", &battle_config.battle_log },
{ "save_log", &battle_config.save_log },
{ "error_log", &battle_config.error_log },
{ "etc_log", &battle_config.etc_log },
{ "save_clothcolor", &battle_config.save_clothcolor },
{ "undead_detect_type", &battle_config.undead_detect_type },
{ "auto_counter_type", &battle_config.auto_counter_type },
{ "min_hitrate", &battle_config.min_hitrate },
{ "max_hitrate", &battle_config.max_hitrate },
{ "agi_penalty_target", &battle_config.agi_penalty_target },
{ "agi_penalty_type", &battle_config.agi_penalty_type },
{ "agi_penalty_count", &battle_config.agi_penalty_count },
{ "agi_penalty_num", &battle_config.agi_penalty_num },
{ "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
{ "vit_penalty_target", &battle_config.vit_penalty_target },
{ "vit_penalty_type", &battle_config.vit_penalty_type },
{ "vit_penalty_count", &battle_config.vit_penalty_count },
{ "vit_penalty_num", &battle_config.vit_penalty_num },
{ "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
{ "weapon_defense_type", &battle_config.weapon_defense_type },
{ "magic_defense_type", &battle_config.magic_defense_type },
{ "skill_reiteration", &battle_config.skill_reiteration },
{ "skill_nofootset", &battle_config.skill_nofootset },
{ "player_cloak_check_type", &battle_config.pc_cloak_check_type },
{ "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
{ "sense_type", &battle_config.estimation_type },
{ "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
{ "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
{ "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
{ "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
{ "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
{ "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
{ "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate },
{ "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate },
{ "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate },
{ "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate },
{ "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate },
{ "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
{ "attack_direction_change", &battle_config.attack_direction_change },
{ "land_skill_limit", &battle_config.land_skill_limit },
{ "party_skill_penalty", &battle_config.party_skill_penalty },
{ "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
{ "produce_item_name_input", &battle_config.produce_item_name_input },
{ "produce_potion_name_input", &battle_config.produce_potion_name_input},
{ "making_arrow_name_input", &battle_config.making_arrow_name_input },
{ "holywater_name_input", &battle_config.holywater_name_input },
{ "cdp_name_input", &battle_config.cdp_name_input },
{ "display_skill_fail", &battle_config.display_skill_fail },
{ "chat_warpportal", &battle_config.chat_warpportal },
{ "mob_warp", &battle_config.mob_warp },
{ "dead_branch_active", &battle_config.dead_branch_active },
{ "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
{ "party_hp_mode", &battle_config.party_hp_mode },
{ "show_party_share_picker", &battle_config.party_show_share_picker },
{ "party_update_interval", &battle_config.party_update_interval },
{ "party_item_share_type", &battle_config.party_share_type },
{ "attack_attr_none", &battle_config.attack_attr_none },
{ "gx_allhit", &battle_config.gx_allhit },
{ "gx_disptype", &battle_config.gx_disptype },
{ "devotion_level_difference", &battle_config.devotion_level_difference },
{ "player_skill_partner_check", &battle_config.player_skill_partner_check},
{ "hide_GM_session", &battle_config.hide_GM_session },
{ "invite_request_check", &battle_config.invite_request_check },
{ "skill_removetrap_type", &battle_config.skill_removetrap_type },
{ "disp_experience", &battle_config.disp_experience },
{ "disp_zeny", &battle_config.disp_zeny },
{ "castle_defense_rate", &battle_config.castle_defense_rate },
{ "hp_rate", &battle_config.hp_rate },
{ "sp_rate", &battle_config.sp_rate },
{ "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
{ "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
{ "disp_hpmeter", &battle_config.disp_hpmeter },
{ "bone_drop", &battle_config.bone_drop },
{ "buyer_name", &battle_config.buyer_name },
{ "skill_wall_check", &battle_config.skill_wall_check },
{ "cell_stack_limit", &battle_config.cell_stack_limit },
// eAthena additions
{ "item_logarithmic_drops", &battle_config.logarithmic_drops },
{ "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
{ "item_drop_common_max", &battle_config.item_drop_common_max },
{ "item_drop_equip_min", &battle_config.item_drop_equip_min },
{ "item_drop_equip_max", &battle_config.item_drop_equip_max },
{ "item_drop_card_min", &battle_config.item_drop_card_min },
{ "item_drop_card_max", &battle_config.item_drop_card_max },
{ "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
{ "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
{ "item_drop_heal_min", &battle_config.item_drop_heal_min },
{ "item_drop_heal_max", &battle_config.item_drop_heal_max },
{ "item_drop_use_min", &battle_config.item_drop_use_min },
{ "item_drop_use_max", &battle_config.item_drop_use_max },
{ "item_drop_add_min", &battle_config.item_drop_adddrop_min },
{ "item_drop_add_max", &battle_config.item_drop_adddrop_max },
{ "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
{ "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
{ "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
{ "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
{ "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
{ "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
{ "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
{ "equip_self_break_rate", &battle_config.equip_self_break_rate },
{ "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
{ "pk_mode", &battle_config.pk_mode }, // [Valaris]
{ "pk_level_range", &battle_config.pk_level_range },
{ "manner_system", &battle_config.manner_system }, // [Komurka]
{ "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
{ "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
{ "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
{ "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
{ "night_at_start", &battle_config.night_at_start }, // added by [Yor]
{ "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
{ "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
{ "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
{ "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
{ "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
{ "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
{ "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
{ "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
{ "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
{ "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
{ "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
{ "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
{ "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
{ "area_size", &battle_config.area_size }, // added by [MouseJstr]
{ "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
{ "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
{ "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
{ "pk_min_level", &battle_config.pk_min_level}, // [celest]
{ "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
{ "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
{ "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
// { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
{ "motd_type", &battle_config.motd_type}, // [celest]
{ "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
{ "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
{ "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
{ "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
{ "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
{ "no_skill_delay", &battle_config.no_skill_delay}, // [Skotlex]
{ "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
{ "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
{ "party_even_share_bonus", &battle_config.party_even_share_bonus},
{ "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
{ "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
{ "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
{ "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
{ "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
{ "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
{ "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
{ "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
{ "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
{ "debuff_on_logout", &battle_config.debuff_on_logout},
{ "monster_ai", &battle_config.mob_ai},
{ "dynamic_mobs", &battle_config.dynamic_mobs},
{ "mob_remove_damaged", &battle_config.mob_remove_damaged},
{ "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
{ "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
{ "mob_npc_event_type", &battle_config.mob_npc_event_type},
{ "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
{ "character_size", &battle_config.character_size}, // [Lupus]
{ "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
{ "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
{ "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
{ "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
{ "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
{ "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
{ "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
{ "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
{ "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
{ "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
{ "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
{ "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
{ "duel_enable", &battle_config.duel_enable}, // [LuzZza]
{ "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
{ "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
{ "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
{ "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
{ "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
{ "duel_only_on_same_map", &battle_config.duel_only_on_same_map}, // [Toms]
{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
{ "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
{ "allow_es_magic_player", &battle_config.allow_es_magic_pc },
{ "skill_caster_check", &battle_config.skill_caster_check },
{ "status_cast_cancel", &battle_config.sc_castcancel },
{ "pc_status_def_rate", &battle_config.pc_sc_def_rate },
{ "mob_status_def_rate", &battle_config.mob_sc_def_rate },
{ "pc_luk_status_def", &battle_config.pc_luk_sc_def },
{ "mob_luk_status_def", &battle_config.mob_luk_sc_def },
{ "pc_max_status_def", &battle_config.pc_max_sc_def },
{ "mob_max_status_def", &battle_config.mob_max_sc_def },
{ "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
{ "autospell_stacking", &battle_config.autospell_stacking },
{ "override_mob_names", &battle_config.override_mob_names },
{ "min_chat_delay", &battle_config.min_chat_delay },
{ "homunculus_show_growth", &battle_config.homunculus_show_growth }, //[orn]
{ "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate },
};
static const struct battle_data_int {
const char *str;
int *val;
} battle_data_int[] = { //List here battle_athena options which are type int!
{ "item_first_get_time", &battle_config.item_first_get_time },
{ "item_second_get_time", &battle_config.item_second_get_time },
{ "item_third_get_time", &battle_config.item_third_get_time },
{ "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
{ "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
{ "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
{ "base_exp_rate", &battle_config.base_exp_rate },
{ "job_exp_rate", &battle_config.job_exp_rate },
{ "zeny_penalty", &battle_config.zeny_penalty },
{ "mvp_exp_rate", &battle_config.mvp_exp_rate },
{ "natural_healhp_interval", &battle_config.natural_healhp_interval },
{ "natural_healsp_interval", &battle_config.natural_healsp_interval },
{ "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
{ "max_hp", &battle_config.max_hp },
{ "max_sp", &battle_config.max_sp },
{ "max_cart_weight", &battle_config.max_cart_weight },
{ "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
{ "vending_max_value", &battle_config.vending_max_value },
// eAthena additions
{ "item_rate_mvp", &battle_config.item_rate_mvp },
{ "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
{ "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
{ "item_rate_equip", &battle_config.item_rate_equip },
{ "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
{ "item_rate_card", &battle_config.item_rate_card }, // End Addition
{ "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
{ "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
{ "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
{ "item_rate_use", &battle_config.item_rate_use }, // End
{ "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
{ "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
{ "item_rate_treasure", &battle_config.item_rate_treasure }, // End
{ "day_duration", &battle_config.day_duration }, // added by [Yor]
{ "night_duration", &battle_config.night_duration }, // added by [Yor]
{ "max_heal", &battle_config.max_heal },
{ "mob_remove_delay", &battle_config.mob_remove_delay },
{ "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
{ "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate }, //[orn]
};
int battle_set_value(char *w1, char *w2) {
int i;
for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
if (strcmpi(w1, battle_data_short[i].str) == 0) {
* battle_data_short[i].val = battle_config_switch(w2);
return 1;
}
for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
if (strcmpi(w1, battle_data_int[i].str) == 0) {
*battle_data_int[i].val = battle_config_switch(w2);
return 1;
}
return 0;
}
int battle_get_value(char *w1) {
int i;
for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
if (strcmpi(w1, battle_data_short[i].str) == 0) {
return * battle_data_short[i].val;
}
for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
if (strcmpi(w1, battle_data_int[i].str) == 0) {
return *battle_data_int[i].val;
}
return 0;
}
void battle_set_defaults() {
battle_config.warp_point_debug=0;
battle_config.enable_critical=BL_PC;
battle_config.mob_critical_rate=100;
battle_config.critical_rate=100;
battle_config.enable_baseatk = BL_ALL;
battle_config.enable_perfect_flee = BL_PC|BL_PET;
battle_config.cast_rate=100;
battle_config.delay_rate=100;
battle_config.delay_dependon_dex=0;
battle_config.sdelay_attack_enable=0;
battle_config.left_cardfix_to_right=0;
battle_config.skill_add_range=0;
battle_config.skill_out_range_consume=1;
battle_config.skillrange_by_distance=~BL_PC;
battle_config.use_weapon_skill_range=~BL_PC;
battle_config.pc_damage_delay_rate=100;
battle_config.defnotenemy=0;
battle_config.vs_traps_bctall=BL_PC;
battle_config.traps_setting=0;
battle_config.clear_unit_ondeath=BL_ALL;
battle_config.clear_unit_onwarp=BL_ALL;
battle_config.random_monster_checklv=1;
battle_config.attr_recover=1;
battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
battle_config.item_auto_get=0;
battle_config.item_first_get_time=3000;
battle_config.item_second_get_time=1000;
battle_config.item_third_get_time=1000;
battle_config.mvp_item_first_get_time=10000;
battle_config.mvp_item_second_get_time=10000;
battle_config.mvp_item_third_get_time=2000;
battle_config.drop_rate0item=0;
battle_config.base_exp_rate=100;
battle_config.job_exp_rate=100;
battle_config.pvp_exp=1;
battle_config.gtb_sc_immunity=50;
battle_config.death_penalty_type=0;
battle_config.death_penalty_base=0;
battle_config.death_penalty_job=0;
battle_config.zeny_penalty=0;
battle_config.restart_hp_rate=0;
battle_config.restart_sp_rate=0;
battle_config.mvp_exp_rate=100;
battle_config.mvp_hp_rate=100;
battle_config.monster_hp_rate=100;
battle_config.monster_max_aspd=199;
battle_config.view_range_rate=100;
battle_config.chase_range_rate=100;
battle_config.atc_gmonly=0;
battle_config.atc_spawn_quantity_limit=0;
battle_config.atc_slave_clone_limit=0;
battle_config.gm_allskill=0;
battle_config.gm_allequip=0;
battle_config.gm_skilluncond=0;
battle_config.gm_join_chat=0;
battle_config.gm_kick_chat=0;
battle_config.guild_max_castles=0;
battle_config.emergency_call=15;
battle_config.guild_aura=31;
battle_config.skillfree = 0;
battle_config.skillup_limit = 0;
battle_config.wp_rate=100;
battle_config.pp_rate=100;
battle_config.monster_active_enable=1;
battle_config.monster_damage_delay_rate=100;
battle_config.monster_loot_type=0;
battle_config.mob_skill_rate=100;
battle_config.mob_skill_delay=100;
battle_config.mob_count_rate=100;
battle_config.mob_spawn_delay=100;
battle_config.no_spawn_on_player=0;
battle_config.force_random_spawn=0;
battle_config.plant_spawn_delay=100;
battle_config.boss_spawn_delay=100;
battle_config.slaves_inherit_mode=1;
battle_config.slaves_inherit_speed=1;
battle_config.summons_trigger_autospells=1;
battle_config.pc_walk_delay_rate=20;
battle_config.walk_delay_rate=100;
battle_config.multihit_delay=80;
battle_config.quest_skill_learn=0;
battle_config.quest_skill_reset=1;
battle_config.basic_skill_check=1;
battle_config.guild_emperium_check=1;
battle_config.guild_exp_limit=50;
battle_config.pc_invincible_time = 5000;
battle_config.pet_catch_rate=100;
battle_config.pet_rename=0;
battle_config.pet_friendly_rate=100;
battle_config.pet_hungry_delay_rate=100;
battle_config.pet_hungry_friendly_decrease=5;
battle_config.pet_status_support=0;
battle_config.pet_attack_support=0;
battle_config.pet_damage_support=0;
battle_config.pet_support_min_friendly=900;
battle_config.pet_support_rate=100;
battle_config.pet_attack_exp_to_master=0;
battle_config.pet_attack_exp_rate=100;
battle_config.pet_lv_rate=0; //Skotlex
battle_config.pet_max_stats=99; //Skotlex
battle_config.pet_max_atk1=750; //Skotlex
battle_config.pet_max_atk2=1000; //Skotlex
battle_config.pet_no_gvg=0; //Skotlex
battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
battle_config.finger_offensive_type=0;
battle_config.heal_exp=0;
battle_config.max_heal=9999;
battle_config.max_heal_lv=11;
battle_config.resurrection_exp=0;
battle_config.shop_exp=0;
battle_config.combo_delay_rate=100;
battle_config.item_check=1;
battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
battle_config.wedding_modifydisplay=0;
battle_config.wedding_ignorepalette=0;
battle_config.xmas_ignorepalette=0; // [Valaris]
battle_config.natural_healhp_interval=6000;
battle_config.natural_healsp_interval=8000;
battle_config.natural_heal_skill_interval=10000;
battle_config.natural_heal_weight_rate=50;
battle_config.item_name_override_grffile=1;
battle_config.item_equip_override_grffile=0; // [Celest]
battle_config.item_slots_override_grffile=0; // [Celest]
battle_config.indoors_override_grffile=0; // [Celest]
battle_config.skill_sp_override_grffile=0; // [Celest]
battle_config.cardillust_read_grffile=0; // [Celest]
battle_config.arrow_decrement=1;
battle_config.max_aspd = 199;
battle_config.max_walk_speed = 300;
battle_config.max_hp = 32500;
battle_config.max_sp = 32500;
battle_config.max_lv = 99; // [MouseJstr]
battle_config.aura_lv = 99; // [Skotlex]
battle_config.max_parameter = 99;
battle_config.max_baby_parameter = 80;
battle_config.max_cart_weight = 8000;
battle_config.max_def = 99; // [Skotlex]
battle_config.over_def_bonus = 0; // [Skotlex]
battle_config.skill_log = 0;
battle_config.battle_log = 0;
battle_config.save_log = 0;
battle_config.error_log = 1;
battle_config.etc_log = 1;
battle_config.save_clothcolor = 0;
battle_config.undead_detect_type = 0;
battle_config.auto_counter_type = BL_ALL;
battle_config.min_hitrate = 5;
battle_config.max_hitrate = 100;
battle_config.agi_penalty_target = BL_PC;
battle_config.agi_penalty_type = 1;
battle_config.agi_penalty_count = 3;
battle_config.agi_penalty_num = 10;
battle_config.agi_penalty_count_lv = ATK_FLEE;
battle_config.vit_penalty_target = BL_PC;
battle_config.vit_penalty_type = 1;
battle_config.vit_penalty_count = 3;
battle_config.vit_penalty_num = 5;
battle_config.vit_penalty_count_lv = ATK_DEF;
battle_config.weapon_defense_type = 0;
battle_config.magic_defense_type = 0;
battle_config.skill_reiteration = 0;
battle_config.skill_nofootset = BL_PC;
battle_config.pc_cloak_check_type = 1;
battle_config.monster_cloak_check_type = 0;
battle_config.estimation_type = 3;
battle_config.gvg_short_damage_rate = 100;
battle_config.gvg_long_damage_rate = 75;
battle_config.gvg_weapon_damage_rate = 60;
battle_config.gvg_magic_damage_rate = 50;
battle_config.gvg_misc_damage_rate = 60;
battle_config.gvg_flee_penalty = 20;
battle_config.gvg_eliminate_time = 7000;
battle_config.pk_short_damage_rate = 80;
battle_config.pk_long_damage_rate = 70;
battle_config.pk_weapon_damage_rate = 60;
battle_config.pk_magic_damage_rate = 60;
battle_config.pk_misc_damage_rate = 60;
battle_config.mob_changetarget_byskill = 0;
battle_config.attack_direction_change = BL_ALL;
battle_config.land_skill_limit = BL_ALL;
battle_config.party_skill_penalty = 1;
battle_config.monster_class_change_full_recover = 0;
battle_config.produce_item_name_input = 1;
battle_config.produce_potion_name_input = 1;
battle_config.making_arrow_name_input = 1;
battle_config.holywater_name_input = 1;
battle_config.cdp_name_input = 1;
battle_config.display_skill_fail = 0;
battle_config.chat_warpportal = 0;
battle_config.mob_warp = 0;
battle_config.dead_branch_active = 0;
battle_config.vending_max_value = 10000000;
battle_config.show_steal_in_same_party = 0;
battle_config.party_update_interval = 1000;
battle_config.party_share_type = 0;
battle_config.party_hp_mode = 0;
battle_config.party_show_share_picker = 0;
battle_config.attack_attr_none = ~BL_PC;
battle_config.gx_allhit = 1;
battle_config.gx_disptype = 1;
battle_config.devotion_level_difference = 10;
battle_config.player_skill_partner_check = 1;
battle_config.hide_GM_session = 0;
battle_config.invite_request_check = 1;
battle_config.skill_removetrap_type = 0;
battle_config.disp_experience = 0;
battle_config.disp_zeny = 0;
battle_config.castle_defense_rate = 100;
battle_config.hp_rate = 100;
battle_config.sp_rate = 100;
battle_config.gm_cant_drop_min_lv = 1;
battle_config.gm_cant_drop_max_lv = 0;
battle_config.disp_hpmeter = 60;
battle_config.skill_wall_check = 1;
battle_config.cell_stack_limit = 1;
battle_config.bone_drop = 0;
battle_config.buyer_name = 1;
// eAthena additions
battle_config.item_rate_mvp=100;
battle_config.item_rate_common = 100;
battle_config.item_rate_common_boss = 100; // [Reddozen]
battle_config.item_rate_equip = 100;
battle_config.item_rate_equip_boss = 100; // [Reddozen]
battle_config.item_rate_card = 100;
battle_config.item_rate_card_boss = 100; // [Reddozen]
battle_config.item_rate_heal = 100; // Added by Valaris
battle_config.item_rate_heal_boss = 100; // [Reddozen]
battle_config.item_rate_use = 100; // End
battle_config.item_rate_use_boss = 100; // [Reddozen]
battle_config.item_rate_adddrop = 100;
battle_config.item_rate_treasure = 100;
battle_config.logarithmic_drops = 0;
battle_config.item_drop_common_min=1; // Added by TyrNemesis^
battle_config.item_drop_common_max=10000;
battle_config.item_drop_equip_min=1;
battle_config.item_drop_equip_max=10000;
battle_config.item_drop_card_min=1;
battle_config.item_drop_card_max=10000;
battle_config.item_drop_mvp_min=1;
battle_config.item_drop_mvp_max=10000; // End Addition
battle_config.item_drop_heal_min=1; // Added by Valaris
battle_config.item_drop_heal_max=10000;
battle_config.item_drop_use_min=1;
battle_config.item_drop_use_max=10000; // End
battle_config.item_drop_adddrop_min=1;
battle_config.item_drop_adddrop_max=10000;
battle_config.item_drop_treasure_min=1;
battle_config.item_drop_treasure_max=10000;
battle_config.prevent_logout = 10000; // Added by RoVeRT
battle_config.drops_by_luk = 0; // [Valaris]
battle_config.drops_by_luk2 = 0;
battle_config.equip_natural_break_rate = 1;
battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
battle_config.pk_mode = 0; // [Valaris]
battle_config.pk_level_range = 0; // [Skotlex]
battle_config.manner_system = 0xFFF; // [Valaris]
battle_config.pet_equip_required = 0; // [Valaris]
battle_config.multi_level_up = 0; // [Valaris]
battle_config.max_exp_gain_rate = 0; // [Skotlex]
battle_config.backstab_bow_penalty = 0; // Akaru
battle_config.night_at_start = 0; // added by [Yor]
battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
battle_config.show_mob_hp = 0; // [Valaris]
battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
battle_config.any_warp_GM_min_level = 20; // added by [Yor]
battle_config.packet_ver_flag = 1023; // added by [Yor]
battle_config.min_hair_style = 0;
battle_config.max_hair_style = 23;
battle_config.min_hair_color = 0;
battle_config.max_hair_color = 9;
battle_config.min_cloth_color = 0;
battle_config.max_cloth_color = 4;
battle_config.pet_hair_style = 100;
battle_config.zeny_from_mobs = 0;
battle_config.mobs_level_up = 0; // [Valaris]
battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
battle_config.pk_min_level = 55;
battle_config.skill_steal_type = 1;
battle_config.skill_steal_rate = 100;
battle_config.skill_steal_max_tries = 15; //=16 tries
// battle_config.night_darkness_level = 9;
battle_config.motd_type = 0;
battle_config.allow_atcommand_when_mute = 0;
battle_config.finding_ore_rate = 100;
battle_config.castrate_dex_scale = 150;
battle_config.area_size = 14;
battle_config.exp_calc_type = 1;
battle_config.min_skill_delay_limit = 100;
battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
battle_config.no_skill_delay = BL_MOB;
battle_config.require_glory_guild = 0;
battle_config.idle_no_share = 0;
battle_config.party_even_share_bonus = 0;
battle_config.delay_battle_damage = 1;
battle_config.hide_woe_damage = 0;
battle_config.display_version = 1;
battle_config.who_display_aid = 0;
battle_config.display_hallucination = 1;
battle_config.ignore_items_gender = 1;
battle_config.copyskill_restrict = 2;
battle_config.berserk_cancels_buffs = 1;
battle_config.debuff_on_logout = 1;
battle_config.use_statpoint_table = 1;
battle_config.mob_ai = 0;
battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
battle_config.mob_remove_delay = 60000;
battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
battle_config.mob_clear_delay = 0;
battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
battle_config.firewall_hits_on_undead = 1;
battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
battle_config.title_lvl2 = 10;
battle_config.title_lvl3 = 20;
battle_config.title_lvl4 = 40;
battle_config.title_lvl5 = 50;
battle_config.title_lvl6 = 60;
battle_config.title_lvl7 = 80;
battle_config.title_lvl8 = 99;
battle_config.duel_enable = 1;
battle_config.duel_allow_pvp = 0;
battle_config.duel_allow_gvg = 0;
battle_config.duel_allow_teleport = 0;
battle_config.duel_autoleave_when_die = 1;
battle_config.duel_time_interval = 60;
battle_config.duel_only_on_same_map = 0;
battle_config.skip_teleport_lv1_menu = 0;
battle_config.allow_skill_without_day = 0;
battle_config.allow_es_magic_pc = 0;
battle_config.skill_caster_check = 1;
battle_config.sc_castcancel = 0;
battle_config.pc_sc_def_rate = 100;
battle_config.mob_sc_def_rate = 100;
battle_config.pc_luk_sc_def = 300;
battle_config.mob_luk_sc_def = 300;
battle_config.pc_max_sc_def = 10000;
battle_config.mob_max_sc_def = 5000;
battle_config.sg_miracle_skill_ratio=1;
battle_config.sg_miracle_skill_duration=600000;
battle_config.autospell_stacking = 0;
battle_config.override_mob_names = 0;
battle_config.min_chat_delay = 0;
battle_config.hvan_explosion_intimate = 45000; //[orn]
battle_config.homunculus_show_growth = 0; //[orn]
battle_config.homunculus_friendly_rate = 100;
}
void battle_validate_conf() {
if(battle_config.flooritem_lifetime < 1000)
battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
/* if(battle_config.restart_hp_rate < 0)
battle_config.restart_hp_rate = 0;
else*/ if(battle_config.restart_hp_rate > 100)
battle_config.restart_hp_rate = 100;
/* if(battle_config.restart_sp_rate < 0)
battle_config.restart_sp_rate = 0;
else*/ if(battle_config.restart_sp_rate > 100)
battle_config.restart_sp_rate = 100;
if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
if(battle_config.natural_heal_weight_rate < 50)
battle_config.natural_heal_weight_rate = 50;
if(battle_config.natural_heal_weight_rate > 101)
battle_config.natural_heal_weight_rate = 101;
battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
if(battle_config.monster_max_aspd < 10)
battle_config.monster_max_aspd = 10;
if(battle_config.monster_max_aspd > 1000)
battle_config.monster_max_aspd = 1000;
battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
if(battle_config.max_aspd < 10)
battle_config.max_aspd = 10;
if(battle_config.max_aspd > 1000)
battle_config.max_aspd = 1000;
if (battle_config.max_walk_speed < 100)
battle_config.max_walk_speed = 100;
battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
if (battle_config.max_walk_speed < 1)
battle_config.max_walk_speed = 1;
if(battle_config.hp_rate < 1)
battle_config.hp_rate = 1;
if(battle_config.sp_rate < 1)
battle_config.sp_rate = 1;
if(battle_config.max_hp > 1000000000)
battle_config.max_hp = 1000000000;
if(battle_config.max_hp < 100)
battle_config.max_hp = 100;
if(battle_config.max_sp > 1000000000)
battle_config.max_sp = 1000000000;
if(battle_config.max_sp < 100)
battle_config.max_sp = 100;
if(battle_config.max_parameter < 10)
battle_config.max_parameter = 10;
if(battle_config.max_parameter > 10000)
battle_config.max_parameter = 10000;
if(battle_config.max_baby_parameter < 10)
battle_config.max_baby_parameter = 10;
if(battle_config.max_baby_parameter > 10000)
battle_config.max_baby_parameter = 10000;
if(battle_config.max_cart_weight > 1000000)
battle_config.max_cart_weight = 1000000;
if(battle_config.max_cart_weight < 100)
battle_config.max_cart_weight = 100;
battle_config.max_cart_weight *= 10;
if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
battle_config.max_def = 100;
if(battle_config.over_def_bonus > 1000)
battle_config.over_def_bonus = 1000;
if(battle_config.min_hitrate > battle_config.max_hitrate)
battle_config.min_hitrate = battle_config.max_hitrate;
if(battle_config.agi_penalty_count < 2)
battle_config.agi_penalty_count = 2;
if(battle_config.vit_penalty_count < 2)
battle_config.vit_penalty_count = 2;
if(battle_config.party_update_interval < 100)
battle_config.party_update_interval = 100;
if(battle_config.guild_exp_limit > 99)
battle_config.guild_exp_limit = 99;
/* if(battle_config.guild_exp_limit < 0)
battle_config.guild_exp_limit = 0;*/
if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
battle_config.pet_support_min_friendly = 950;
if(battle_config.pet_hungry_delay_rate < 10)
battle_config.pet_hungry_delay_rate=10;
if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
// if(battle_config.castle_defense_rate < 0)
// battle_config.castle_defense_rate = 0;
if(battle_config.castle_defense_rate > 100)
battle_config.castle_defense_rate = 100;
if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
battle_config.item_drop_common_min = 1;
if(battle_config.item_drop_common_max > 10000)
battle_config.item_drop_common_max = 10000;
if(battle_config.item_drop_equip_min < 1)
battle_config.item_drop_equip_min = 1;
if(battle_config.item_drop_equip_max > 10000)
battle_config.item_drop_equip_max = 10000;
if(battle_config.item_drop_card_min < 1)
battle_config.item_drop_card_min = 1;
if(battle_config.item_drop_card_max > 10000)
battle_config.item_drop_card_max = 10000;
if(battle_config.item_drop_mvp_min < 1)
battle_config.item_drop_mvp_min = 1;
if(battle_config.item_drop_mvp_max > 10000)
battle_config.item_drop_mvp_max = 10000; // End Addition
/* if (battle_config.night_at_start < 0) // added by [Yor]
battle_config.night_at_start = 0;
else if (battle_config.night_at_start > 1) // added by [Yor]
battle_config.night_at_start = 1; */
if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
battle_config.day_duration = 60000;
if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
battle_config.night_duration = 60000;
/* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
battle_config.ban_spoof_namer = 0;
else*/ if (battle_config.ban_spoof_namer > 32767)
battle_config.ban_spoof_namer = 32767;
/* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
battle_config.hack_info_GM_level = 0;
else*/ if (battle_config.hack_info_GM_level > 100)
battle_config.hack_info_GM_level = 100;
/* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
battle_config.any_warp_GM_min_level = 0;
else*/ if (battle_config.any_warp_GM_min_level > 100)
battle_config.any_warp_GM_min_level = 100;
/* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
// at least 1 client must be accepted
if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
battle_config.packet_ver_flag = 255; // accept all clients
*/
/* Deprecated by dynamix's new night system (using SI_NIGHT)
if (battle_config.night_darkness_level <= 0)
battle_config.night_darkness_level = 9;
else if (battle_config.night_darkness_level > 10) // Celest
battle_config.night_darkness_level = 10;
*/
/* if (battle_config.motd_type < 0)
battle_config.motd_type = 0;
else if (battle_config.motd_type > 1)
battle_config.motd_type = 1;
*/
// if (battle_config.finding_ore_rate < 0)
// battle_config.finding_ore_rate = 0;
if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
battle_config.vending_max_value = MAX_ZENY;
if (battle_config.min_skill_delay_limit < 10)
battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
//Spawn delays [Skotlex]
/* if (battle_config.mob_spawn_delay < 0)
battle_config.mob_spawn_delay = 0;
if (battle_config.boss_spawn_delay < 0)
battle_config.boss_spawn_delay = 0;
if (battle_config.plant_spawn_delay < 0)
battle_config.plant_spawn_delay = 0;
*/
if (battle_config.no_spawn_on_player > 100)
battle_config.no_spawn_on_player = 100;
if (battle_config.mob_remove_delay < 15000) //Min 15 sec
battle_config.mob_remove_delay = 15000;
if (battle_config.dynamic_mobs > 1)
battle_config.dynamic_mobs = 1; //The flag will be used in assignations
if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 )
battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL;
if (battle_config.firewall_hits_on_undead < 1)
battle_config.firewall_hits_on_undead = 1;
else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
battle_config.firewall_hits_on_undead = 255;
if (battle_config.prevent_logout > 60000)
battle_config.prevent_logout = 60000;
if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
battle_config.mobs_level_up_exp_rate = 1;
if (battle_config.pc_luk_sc_def < 1)
battle_config.pc_luk_sc_def = 1;
if (battle_config.mob_luk_sc_def < 1)
battle_config.mob_luk_sc_def = 1;
if (battle_config.sg_miracle_skill_ratio > 10000)
battle_config.sg_miracle_skill_ratio = 10000;
if (battle_config.skill_steal_max_tries > UCHAR_MAX)
battle_config.skill_steal_max_tries = UCHAR_MAX;
#ifdef CELL_NOSTACK
if (battle_config.cell_stack_limit < 1)
battle_config.cell_stack_limit = 1;
else
if (battle_config.cell_stack_limit > 255)
battle_config.cell_stack_limit = 255;
#else
if (battle_config.cell_stack_limit != 1)
ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
if(battle_config.hvan_explosion_intimate > 100000) //[orn]
battle_config.hvan_explosion_intimate = 100000;
}
/*==========================================
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*------------------------------------------
*/
int battle_config_read(const char *cfgName)
{
char line[1024], w1[1024], w2[1024];
FILE *fp;
static int count = 0;
if ((count++) == 0)
battle_set_defaults();
fp = fopen(cfgName,"r");
if (fp == NULL) {
ShowError("File not found: %s\n", cfgName);
return 1;
}
while(fgets(line,1020,fp)){
if (line[0] == '/' && line[1] == '/')
continue;
if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
continue;
if (strcmpi(w1, "import") == 0)
battle_config_read(w2);
else
battle_set_value(w1, w2);
}
fclose(fp);
if (--count == 0) {
battle_validate_conf();
add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
}
return 0;
}
void do_init_battle(void) {
delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
}
void do_final_battle(void) {
ers_destroy(delay_damage_ers);
}
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