summaryrefslogtreecommitdiff
path: root/src/map/battle.c
blob: 68d04d135d43f0f182aaab1b763c400b423647a5 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/strlib.h"
#include "../common/utils.h"

#include "map.h"
#include "path.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "homunculus.h"
#include "mercenary.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
#include "battle.h"
#include "battleground.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.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;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target_id = va_arg(ap, int);

	if (bl->id == target_id)
		return 0;
	if (*c >= 24)
		return 0;

	ud = unit_bl2ud(bl);
	if (!ud) return 0;

	if (ud->target == target_id || ud->skilltarget == target_id) {
		bl_list[(*c)++] = bl;
		return 1;
	}
	return 0;	
}

struct block_list* battle_gettargeted(struct block_list *target)
{
	struct block_list *bl_list[24];
	int c = 0;
	nullpo_retr(NULL, target);

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
	if (c == 0 || c > 24)
		return NULL;
	return bl_list[rand()%c];
}


//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl)
{
	switch (bl->type)
	{
		case BL_PC:  return ((struct map_session_data*)bl)->ud.target;
		case BL_MOB: return ((struct mob_data*)bl)->target_id;
		case BL_PET: return ((struct pet_data*)bl)->target_id;
		case BL_HOM: return ((struct homun_data*)bl)->ud.target;
		case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
	}
	return 0;
}

static int battle_getenemy_sub(struct block_list *bl, va_list ap)
{
	struct block_list **bl_list;
	struct block_list *target;
	int *c;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target = va_arg(ap, struct block_list *);

	if (bl->id == target->id)
		return 0;
	if (*c >= 24)
		return 0;
	if (status_isdead(bl))
		return 0;
	if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
		bl_list[(*c)++] = bl;
		return 1;
	}
	return 0;	
}

// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
struct block_list* battle_getenemy(struct block_list *target, int type, int range)
{
	struct block_list *bl_list[24];
	int c = 0;
	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
	if (c == 0 || c > 24)
		return NULL;
	return bl_list[rand()%c];
}

// �_??[�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;
	enum damage_lv dmg_lv;
	unsigned short attack_type;
};

int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr 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 &&
		(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
		check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
	{
		map_freeblock_lock();
		status_fix_damage(dat->src, target, dat->damage, dat->delay);
		if( dat->attack_type && !status_isdead(target) )
			skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
		if( dat->damage > 0 && dat->attack_type )
			skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
		map_freeblock_unlock();
	}
	ers_free(delay_damage_ers, dat);
	return 0;
}

int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
{
	struct delay_damage *dat;
	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if (!battle_config.delay_battle_damage) {
		map_freeblock_lock();
		status_fix_damage(src, target, damage, ddelay);
		if( attack_type && !status_isdead(target) )
			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
		if( damage > 0 && attack_type )
			skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
		map_freeblock_unlock();
		return 0;
	}
	dat = ers_alloc(delay_damage_ers, struct delay_damage);
	dat->src = src;
	dat->target = target->id;
	dat->skill_id = skill_id;
	dat->skill_lv = skill_lv;
	dat->attack_type = attack_type;
	dat->damage = damage;
	dat->dmg_lv = dmg_lv;
	dat->delay = ddelay;
	dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
	if (src->type != BL_PC && amotion > 1000)
		amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
	add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr)dat);
	
	return 0;
}

int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
{
	
	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		return 100;

	if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
		return 100;

	return attr_fix_table[def_lv-1][atk_elem][def_type];
}

/*==========================================
 * Does attribute fix modifiers. 
 * Added passing of the chars so that the status changes can affect it. [Skotlex]
 * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
 *------------------------------------------*/
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
{
	struct status_change *sc=NULL, *tsc=NULL;
	int ratio;
	
	if (src) sc = status_get_sc(src);
	if (target) tsc = status_get_sc(target);
	
	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		atk_elem = rand()%ELE_MAX;

	if (def_type < 0 || def_type > ELE_MAX ||
		def_lv < 1 || def_lv > 4) {
		ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
		return damage;
	}

	ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
	if (sc && sc->count)
	{
		if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
			ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
		if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
			ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
		if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
			ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
	}
	if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
	{
		tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
		if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
			damage <<= 1; // double damage
		if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
			status_change_end(target,SC_SPIDERWEB,-1);
	}
	return damage*ratio/100;
}

/*==========================================
 * �_??[�W??I�v�Z
 *------------------------------------------*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;
	struct status_change_entry *sce;
	int div_ = d->div_, flag = d->flag;

	nullpo_retr(0, bl);

	if( !damage )
		return 0;
	if( mob_ksprotected(src, bl) )
		return 0;

	if (bl->type == BL_PC) {
		sd=(struct map_session_data *)bl;
		//Special no damage states
		if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
			damage -= damage*sd->special_state.no_weapon_damage/100;

		if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
			damage -= damage*sd->special_state.no_magic_damage/100;

		if(flag&BF_MISC && sd->special_state.no_misc_damage)
			damage -= damage*sd->special_state.no_misc_damage/100;

		if(!damage) return 0;
	}

	sc = status_get_sc(bl);

	if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
		return 0;

	if (skill_num == PA_PRESSURE)
		return damage; //This skill bypass everything else.

	if( sc && sc->count )
	{
		//First, sc_*'s that reduce damage to 0.
		if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
		{
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}

		if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
		{
			struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
			if (group) {
				if (--group->val2<=0)
					skill_delunitgroup(group);
				d->dmg_lv = ATK_BLOCK;
				return 0;
			}
			status_change_end(bl,SC_SAFETYWALL,-1);
		}

		if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
		{
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}

		if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
		{
			int delay;
			clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
			// different delay depending on skill level [celest]
			if (sce->val1 <= 5)
				delay = 300;
			else if (sce->val1 > 5 && sce->val1 <= 9)
				delay = 200;
			else
				delay = 100;
			unit_set_walkdelay(bl, gettick(), delay, 1);

			if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
				skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
			return 0;
		}

		if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rand()%100 < sce->val2 )
		{ // attack blocked by Parrying
			clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
			return 0;
		}
		
		if(sc->data[SC_DODGE] && !sc->opt1 &&
			(flag&BF_LONG || sc->data[SC_SPURT])
			&& rand()%100 < 20) {
			if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
			clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
			if (!sc->data[SC_COMBO])
				sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
			return 0;
		}

		if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
			return 0;

		if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
			return 0;

		if((sce=sc->data[SC_KAUPE]) && rand()%100 < sce->val2)
		{	//Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
			clif_specialeffect(bl, 462, AREA);
			//Shouldn't end until Breaker's non-weapon part connects.
			if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
				if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
					status_change_end(bl, SC_KAUPE, -1);
			return 0;
		}

		if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
		&& 
			flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
		{
			if (sce) {
				clif_specialeffect(bl, 462, AREA);
				skill_blown(src,bl,sce->val3,-1,0);
			}
			//Both need to be consumed if they are active.
			if (sce && --(sce->val2) <= 0)
				status_change_end(bl, SC_UTSUSEMI, -1);
			if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
				status_change_end(bl, SC_BUNSINJYUTSU, -1);
			return 0;
		}

		//Now damage increasing effects
		if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
		{
			if( src->type != BL_MER || skill_num == 0 )
				damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries

			if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
				status_change_end( bl,SC_AETERNA,-1 ); //Shouldn't end until Breaker's non-weapon part connects.
		}

		//Finally damage reductions....
		if( sc->data[SC_ASSUMPTIO] )
		{
			if( map_flag_vs(bl->m) )
				damage = damage*2/3; //Receive 66% damage
			else
				damage >>= 1; //Receive 50% damage
		}

		if(sc->data[SC_DEFENDER] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;

		if(sc->data[SC_ADJUSTMENT] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			damage -= 20*damage/100;

		if(sc->data[SC_FOGWALL]) {
			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((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
			sce->val3&flag && sce->val4&flag)
			damage -= damage*sc->data[SC_ARMOR]->val2/100;

		if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
			&& skill_num != WS_CARTTERMINATION)
		{
			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((sce=sc->data[SC_REJECTSWORD]) && 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
			)) &&
			rand()%100 < sce->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,sce->val1,1);
			if(--(sce->val3)<=0)
				status_change_end(bl, SC_REJECTSWORD, -1);
		}

		//Finally Kyrie because it may, or not, reduce damage to 0.
		if((sce = sc->data[SC_KYRIE]) && damage > 0){
			sce->val2-=damage;
			if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
				if(sce->val2>=0)
					damage=0;
				else
				  	damage=-sce->val2;
			}
			if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
				status_change_end(bl, SC_KYRIE, -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 ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
			rand()%100 < sce->val3)
			status_heal(src, damage*sce->val4/100, 0, 3);

	}

	//SC effects from caster side.
	sc = status_get_sc(src);

	if (sc && sc->count)
	{
		if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
			damage += damage * 75 / 100;
	}

	if (battle_config.pk_mode && sd && bl->type == BL_PC && 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 BG related damage adjustments.
 *------------------------------------------*/
int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
{
	if( !damage )
		return 0;

	if( bl->type == BL_MOB )
	{
		struct mob_data* md = BL_CAST(BL_MOB, bl);
		if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
			return 0; // Crystal cannot receive skill damage on battlegrounds
	}

	switch( skill_num )
	{
		case PA_PRESSURE:
		case HW_GRAVITATION:
		case NJ_ZENYNAGE:
			break;
		default:
			if( flag&BF_SKILL )
			{ //Skills get a different reduction than non-skills. [Skotlex]
				if( flag&BF_WEAPON )
					damage = damage * battle_config.bg_weapon_damage_rate/100;
				if( flag&BF_MAGIC )
					damage = damage * battle_config.bg_magic_damage_rate/100;
				if(	flag&BF_MISC )
					damage = damage * battle_config.bg_misc_damage_rate/100;
			}
			else
			{ //Normal attacks get reductions based on range.
				if( flag&BF_SHORT )
					damage = damage * battle_config.bg_short_damage_rate/100;
				if( flag&BF_LONG )
					damage = damage * battle_config.bg_long_damage_rate/100;
			}
			
			if( !damage ) damage = 1;
	}

	return damage;
}

/*==========================================
 * Calculates GVG related damage adjustments.
 *------------------------------------------*/
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
	struct mob_data* md = BL_CAST(BL_MOB, bl);
	int class_ = status_get_class(bl);

	if (!damage) //No reductions to make.
		return 0;
	
	if(md && md->guardian_data) {
		if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
		//Skill immunity.
			switch (skill_num) {
			case MO_TRIPLEATTACK:
			case HW_GRAVITATION:
				break;
			default:
				return 0;
		}
		if(src->type != BL_MOB) {
			struct guild *g=guild_search(status_get_guild_id(src));
			if (!g) return 0;
			if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
				return 0;
			if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
				return 0; // [MouseJstr]
		}
	}

	switch (skill_num) {
	//Skills with no damage reduction.
	case PA_PRESSURE:
	case HW_GRAVITATION:
	case NJ_ZENYNAGE:
		break;
	default:
		if (md && md->guardian_data) {
			damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
		}
		if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
			if (flag&BF_WEAPON)
				damage = damage * battle_config.gvg_weapon_damage_rate/100;
			if (flag&BF_MAGIC)
				damage = damage * battle_config.gvg_magic_damage_rate/100;
			if (flag&BF_MISC)
				damage = damage * battle_config.gvg_misc_damage_rate/100;
		} else { //Normal attacks get reductions based on range.
			if (flag & BF_SHORT)
				damage = damage * battle_config.gvg_short_damage_rate/100;
			if (flag & BF_LONG)
				damage = damage * battle_config.gvg_long_damage_rate/100;
		}
		if(!damage) damage  = 1;
	}
	return damage;
}

/*==========================================
 * HP/SP�z���̌v�Z
 *------------------------------------------*/
static int battle_calc_drain(int damage, int rate, int per)
{
	int diff = 0;

	if (per && rand()%1000 < rate) {
		diff = (damage * per) / 100;
		if (diff == 0) {
			if (per > 0)
				diff = 1;
			else
				diff = -1;
		}
	}
	return diff;
}

/*==========================================
 * ?C���_??[�W
 *------------------------------------------*/
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
	int damage,skill;
	struct status_data *status = status_get_status_data(target);
	int weapon;
	damage = dmg;

	nullpo_retr(0, sd);

	if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
		target->type == BL_MOB && //This bonus doesnt work against players.
		(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
		damage += (skill*(int)(3+(sd->status.base_level+1)*0.05));	// submitted by orn
		//damage += (skill * 3);

	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
		damage += (skill * 4);
		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
			damage += sd->status.str;
	}

	if(type == 0)
		weapon = sd->weapontype1;
	else
		weapon = sd->weapontype2;
	switch(weapon)
	{
		case W_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:
		case W_2HMACE:
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
				damage += (skill * 3);
			break;
		case W_FIST:
			if((skill = pc_checkskill(sd,TK_RUN)) > 0)
				damage += (skill * 10);
			// No break, fallthrough to Knuckles
		case W_KNUCKLE:
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
				damage += (skill * 3);
			break;
		case W_MUSICAL:
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_WHIP:
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_BOOK:
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
				damage += (skill * 3);
			break;
		case W_KATAR:
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
				damage += (skill * 3);
			break;
	}

	return damage;
}
/*==========================================
 * Calculates the standard damage of a normal attack assuming it hits,
 * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
 *------------------------------------------
 * Pass damage2 as NULL to not calc it.
 * Flag values:
 * &1: Critical hit
 * &2: Arrow attack
 * &4: Skill is Magic Crasher
 * &8: Skip target size adjustment (Extremity Fist?)
 *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
 */
static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
{
	unsigned short atkmin=0, atkmax=0;
	short type = 0;
	int damage = 0;

	if (!sd)
	{	//Mobs/Pets
		if(flag&4)
		{		  
			atkmin = status->matk_min;
			atkmax = status->matk_max;
		} else {
			atkmin = wa->atk;
			atkmax = wa->atk2;
		}
		if (atkmin > atkmax)
			atkmin = atkmax;
	} else {	//PCs
		atkmax = wa->atk;
		type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;

		if (!(flag&1) || (flag&2))
		{	//Normal attacks
			atkmin = status->dex;
			
			if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
				atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;

			if (atkmin > atkmax)
				atkmin = atkmax;
			
			if(flag&2 && !(flag&16))
			{	//Bows
				atkmin = atkmin*atkmax/100;
				if (atkmin > atkmax)
					atkmax = atkmin;
			}
		}
	}
	
	if (sc && sc->data[SC_MAXIMIZEPOWER])
		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) qty = 1;
	}

	if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
		pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);

	sd->state.arrow_atk = 0;
}

static int battle_range_type(
	struct block_list *src, struct block_list *target,
	int skill_num, int skill_lv)
{	//Skill Range Criteria
	if (battle_config.skillrange_by_distance &&
		(src->type&battle_config.skillrange_by_distance)
	) { //based on distance between src/target [Skotlex]
		if (check_distance_bl(src, target, 5))
			return BF_SHORT;
		return BF_LONG;
	}
	//based on used skill's range
	if (skill_get_range2(src, skill_num, skill_lv) < 5)
		return BF_SHORT;
	return BF_LONG;
}

static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
{
	int i;
	if (!sd->skillblown[0].id)
		return 0;
	//Apply the bonus blewcount. [Skotlex]
	for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
		if (sd->skillblown[i].id == skill_num)
			return sd->skillblown[i].val;
	}
	return 0;
}

struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);

//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
 * battle_calc_weapon_attack (by Skotlex)
 *------------------------------------------*/
static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
	unsigned int skillratio = 100;	//Skill dmg modifiers.
	short skill=0;
	short s_ele, s_ele_, t_class;
	int i, nk;
	bool n_ele = false; // non-elemental

	struct map_session_data *sd, *tsd;
	struct Damage wd;
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct {
		unsigned hit : 1; //the attack Hit? (not a miss)
		unsigned cri : 1;		//Critical hit
		unsigned idef : 1;	//Ignore defense
		unsigned idef2 : 1;	//Ignore defense (left weapon)
		unsigned pdef : 2;	//Pierces defense (Investigate/Ice Pick)
		unsigned pdef2 : 2;	//1: Use def+def2/100, 2: Use def+def2/50	
		unsigned infdef : 1;	//Infinite defense (plants)
		unsigned arrow : 1;	//Attack is arrow-based
		unsigned rh : 1;		//Attack considers right hand (wd.damage)
		unsigned lh : 1;		//Attack considers left hand (wd.damage2)
		unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
	}	flag;	

	memset(&wd,0,sizeof(wd));
	memset(&flag,0,sizeof(flag));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return wd;
	}
	//Initial flag
	flag.rh=1;
	flag.weapon=1;
	flag.infdef=(tstatus->mode&MD_PLANT?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_WEAPON; //Initial Flag
	wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
	wd.dmg_lv=ATK_DEF;	//This assumption simplifies the assignation later
	nk = skill_get_nk(skill_num);
	if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
		nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
	flag.hit = nk&NK_IGNORE_FLEE?1:0;
	flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;

	if (sc && !sc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	if (tsc && !tsc->count)
		tsc = NULL; //Skip checking as there are no status changes active.

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	if(sd)
		wd.blewcount += battle_blewcount_bonus(sd, skill_num);

	//Set miscellaneous data that needs be filled regardless of hit/miss
	if(
		(sd && sd->state.arrow_atk) ||
		(!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
	)
		flag.arrow = 1;
	
	if(skill_num){
		wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
		switch(skill_num)
		{
			case MO_FINGEROFFENSIVE:
				if(sd) {
					if (battle_config.finger_offensive_type)
						wd.div_ = 1;
					else
						wd.div_ = sd->spiritball_old;
				}
				break;
			case HT_PHANTASMIC:
				//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
				flag.arrow = 1;
				break;

			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
				flag.weapon = 0;
				break;

			case KN_PIERCE:
			case ML_PIERCE:
				wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
				break;

			case TF_DOUBLE: //For NPC used skill.
			case GS_CHAINACTION:
				wd.type = 0x08;
				break;
				
			case GS_GROUNDDRIFT:
			case KN_SPEARSTAB:
			case KN_BOWLINGBASH:
			case MS_BOWLINGBASH:
			case MO_BALKYOUNG:
			case TK_TURNKICK:
				wd.blewcount=0;
				break;

			case KN_AUTOCOUNTER:
				wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
				break;

			case NPC_CRITICALSLASH:
				flag.cri = 1; //Always critical skill.
				break;

			case LK_SPIRALPIERCE:
				if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
				break;
		}
	} else //Range for normal attacks.
		wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
	
	if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && 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_ele(skill_num, skill_lv);
	if( !skill_num || s_ele == -1 )
	{ //Take weapon's element
		s_ele = sstatus->rhw.ele;
		s_ele_ = sstatus->lhw.ele;
		if( flag.arrow && sd && sd->arrow_ele )
			s_ele = sd->arrow_ele;
		if( battle_config.attack_attr_none&src->type )
			n_ele = true; //Weapon's element is "not elemental"
	}
	else if( s_ele == -2 ) //Use enchantment's element
		s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
	switch( skill_num )
	{
		case GS_GROUNDDRIFT:
			s_ele = s_ele_ = wflag; //element comes in flag.
			break;
		case LK_SPIRALPIERCE:
			if (!sd) n_ele = false; //forced neutral for monsters
			break;
	}

	if(!skill_num)
  	{	//Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
		if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
		{
			flag.rh=0;
			flag.lh=1;
		}
		if (sstatus->lhw.atk)
			flag.lh=1;
	}

	if( sd && !skill_num )
	{	//Check for double attack.
		if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
			|| ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed 
		{	//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);
				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);
			wd.type = 0x08;
		}
	}

	//Check for critical
	if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
		(!skill_num ||
		skill_num == KN_AUTOCOUNTER ||
		skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
		skill_num == NJ_KIRIKAGE))
	{
		short cri = sstatus->cri;
		if (sd)
		{
			cri+= sd->critaddrace[tstatus->race];
			if(flag.arrow)
				cri += sd->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])
				cri <<=1;
		}
		switch (skill_num)
		{
			case KN_AUTOCOUNTER:
				if(battle_config.auto_counter_type &&
					(battle_config.auto_counter_type&src->type))
					flag.cri = 1;
				else
					cri <<= 1;
				break;
			case SN_SHARPSHOOTING:
			case MA_SHARPSHOOTING:
				cri += 200;
				break;
			case NJ_KIRIKAGE:
				cri += 250 + 50*skill_lv;
				break;
		}
		if(tsd && tsd->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]) {
			flag.hit = 1; //SG_FUSION always hit [Komurka]
			flag.idef = flag.idef2 = 1; //def ignore [Komurka]
		}
		if( !flag.hit )
			switch(skill_num)
			{
				case AS_SPLASHER:
					if( !wflag ) // Always hits the one exploding.
						flag.hit = 1;
					break;
				case CR_SHIELDBOOMERANG:
					if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
						flag.hit = 1;
					break;
			}
		if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
			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 attacker_count; //256 max targets should be a sane max
			attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
			if(attacker_count >= battle_config.agi_penalty_count)
			{
				if (battle_config.agi_penalty_type == 1)
					flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
				else //asume type 2: absolute reduction
					flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
				if(flee < 1) flee = 1;
			}
		}

		hitrate+= sstatus->hit - flee;

		if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
			tsc && tsc->data[SC_FOGWALL])
			hitrate -= 50;

		if(sd && flag.arrow)
			hitrate += sd->arrow_hit;
		if(skill_num)
			switch(skill_num)
		{	//Hit skill modifiers
			//It is proven that bonus is applied on final hitrate, not hit.
			case SM_BASH:
			case MS_BASH:
				hitrate += hitrate * 5 * skill_lv / 100;
				break;
			case MS_MAGNUM:
			case SM_MAGNUM:
				hitrate += hitrate * 10 * skill_lv / 100;
				break;
			case KN_AUTOCOUNTER:
			case PA_SHIELDCHAIN:
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_UNDEADATTACK:
			case NPC_TELEKINESISATTACK:
			case NPC_BLEEDING:
				hitrate += hitrate * 20 / 100;
				break;
			case KN_PIERCE:
			case ML_PIERCE:
				hitrate += hitrate * 5 * skill_lv / 100;
				break;
			case AS_SONICBLOW:
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					hitrate += hitrate * 50 / 100;
				break;
		}

		// Weaponry Research hidden bonus
		if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
			hitrate += hitrate * ( 2 * skill ) / 100;

		hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); 

		if(rand()%100 >= hitrate)
			wd.dmg_lv = ATK_FLEE;
		else
			flag.hit = 1;
	}	//End hit/miss calculation

	if (flag.hit && !flag.infdef) //No need to do the math for plants
	{	//Hitting attack

//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }

		switch (skill_num)
		{	//Calc base damage according to skill
			case NJ_ISSEN:
				wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
				wd.damage2 = 0;
				status_set_hp(src, 1, 0);
				break;
			case PA_SACRIFICE:
				wd.damage = sstatus->max_hp* 9/100;
				status_zap(src, wd.damage, 0);//Damage to self is always 9%
				wd.damage2 = 0;

				if (sc && sc->data[SC_SACRIFICE])
				{
					if (--sc->data[SC_SACRIFICE]->val2 <= 0)
						status_change_end(src, SC_SACRIFICE,-1);
				}
				break;
			case LK_SPIRALPIERCE:
			case ML_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[EQI_HAND_R];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_WEAPON)
						wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
				} else
					wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2

				ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
				i = sstatus->str/10;
				i*=i;
				ATK_ADD(i); //Add str bonus.
				switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
					case 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:
				wd.damage = sstatus->batk;
				if (sd) {
					short index = sd->equip_index[EQI_HAND_L];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_ARMOR)
						ATK_ADD(sd->inventory_data[index]->weight/10);
					break;
				} else
					ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
				break;
			case HFLI_SBR44:	//[orn]
				if(src->type == BL_HOM) {
					wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
					break;
				}
			default:
			{
				i = (flag.cri?1:0)|
					(flag.arrow?2:0)|
					(skill_num == HW_MAGICCRASHER?4:0)|
					(!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
					(skill_num == MO_EXTREMITYFIST?8:0)|
					(sc && sc->data[SC_WEAPONPERFECTION]?8:0);
				if (flag.arrow && sd)
				switch(sd->status.weapon) {
					case W_BOW:
					case W_REVOLVER:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						break;
					default:
						i |= 16; // for ex. shuriken must not be influenced by DEX
				}
				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
				if (flag.lh)
					wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);

				if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
					if(wflag>0)
						wd.damage/= wflag;
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
				}

				//Add any bonuses that modify the base baseatk+watk (pre-skills)
				if(sd)
				{
					if (sd->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])
				skillratio += sc->data[SC_OVERTHRUST]->val3;
			if(sc->data[SC_MAXOVERTHRUST])
				skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
			if(sc->data[SC_BERSERK])
				skillratio += 100;
		}
		if( !skill_num )
		{ // 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
		{
			switch( skill_num )
			{
				case SM_BASH:
				case MS_BASH:
					skillratio += 30*skill_lv;
					break;
				case SM_MAGNUM:
				case MS_MAGNUM:
					skillratio += 20*skill_lv; 
					break;
				case MC_MAMMONITE:
					skillratio += 50*skill_lv;
					break;
				case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
					skillratio += 5*sstatus->str;
					break;
				case AC_DOUBLE:
				case MA_DOUBLE:
					skillratio += 10*(skill_lv-1);
					break;
				case AC_SHOWER:
				case MA_SHOWER:
					skillratio += 5*skill_lv-25;
					break;
				case AC_CHARGEARROW:
				case MA_CHARGEARROW:
					skillratio += 50;
					break;
				case HT_FREEZINGTRAP:
				case MA_FREEZINGTRAP:
					skillratio += -50+10*skill_lv;
					break;
				case KN_PIERCE:
				case ML_PIERCE:
					skillratio += 10*skill_lv;
					break;
				case MER_CRASH:
					skillratio += 10*skill_lv;
					break;
				case KN_SPEARSTAB:
					skillratio += 15*skill_lv;
					break;
				case KN_SPEARBOOMERANG:
					skillratio += 50*skill_lv;
					break;
				case KN_BRANDISHSPEAR:
				case ML_BRANDISH:
				{
					int ratio = 100+20*skill_lv;
					skillratio += ratio-100;
					if(skill_lv>3 && wflag==1) skillratio += ratio/2;
					if(skill_lv>6 && wflag==1) skillratio += ratio/4;
					if(skill_lv>9 && wflag==1) skillratio += ratio/8;
					if(skill_lv>6 && wflag==2) skillratio += ratio/2;
					if(skill_lv>9 && wflag==2) skillratio += ratio/4;
					if(skill_lv>9 && wflag==3) skillratio += ratio/2;
					break;
				}
				case KN_BOWLINGBASH:
				case MS_BOWLINGBASH:
					skillratio+= 40*skill_lv;
					break;
				case AS_GRIMTOOTH:
					skillratio += 20*skill_lv;
					break;
				case AS_POISONREACT:
					skillratio += 30*skill_lv;
					break;
				case AS_SONICBLOW:
					skillratio += -50+5*skill_lv;
					break;
				case TF_SPRINKLESAND:
					skillratio += 30;
					break;
				case MC_CARTREVOLUTION:
					skillratio += 50;
					if(sd && sd->cart_weight)
						skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
					else if (!sd)
						skillratio += 100; //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:
				case NPC_BLOODDRAIN:
				case NPC_ACIDBREATH:
				case NPC_DARKNESSBREATH:
				case NPC_FIREBREATH:
				case NPC_ICEBREATH:
				case NPC_THUNDERBREATH:
				case NPC_HELLJUDGEMENT:
				case NPC_PULSESTRIKE:
					skillratio += 100*(skill_lv-1);
					break;
				case RG_BACKSTAP:
					if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
						skillratio += (200+40*skill_lv)/2;
					else
						skillratio += 200+40*skill_lv;
					break;
				case RG_RAID:
					skillratio += 40*skill_lv;
					break;
				case RG_INTIMIDATE:
					skillratio += 30*skill_lv;
					break;
				case CR_SHIELDCHARGE:
					skillratio += 20*skill_lv;
					break;
				case CR_SHIELDBOOMERANG:
					skillratio += 30*skill_lv;
					break;
				case NPC_DARKCROSS:
				case CR_HOLYCROSS:
					skillratio += 35*skill_lv;
					break;
				case AM_DEMONSTRATION:
					skillratio += 20*skill_lv;
					break;
				case AM_ACIDTERROR:
					skillratio += 40*skill_lv;
					break;
				case MO_FINGEROFFENSIVE:
					skillratio+= 50 * skill_lv;
					break;
				case MO_INVESTIGATE:
					skillratio += 75*skill_lv;
					flag.pdef = flag.pdef2 = 2;
					break;
				case MO_EXTREMITYFIST:
					{	//Overflow check. [Skotlex]
						unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
						//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
						if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
						skillratio = (unsigned short)ratio;
						status_set_sp(src, 0, 0);
					}
					break;
				case MO_TRIPLEATTACK:
					skillratio += 20*skill_lv;
					break;
				case MO_CHAINCOMBO:
					skillratio += 50+50*skill_lv;
					break;
				case MO_COMBOFINISH:
					skillratio += 140+60*skill_lv;
					break;
				case BA_MUSICALSTRIKE:
				case DC_THROWARROW:
					skillratio += 25+25*skill_lv;
					break;
				case CH_TIGERFIST:
					skillratio += 100*skill_lv-60;
					break;
				case CH_CHAINCRUSH:
					skillratio += 300+100*skill_lv;
					break;
				case CH_PALMSTRIKE:
					skillratio += 100+100*skill_lv;
					break;
				case LK_HEADCRUSH:
					skillratio += 40*skill_lv;
					break;
				case LK_JOINTBEAT:
					i = 10*skill_lv-50;
					// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
					if (wflag&BREAK_NECK) i*=2;
					skillratio += i;
					break;
				case ASC_METEORASSAULT:
					skillratio += 40*skill_lv-60;
					break;
				case SN_SHARPSHOOTING:
				case MA_SHARPSHOOTING:
					skillratio += 100+50*skill_lv;
					break;
				case CG_ARROWVULCAN:
					skillratio += 100+100*skill_lv;
					break;
				case AS_SPLASHER:
					skillratio += 400+50*skill_lv;
					if(sd)
						skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
					break;
				case ASC_BREAKER:
					skillratio += 100*skill_lv-100;
					break;
				case PA_SACRIFICE:
					skillratio += 10*skill_lv-10;
					break;
				case PA_SHIELDCHAIN:
					skillratio += 30*skill_lv;
					break;
				case WS_CARTTERMINATION:
					i = 10 * (16 - skill_lv);
					if (i < 1) i = 1;
					//Preserve damage ratio when max cart weight is changed.
					if(sd && sd->cart_weight)
						skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
					else if (!sd)
						skillratio += 80000 / i - 100;
					break;
				case TK_DOWNKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_STORMKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_TURNKICK:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_COUNTER:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_JUMPKICK:
					skillratio += -70 + 10*skill_lv;
					if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
						skillratio += 10*status_get_lv(src)/3; //Tumble bonus
					if (wflag)
					{
						skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
						if( sc && sc->data[SC_SPURT] )  // Spurt bonus
							skillratio *= 2;
					}
					break;
				case GS_TRIPLEACTION:
					skillratio += 50*skill_lv;
					break;
				case GS_BULLSEYE:
					//Only works well against brute/demihumans non bosses.
					if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
						&& !(tstatus->mode&MD_BOSS))
						skillratio += 400;
					break;
				case GS_TRACKING:
					skillratio += 100 *(skill_lv+1);
					break;
				case GS_PIERCINGSHOT:
					skillratio += 20*skill_lv;
					break;
				case GS_RAPIDSHOWER:
					skillratio += 10*skill_lv;
					break;
				case GS_DESPERADO:
					skillratio += 50*(skill_lv-1);
					break;
				case GS_DUST:
					skillratio += 50*skill_lv;
					break;
				case GS_FULLBUSTER:
					skillratio += 100*(skill_lv+2);
					break;
				case GS_SPREADATTACK:
					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:
					{
					int k = (wflag-1)/3; //+100% every 3 cells of distance
					if( k > 2 ) k = 2; // ...but hard-limited to 300%.
					skillratio += 100 * k; 
					}
					break;
				case HT_PHANTASMIC:
					skillratio += 50;
					break;
				case MO_BALKYOUNG:
					skillratio += 200;
					break;
				case HFLI_MOON:	//[orn]
					skillratio += 10+110*skill_lv;
					break;
				case HFLI_SBR44:	//[orn]
					skillratio += 100 *(skill_lv-1);
					break;
			}

			ATK_RATE(skillratio);

			//Constant/misc additions from skills
			switch (skill_num) {
				case MO_EXTREMITYFIST:
					ATK_ADD(250 + 150*skill_lv);
					break;
				case TK_DOWNKICK:
				case TK_STORMKICK:
				case TK_TURNKICK:
				case TK_COUNTER:
				case TK_JUMPKICK:
					//TK_RUN kick damage bonus.
					if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
						ATK_ADD(10*pc_checkskill(sd, TK_RUN));
					break;
				case GS_MAGICALBULLET:
					if(sstatus->matk_max>sstatus->matk_min) {
						ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
					} else {
						ATK_ADD(sstatus->matk_min);
					}
					break;
				case NJ_SYURIKEN:
					ATK_ADD(4*skill_lv);
					break;
			}
		}
		//Div fix.
		damage_div_fix(wd.damage, wd.div_);

		//The following are applied on top of current damage and are stackable.
		if (sc) {
			if(sc->data[SC_TRUESIGHT])
				ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);

			if(sc->data[SC_EDP] &&
			  	skill_num != ASC_BREAKER &&
				skill_num != ASC_METEORASSAULT &&
				skill_num != AS_SPLASHER &&
				skill_num != AS_VENOMKNIFE)
				ATK_ADDRATE(sc->data[SC_EDP]->val3);
		}

		switch (skill_num) {
			case AS_SONICBLOW:
				if (sc && sc->data[SC_SPIRIT] &&
					sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
					ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe

				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					ATK_ADDRATE(10);
			break;
			case CR_SHIELDBOOMERANG:
				if(sc && sc->data[SC_SPIRIT] &&
					sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
					ATK_ADDRATE(100);
				break;
		}
		
		if( sd )
		{
			if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
				ATK_ADDRATE(i);

			if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
			{ //Elemental/Racial adjustments
				if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
					sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
					sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
				)
					flag.pdef = 1;

				if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
					sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
					sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
				)
				{ //Pass effect onto right hand if configured so. [Skotlex]
					if (battle_config.left_cardfix_to_right && flag.rh)
						flag.pdef = 1;
					else
						flag.pdef2 = 1;
				}
			}

			if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
		  	{	//Ignore Defense?
				if (!flag.idef && (
					sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
					sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
					sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
				))
					flag.idef = 1;

				if (!flag.idef2 && (
					sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
					sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
					sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
				)) {
						if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
							flag.idef = 1;
						else
							flag.idef2 = 1;
				}
			}
		}

		if (!flag.idef || !flag.idef2)
		{	//Defense reduction
			short vit_def;
			signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
			short def2 = (short)tstatus->def2;

			if( sd )
			{
				i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
				i += sd->ignore_def[tstatus->race];
				if( i )
				{
					if( i > 100 ) i = 100;
					def1 -= def1 * i / 100;
					def2 -= def2 * i / 100;
				}
			}

			if( 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(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) && //This bonus already doesnt work vs players
					src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
					vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04);   // submitted by orn
			} 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 && skill_num != ML_SPIRALPIERCE )
		{	//SC skill damages
			if(sc->data[SC_AURABLADE]) 
				ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
		}

		//Refine bonus
		if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
		{ // Counts refine bonus multiple times
			if( skill_num == MO_FINGEROFFENSIVE )
			{
				ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
			} else {
				ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
			}
		}

		//Set to min of 1
		if (flag.rh && wd.damage < 1) wd.damage = 1;
		if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;

		if (sd && flag.weapon &&
			skill_num != MO_INVESTIGATE &&
		  	skill_num != MO_EXTREMITYFIST &&
		  	skill_num != CR_GRANDCROSS)
		{	//Add mastery damage
			if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
				(skill=pc_checkskill(sd,ASC_KATAR)) > 0)
		  	{	//Adv Katar Mastery is does not applies to ASC_BREAKER,
				// but other masteries DO apply >_>
				ATK_ADDRATE(10+ 2*skill);
			}

			wd.damage = battle_addmastery(sd,target,wd.damage,0);
			if (flag.lh)
				wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);

			if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
			else
			ARR_FIND(0, 3, i, t_class == sd->hate_mob[i]);
			if (i < 3 && (skill=pc_checkskill(sd,sg_info[i].anger_id))) 
			{
				skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
				if (i == 2) skillratio += sstatus->str; //Star Anger
				if (skill<4)
					skillratio /= 12-3*skill;
				ATK_ADDRATE(skillratio);
			}
			if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
				ATK_ADD(3*skill);
			if (skill_num == NJ_KUNAI)
				ATK_ADD(60);
		}
	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  	else if(wd.div_ < 0) //Since the attack missed...
		wd.div_ *= -1; 

	if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) 
		ATK_ADD(skill*2);

	if(skill_num==TF_POISON)
		ATK_ADD(15*skill_lv);

	if( !(nk&NK_NO_ELEFIX) && !n_ele )
	{	//Elemental attribute fix
		if( wd.damage > 0 )
		{
			wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
			if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
				wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
			if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
				wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
		}
		if( flag.lh && wd.damage2 > 0 )
			wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
		if( sc && sc->data[SC_WATK_ELEMENT] )
		{ // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
			wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);

			if( flag.lh )
			{
				damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
				wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
			}
		}
	}

	if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
		return wd; //Enough, rest is not needed.

	if (sd)
	{
		if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
			ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
		if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
			ATK_ADD(wd.div_*sd->spiritball_old*3);
		} else {
			ATK_ADD(wd.div_*sd->spiritball*3);
		}

		//Card Fix, sd side
		if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
		{
			int cardfix = 1000, cardfix_ = 1000;
			int t_race2 = status_get_race2(target);	
			if(sd->state.arrow_atk)
			{
				cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
				if (!(nk&NK_NO_ELEFIX))
					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;
				if( tstatus->race != RC_DEMIHUMAN )
					cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
			}
			else
			{ // Melee attack
				if( !battle_config.left_cardfix_to_right )
				{
					cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
					if (!(nk&NK_NO_ELEFIX))
						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( tstatus->race != RC_DEMIHUMAN )
						cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;

					if( flag.lh )
					{
						cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
						if (!(nk&NK_NO_ELEFIX))
							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;
						if( tstatus->race != RC_DEMIHUMAN )
							cardfix=cardfix*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/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;
					if( tstatus->race != RC_DEMIHUMAN )
						cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
				}
			}

			for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
			{
				if( sd->right_weapon.add_dmg[i].class_ == t_class )
				{
					cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
					break;
				}
			}

			if( flag.lh )
			{
				for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
				{
					if( sd->left_weapon.add_dmg[i].class_ == t_class )
					{
						cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
						break;
					}
				}
			}

			if( wd.flag&BF_LONG )
				cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;

			if( cardfix != 1000 || cardfix_ != 1000 )
				ATK_RATE2(cardfix/10, cardfix_/10);	//What happens if you use right-to-left and there's no right weapon, only left?
		}
		
		if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
		{ //Refine bonus applies after cards and elements.
			short index= sd->equip_index[EQI_HAND_L];
			if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
				ATK_ADD(10*sd->status.inventory[index].refine);
		}
	} //if (sd)

	//Card Fix, tsd sid
	if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
	{
		short s_race2,s_class;
		short cardfix=1000;

		s_race2 = status_get_race2(src);
		s_class = status_get_class(src);

		if( !(nk&NK_NO_ELEFIX) )
		{
			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;
		if( sstatus->race != RC_DEMIHUMAN )
			cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;

		for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
		{
			if( tsd->add_def[i].class_ == s_class )
			{
				cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
				break;
			}
		}

		if( wd.flag&BF_SHORT )
			cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
		else	// BF_LONG (there's no other choice)
			cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

		if( tsd->sc.data[SC_DEF_RATE] )
			cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;

		if( cardfix != 1000 )
			ATK_RATE(cardfix/10);
	}

	if( flag.infdef )
	{ //Plants receive 1 damage when hit
		if( flag.hit || wd.damage > 0 )
			wd.damage = 1; // In some cases, right hand no need to have a weapon to increase damage
		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)
	{
		if (!flag.rh && flag.lh) 
		{	//Move lh damage to the rh
			wd.damage = wd.damage2;
			wd.damage2 = 0;
			flag.rh=1;
			flag.lh=0;
		} else if(flag.rh && flag.lh)
		{	//Dual-wield
			if (wd.damage)
			{
				skill = pc_checkskill(sd,AS_RIGHT);
				wd.damage = wd.damage * (50 + (skill * 10))/100;
				if(wd.damage < 1) wd.damage = 1;
			}
			if (wd.damage2)
			{
				skill = pc_checkskill(sd,AS_LEFT);
				wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
				if(wd.damage2 < 1) wd.damage2 = 1;
			}
		} else if(sd->status.weapon == W_KATAR && !skill_num)
		{ //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
			skill = pc_checkskill(sd,TF_DOUBLE);
			wd.damage2 = wd.damage * (1 + (skill * 2))/100;

			if(wd.damage && !wd.damage2) wd.damage2 = 1;
			flag.lh = 1;
		}
	}

	if(!flag.rh && wd.damage)
		wd.damage=0;

	if(!flag.lh && wd.damage2)
		wd.damage2=0;

	if( wd.damage + wd.damage2 )
	{	//There is a total damage value
		if(!wd.damage2)
		{
			wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
		}
		else if(!wd.damage)
		{
			wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
		}
		else
		{
			int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
			wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
			wd.damage2 = (d2*100/d1)*wd.damage/100;
			if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
			wd.damage-=wd.damage2;
		}
	}

	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;
	}

	//SG_FUSION hp penalty [Komurka]
	if (sc && sc->data[SC_FUSION])
	{
		int hp= sstatus->max_hp;
		if (sd && tsd) {
			hp = 8*hp/100;
			if (100*sstatus->hp <= 20*sstatus->max_hp)
				hp = sstatus->hp;
		} else
			hp = 2*hp/100; //2% hp loss per hit
		status_zap(src, hp, 0);
	}

	return wd;
}

/*==========================================
 * battle_calc_magic_attack [DracoRPG]
 *------------------------------------------*/
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
{
	int i, nk;
	short s_ele;
	unsigned int skillratio = 100;	//Skill dmg modifiers.

	struct map_session_data *sd, *tsd;
	struct Damage ad;
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct {
		unsigned imdef : 1;
		unsigned infdef : 1;
	}	flag;

	memset(&ad,0,sizeof(ad));
	memset(&flag,0,sizeof(flag));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return ad;
	}
	//Initial Values
	ad.damage = 1;
	ad.div_=skill_get_num(skill_num,skill_lv);
	ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
	ad.dmotion=tstatus->dmotion;
	ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
	ad.flag=BF_MAGIC|BF_SKILL;
	ad.dmg_lv=ATK_DEF;
	nk = skill_get_nk(skill_num);
	flag.imdef = nk&NK_IGNORE_DEF?1:0;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	//Initialize variables that will be used afterwards
	s_ele = skill_get_ele(skill_num, skill_lv);

	if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
		s_ele = sstatus->rhw.ele;
	else if (s_ele == -2) //Use status element
		s_ele = status_get_attack_sc_element(src,status_get_sc(src));
	
	//Set miscellaneous data that needs be filled
	if(sd) {
		sd->state.arrow_atk = 0;
		ad.blewcount += battle_blewcount_bonus(sd, skill_num);
	}

	//Skill Range Criteria
	ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
	flag.infdef=(tstatus->mode&MD_PLANT?1:0);
		
	switch(skill_num)
	{
		case MG_FIREWALL:
		case NJ_KAENSIN:
			ad.dmotion = 0; //No flinch animation.
			if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
				ad.blewcount = 0; //No knockback
			break;
		case PR_SANCTUARY:
			ad.dmotion = 0; //No flinch animation.
			break;
	}

	if (!flag.infdef) //No need to do the math for plants
	{

//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }

		switch (skill_num)
		{	//Calc base damage according to skill
			case AL_HEAL:
			case PR_BENEDICTIO:
			case PR_SANCTUARY:
				ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
				break;
			case PR_ASPERSIO:
				ad.damage = 40;
				break;
			case ALL_RESURRECTION:
			case PR_TURNUNDEAD:
				//Undead check is on skill_castend_damageid code.
				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;
			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(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
					if(mflag>0)
						ad.damage/= mflag;
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
				}

				switch(skill_num){
					case MG_NAPALMBEAT:
					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] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
							skillratio *= 5; //Does 5x damage include bonuses from other skills?
						break;
					case AL_RUWACH:
						skillratio += 45;
						break;
					case WZ_FROSTNOVA:
						skillratio += (100+skill_lv*10)*2/3-100;
						break;
					case WZ_FIREPILLAR:
						if (skill_lv > 10)
							skillratio += 100;
						else
							skillratio -= 80;
						break;
					case WZ_SIGHTRASHER:
						skillratio += 20*skill_lv;
						break;
					case WZ_VERMILION:
						skillratio += 20*skill_lv-20;
						break;
					case WZ_WATERBALL:
						skillratio += 30*skill_lv;
						break;
					case WZ_STORMGUST:
						skillratio += 40*skill_lv;
						break;
					case HW_NAPALMVULCAN:
						skillratio += 10*skill_lv-30;
						break;
					case SL_STIN:
						skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
						break;
					case SL_STUN:
						skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
						break;
					case SL_SMA:
						skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
						break;
					case NJ_KOUENKA:
						skillratio -= 10;
						break;
					case NJ_KAENSIN:
						skillratio -= 50;
						break;
					case NJ_BAKUENRYU:
						skillratio += 50*(skill_lv-1);
						break;
					case NJ_HYOUSYOURAKU:
						skillratio += 50*skill_lv;
						break;
					case NJ_RAIGEKISAI:
						skillratio += 60 + 40*skill_lv;
						break;
					case NJ_KAMAITACHI:
					case NPC_ENERGYDRAIN:
						skillratio += 100*skill_lv;
						break;
					case NPC_EARTHQUAKE:
						skillratio += 100 +100*skill_lv +100*(skill_lv/2);
						break;
				}

				MATK_RATE(skillratio);
			
				//Constant/misc additions from skills
				if (skill_num == WZ_FIREPILLAR)
					MATK_ADD(50);
			}
		}

		if(sd) {
			//Damage bonuses
			if ((i = pc_skillatk_bonus(sd, skill_num)))
				ad.damage += ad.damage*i/100;

			//Ignore Defense?
			if (!flag.imdef && (
				sd->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){
			char mdef = tstatus->mdef;
			int mdef2= tstatus->mdef2;
			if(sd) {
				i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
				i+= sd->ignore_mdef[tstatus->race];
				if (i)
				{
					if (i > 100) i = 100;
					mdef -= mdef * i/100;
					//mdef2-= mdef2* i/100;
				}
			}
			if(battle_config.magic_defense_type)
				ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
			else
				ad.damage = ad.damage * (100-mdef)/100 - mdef2;
		}
		
		if (skill_num == NPC_EARTHQUAKE)
		{	//Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
			//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
			if(mflag>0)
				ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
			else
				ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
		}

		if(ad.damage<1)
			ad.damage=1;

		if (!(nk&NK_NO_ELEFIX))
			ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

		if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
		{ //Apply the physical part of the skill's damage. [Skotlex]
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
			ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
			if( src == target )
			{
				if( src->type == BL_PC )
					ad.damage = ad.damage/2;
				else
					ad.damage = 0;
			}
		}

		if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
			short t_class = status_get_class(target);
			short cardfix=1000;

			cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
			if (!(nk&NK_NO_ELEFIX))
				cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
			cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
			cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
			for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
				if(sd->add_mdmg[i].class_ == t_class) {
					cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
					continue;
				}
			}
			if (cardfix != 1000)
				MATK_RATE(cardfix/10);
		}

		if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
	  	{ // Target cards.
			short s_race2 = status_get_race2(src);
			short s_class= status_get_class(src);
			int cardfix=1000;

			if (!(nk&NK_NO_ELEFIX))
				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;
			if( sstatus->race != RC_DEMIHUMAN )
				cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;

			for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
				if(tsd->add_mdef[i].class_ == s_class) {
					cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
					break;
				}
			}
			//It was discovered that ranged defense also counts vs magic! [Skotlex]
			if (ad.flag&BF_SHORT)
				cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
			else
				cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

			cardfix=cardfix*(100-tsd->magic_def_rate)/100;

			if( tsd->sc.data[SC_MDEF_RATE] )
				cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;

			if (cardfix != 1000)
				MATK_RATE(cardfix/10);
		}
	}

	damage_div_fix(ad.damage, ad.div_);
	
	if (flag.infdef && ad.damage)
		ad.damage = ad.damage>0?1:-1;

	ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
	if( map_flag_gvg2(target->m) )
		ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
	else if( map[target->m].flag.battleground )
		ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
	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, nk;
	short s_ele;

	struct map_session_data *sd, *tsd;
	struct Damage md; //DO NOT CONFUSE with md of mob_data!
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);

	memset(&md,0,sizeof(md));

	if( src == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		return md;
	}

	//Some initial values
	md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
	md.dmotion=tstatus->dmotion;
	md.div_=skill_get_num( skill_num,skill_lv );
	md.blewcount=skill_get_blewcount(skill_num,skill_lv);
	md.dmg_lv=ATK_DEF;
	md.flag=BF_MISC|BF_SKILL;

	nk = skill_get_nk(skill_num);
	
	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);
	
	if(sd) {
		sd->state.arrow_atk = 0;
		md.blewcount += battle_blewcount_bonus(sd, skill_num);
	}

	s_ele = skill_get_ele(skill_num, skill_lv);
	if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
		s_ele = ELE_NEUTRAL;

	//Skill Range Criteria
	md.flag |= battle_range_type(src, target, skill_num, skill_lv);

	switch( skill_num )
	{
	case HT_LANDMINE:
	case MA_LANDMINE:
		md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
		break;
	case HT_BLASTMINE:
		md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
		break;
	case HT_CLAYMORETRAP:
		md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
		break;
	case HT_BLITZBEAT:
	case SN_FALCONASSAULT:
		//Blitz-beat Damage.
		if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
		if(mflag > 1) //Autocasted Blitz.
			nk|=NK_SPLASHSPLIT;
		
		if (skill_num == SN_FALCONASSAULT)
		{
			//Div fix of Blitzbeat
			skill = skill_get_num(HT_BLITZBEAT, 5);
			damage_div_fix(md.damage, skill); 

			//Falcon Assault Modifier
			md.damage=md.damage*(150+70*skill_lv)/100;
		}
		break;
	case TF_THROWSTONE:
		md.damage=50;
		break;
	case BA_DISSONANCE:
		md.damage=30+skill_lv*10;
		if (sd)
			md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case NPC_SELFDESTRUCTION:
		md.damage = sstatus->hp;
		break;
	case NPC_SMOKING:
		md.damage=3;
		break;
	case NPC_DARKBREATH:
		md.damage = 500 + (skill_lv-1)*1000 + 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]
		if(tstatus->vit+sstatus->int_) //crash fix
			md.damage = (int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
		else
			md.damage = 0;
		if (tsd) md.damage>>=1;
		if (md.damage < 0 || md.damage > INT_MAX>>1)
	  	//Overflow prevention, will anyone whine if I cap it to a few billion?
		//Not capped to INT_MAX to give some room for further damage increase.
			md.damage = INT_MAX>>1;
		break;
	case NJ_ZENYNAGE:
		md.damage = skill_get_zeny(skill_num ,skill_lv);
		if (!md.damage) md.damage = 2;
		md.damage = md.damage + rand()%md.damage;
		if (is_boss(target))
			md.damage=md.damage/3;
		else if (tsd)
			md.damage=md.damage/2;
		break;
	case GS_FLING:
		md.damage = sd?sd->status.job_level:status_get_lv(src);
		break;
	case HVAN_EXPLOSION:	//[orn]
		md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
		break ;
	case ASC_BREAKER:
		md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
		nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
		break;
	case HW_GRAVITATION:
		md.damage = 200+200*skill_lv;
		md.dmotion = 0; //No flinch animation.
		break;
	case NPC_EVILLAND:
		md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
		break;
	}

	if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
		if(mflag>0)
			md.damage/= mflag;
		else
			ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
	}

	damage_div_fix(md.damage, md.div_);
	
	if (!(nk&NK_IGNORE_FLEE))
	{
		struct status_change *sc = status_get_sc(target);
		i = 0; //Temp for "hit or no hit"
		if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
			i = 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 attacker_count; //256 max targets should be a sane max
				attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
				if(attacker_count >= battle_config.agi_penalty_count)
				{
					if (battle_config.agi_penalty_type == 1)
						flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
					else //asume type 2: absolute reduction
						flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
					if(flee < 1) flee = 1;
				}
			}

			hitrate+= sstatus->hit - flee;
			hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);

			if(rand()%100 < hitrate)
				i = 1;
		}
		if (!i) {
			md.damage = 0;
			md.dmg_lv=ATK_FLEE;
		}
	}

	if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
	{// misc damage reduction from equipment
		int cardfix = 10000;
		int race2 = status_get_race2(src);
		if (!(nk&NK_NO_ELEFIX))
			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;
		if( sstatus->race != RC_DEMIHUMAN )
			cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/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=(int64)md.damage*cardfix/10000;
	}

	if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
		md.damage += md.damage*i/100;

	if(md.damage < 0)
		md.damage = 0;
	else if(md.damage && tstatus->mode&MD_PLANT)
		md.damage = 1;

	if(!(nk&NK_NO_ELEFIX))
		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

	md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
	if( map_flag_gvg2(target->m) )
		md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
	else if( map[target->m].flag.battleground )
		md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);

	if (skill_num == NJ_ZENYNAGE && sd)
	{	//Time to Pay Up.
		if ( md.damage > sd->status.zeny )
			md.damage=sd->status.zeny;
		pc_payzeny(sd, md.damage);
	}

	return md;
}
/*==========================================
 * �_??[�W�v�Z�ꊇ?��?�p
 *------------------------------------------*/
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
{
	struct Damage d;
	switch(attack_type) {
	case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
	case BF_MAGIC:  d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count);  break;
	case BF_MISC:   d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count);   break;
	default:
		ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
		memset(&d,0,sizeof(d));
		break;
	}
	if( d.damage + d.damage2 < 1 )
	{	//Miss/Absorbed
		//Weapon attacks should go through to cause additional effects.
		if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
			d.dmg_lv = ATK_MISS;
		d.dmotion = 0;
	}
	else // Some skills like Weaponry Research will cause damage even if attack is dodged
		d.dmg_lv = ATK_DEF;
	return d;
}

//Calculates BF_WEAPON returned damage.
int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
{
	struct map_session_data* sd = NULL;
	int rdamage = 0;

	sd = BL_CAST(BL_PC, bl);

	//Bounces back part of the damage.
	if (flag & BF_SHORT) {
		struct status_change* sc;
		if (sd && sd->short_weapon_damage_return)
		{
			rdamage += damage * sd->short_weapon_damage_return / 100;
			if(rdamage < 1) rdamage = 1;
		}
		sc = status_get_sc(bl);
		if (sc && sc->data[SC_REFLECTSHIELD])
		{
			rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
			if (rdamage < 1) rdamage = 1;
		}
	} else {
		if (sd && sd->long_weapon_damage_return)
		{
			rdamage += damage * sd->long_weapon_damage_return / 100;
			if (rdamage < 1) rdamage = 1;
		}
	}
	return rdamage;
}

void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
{
	struct weapon_data *wd;
	int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
	for (i = 0; i < 4; i++) {
		//First two iterations: Right hand
		if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
		else { wd = &sd->left_weapon; damage = &ldamage; }
		if (*damage <= 0) continue;
		//First and Third iterations: race, other two boss/nonboss state
		if (i == 0 || i == 2) 
			type = race;
		else
			type = boss?RC_BOSS:RC_NONBOSS;
		
		hp = wd->hp_drain[type].value;
		if (wd->hp_drain[type].rate)
			hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);

		sp = wd->sp_drain[type].value;
		if (wd->sp_drain[type].rate)
			sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);

		if (hp) {
			if (wd->hp_drain[type].type)
				rhp += hp;
			thp += hp;
		}
		if (sp) {
			if (wd->sp_drain[type].type)
				rsp += sp;
			tsp += sp;
		}
	}

	if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
		status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
	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�
 *------------------------------------------*/
enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
{
	struct map_session_data *sd = NULL, *tsd = NULL;
	struct status_data *sstatus, *tstatus;
	struct status_change *sc, *tsc;
	int damage,rdamage=0,rdelay=0;
	int skillv;
	struct Damage wd;

	nullpo_retr(ATK_NONE, src);
	nullpo_retr(ATK_NONE, target);

	if (src->prev == NULL || target->prev == NULL)
		return ATK_NONE;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(target);

	sc = status_get_sc(src);
	tsc = status_get_sc(target);

	if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
		sc = NULL;
	if (tsc && !tsc->count)
		tsc = NULL;
	
	if (sd)
	{
		sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
		if (sd->state.arrow_atk)
		{
			int index = sd->equip_index[EQI_AMMO];
			if (index<0) {
				clif_arrow_fail(sd,0);
				return ATK_NONE;
			}
			//Ammo check by Ishizu-chan
			if (sd->inventory_data[index])
			switch (sd->status.weapon) {
			case W_BOW:
				if (sd->inventory_data[index]->look != A_ARROW) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_REVOLVER:
			case W_RIFLE:
			case W_GATLING:
			case W_SHOTGUN:
				if (sd->inventory_data[index]->look != A_BULLET) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_GRENADE:
				if (sd->inventory_data[index]->look != A_GRENADE) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			}
		}
	}

	if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
		status_change_end(src,SC_CLOAKING,-1);

	if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
	{
		int dir = map_calc_dir(target,src->x,src->y);
		int t_dir = unit_getdir(target);
		int dist = distance_bl(src, target);
		if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
		{
			int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
			clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			status_change_end(target,SC_AUTOCOUNTER,-1);
			skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
			return ATK_NONE;
		}
	}

	if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
	{
		int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
		int duration = skill_get_time2(MO_BLADESTOP,skilllv);
		status_change_end(target, SC_BLADESTOP_WAIT, -1);
		if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
	  	{	//Target locked.
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			clif_bladestop(target, src->id, 1);
			sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
			return ATK_NONE;
		}
	}

	if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
	{
		int triple_rate= 30 - skillv; //Base Rate
		if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
		{
			triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
			status_change_end(src,SC_SKILLRATE_UP,-1);
		}
		if (rand()%100 < triple_rate)
			//FIXME: invalid return type!
			return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
	}

	if (sc)
	{
		if (sc->data[SC_SACRIFICE])
			//FIXME: invalid return type!
			return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE]->val1,tick,0);
		if (sc->data[SC_MAGICALATTACK])
			//FIXME: invalid return type!
			return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
	}

	wd = battle_calc_weapon_attack(src, target, 0, 0, flag);

	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|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
		}
	}

	wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);

	if (sd && sd->splash_range > 0 && damage > 0)
		skill_castend_damage_id(src, target, 0, 1, tick, 0);

	map_freeblock_lock();

	battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);

	if (sc && sc->data[SC_AUTOSPELL] && 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] && 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] && 
			(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
			struct status_change_entry *sce = tsc->data[SC_POISONREACT];
			if (sstatus->def_ele == ELE_POISON) {
				sce->val2 = 0;
				skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
			} else {
				skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
				--sce->val2;
			}
			if (sce->val2 <= 0)
				status_change_end(target, SC_POISONREACT, -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_MER:
				if (((TBL_MER*)src)->master)
					src = (struct block_list*)((TBL_MER*)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;

	//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
	//objects involved.
	if( (t_bl = battle_get_master(target)) == NULL )
		t_bl = target;

	if( (s_bl = battle_get_master(src)) == NULL )
		s_bl = src;

	switch( target->type )
	{ // Checks on actual target
		case BL_PC:
			if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
				return -1; //Cannot be targeted yet.
			break;
		case BL_MOB:
			if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
				(((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
				s_bl->type == BL_PC && src->type != BL_MOB)
			{	//Targettable by players
				state |= BCT_ENEMY;
				strip_enemy = 0;
			}
			break;
		case BL_SKILL:
		{
			TBL_SKILL *su = (TBL_SKILL*)target;
			if( !su->group )
				return 0;
			if( skill_get_inf2(su->group->skill_id)&INF2_TRAP )
			{ //Only a few skills can target traps...
				switch( battle_getcurrentskill(src) )
				{
					case MA_REMOVETRAP:
					case HT_REMOVETRAP:
					case AC_SHOWER:
					case MA_SHOWER:
					case WZ_SIGHTRASHER:
					case WZ_SIGHTBLASTER:
					case SM_MAGNUM:
					case MS_MAGNUM:
						state |= BCT_ENEMY;
						strip_enemy = 0;
						break;
					default:
						return 0;
				}
			} else if (su->group->skill_id==WZ_ICEWALL)
			{
				state |= BCT_ENEMY;
				strip_enemy = 0;
			} else	//Excepting traps and icewall, you should not be able to target skills.
				return 0;
		}
			break;
		//Valid targets with no special checks here.
		case BL_MER:
		case BL_HOM:
			break;
		//All else not specified is an invalid target.
		default:	
			return 0;
	}

	switch( t_bl->type )
	{	//Checks on target master
		case BL_PC:
		{
			struct map_session_data *sd;
			if( t_bl == s_bl ) break;
			sd = BL_CAST(BL_PC, t_bl);

			if( sd->state.monster_ignore && flag&BCT_ENEMY )
				return 0; // Global inminuty only to Attacks
			if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
				state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
			if( sd->state.killable ) {
				state |= BCT_ENEMY; // Everything can kill it
				strip_enemy = 0;
			}
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, t_bl);

			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
			break;
		}
	}

	switch( src->type )
  	{	//Checks on actual src type
		case BL_PET:
			if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
				return 0; //Pet may not attack non-mobs.
			if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
				return 0; //pet may not attack Guardians/Emperium
			break;
		case BL_SKILL:
		{
			struct skill_unit *su = (struct skill_unit *)src;
			if (!su->group)
				return 0;

			if (su->group->src_id == target->id)
			{
				int inf2;
				inf2 = skill_get_inf2(su->group->skill_id);
				if (inf2&INF2_NO_TARGET_SELF)
					return -1;
				if (inf2&INF2_TARGET_SELF)
					return 1;
			}
			break;
		}
	}

	switch( s_bl->type )
	{	//Checks on source master
		case BL_PC:
		{
			struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
			if( s_bl != t_bl )
			{
				if( sd->state.killer )
				{
					state |= BCT_ENEMY; // Can kill anything
					strip_enemy = 0;
				}
				else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
		  		{
					if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
						return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
					else
						return 0; // You can't target anything out of your duel
				}
			}
			if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
				return 0; //If you don't belong to a guild, can't target guardians/emperium.
			if( t_bl->type != BL_PC )
				state |= BCT_ENEMY; //Natural enemy.
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, s_bl);
			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperium owned by Guilds on non-woe times.

			if( !md->special_state.ai )
			{ //Normal mobs.
				if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
					state |= BCT_PARTY; //Normal mobs with no ai are friends.
				else
					state |= BCT_ENEMY; //However, all else are enemies.
			}
			else
			{
				if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
					state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
			}
			break;
		}
		default:
		//Need some sort of default behaviour for unhandled types.
			if (t_bl->type != s_bl->type)
				state |= BCT_ENEMY;
			break;
	}
	
	if( (flag&BCT_ALL) == BCT_ALL )
	{ //All actually stands for all attackable chars 
		if( target->type&BL_CHAR )
			return 1;
		else
			return -1;
	}
	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.
		int sbg_id = 0, tbg_id = 0;
		if( map[m].flag.battleground )
		{
			sbg_id = bg_team_get_id(s_bl);
			tbg_id = bg_team_get_id(t_bl);
		}
		if( flag&(BCT_PARTY|BCT_ENEMY) )
		{
			int s_party = status_get_party_id(s_bl);
			if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_PARTY;
			else
				state |= BCT_ENEMY;
		}
		if( flag&(BCT_GUILD|BCT_ENEMY) )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_GUILD;
			else
				state |= BCT_ENEMY;
		}
		if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
			state &= ~BCT_ENEMY;

		if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
		{ // Prevent novice engagement on pk_mode (feature by Valaris)
			TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
			if (
				(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(int)sd->status.base_level < battle_config.pk_min_level ||
			  	(int)sd2->status.base_level < battle_config.pk_min_level ||
				(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
			)
				state &= ~BCT_ENEMY;
		}
	}
	else
	{ //Non pvp/gvg, check party/guild settings.
		if( flag&BCT_PARTY || state&BCT_ENEMY )
		{
			int s_party = status_get_party_id(s_bl);
			if(s_party && s_party == status_get_party_id(t_bl))
				state |= BCT_PARTY;
		}
		if( flag&BCT_GUILD || state&BCT_ENEMY )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
				state |= BCT_GUILD;
		}
	}
	
	if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
		state = BCT_NEUTRAL;
	//Alliance state takes precedence over enemy one.
	else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
		state&=~BCT_ENEMY;

	return (flag&state)?1:-1;
}
/*==========================================
 * �˒�����
 *------------------------------------------*/
bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
{
	int d;
	nullpo_retr(false, src);
	nullpo_retr(false, bl);

	if( src->m != bl->m )
		return false;

	if( !check_distance_bl(src, bl, range) )
		return false;

	if( (d = distance_bl(src, bl)) < 2 )
		return true;  // No need for path checking.

	if( d > AREA_SIZE )
		return false; // Avoid targetting objects beyond your range of sight.

	return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}

static const struct _battle_data {
	const char* str;
	int* val;
	int defval;
	int min;
	int max;
} battle_data[] = {
	{ "warp_point_debug",                   &battle_config.warp_point_debug,                0,      0,      1,              },
	{ "enable_critical",                    &battle_config.enable_critical,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "mob_critical_rate",                  &battle_config.mob_critical_rate,               100,    0,      INT_MAX,        },
	{ "critical_rate",                      &battle_config.critical_rate,                   100,    0,      INT_MAX,        },
	{ "enable_baseatk",                     &battle_config.enable_baseatk,                  BL_PC|BL_HOM, BL_NUL, BL_ALL,   },
	{ "enable_perfect_flee",                &battle_config.enable_perfect_flee,             BL_PC|BL_PET, BL_NUL, BL_ALL,   },
	{ "casting_rate",                       &battle_config.cast_rate,                       100,    0,      INT_MAX,        },
	{ "delay_rate",                         &battle_config.delay_rate,                      100,    0,      INT_MAX,        },
	{ "delay_dependon_dex",                 &battle_config.delay_dependon_dex,              0,      0,      1,              },
	{ "delay_dependon_agi",                 &battle_config.delay_dependon_agi,              0,      0,      1,              },
	{ "skill_delay_attack_enable",          &battle_config.sdelay_attack_enable,            0,      0,      1,              },
	{ "left_cardfix_to_right",              &battle_config.left_cardfix_to_right,           0,      0,      1,              },
	{ "skill_add_range",                    &battle_config.skill_add_range,                 0,      0,      INT_MAX,        },
	{ "skill_out_range_consume",            &battle_config.skill_out_range_consume,         1,      0,      1,              },
	{ "skillrange_by_distance",             &battle_config.skillrange_by_distance,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "skillrange_from_weapon",             &battle_config.use_weapon_skill_range,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "player_damage_delay_rate",           &battle_config.pc_damage_delay_rate,            100,    0,      INT_MAX,        },
	{ "defunit_not_enemy",                  &battle_config.defnotenemy,                     0,      0,      1,              },
	{ "gvg_traps_target_all",               &battle_config.vs_traps_bctall,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "traps_setting",                      &battle_config.traps_setting,                   0,      0,      1,              },
	{ "summon_flora_setting",               &battle_config.summon_flora,                    1|2,    0,      1|2,            },
	{ "clear_skills_on_death",              &battle_config.clear_unit_ondeath,              BL_NUL, BL_NUL, BL_ALL,         },
	{ "clear_skills_on_warp",               &battle_config.clear_unit_onwarp,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "random_monster_checklv",             &battle_config.random_monster_checklv,          1,      0,      1,              },
	{ "attribute_recover",                  &battle_config.attr_recover,                    1,      0,      1,              },
	{ "flooritem_lifetime",                 &battle_config.flooritem_lifetime,              60000,  1000,   INT_MAX,        },
	{ "item_auto_get",                      &battle_config.item_auto_get,                   0,      0,      1,              },
	{ "item_first_get_time",                &battle_config.item_first_get_time,             3000,   0,      INT_MAX,        },
	{ "item_second_get_time",               &battle_config.item_second_get_time,            1000,   0,      INT_MAX,        },
	{ "item_third_get_time",                &battle_config.item_third_get_time,             1000,   0,      INT_MAX,        },
	{ "mvp_item_first_get_time",            &battle_config.mvp_item_first_get_time,         10000,  0,      INT_MAX,        },
	{ "mvp_item_second_get_time",           &battle_config.mvp_item_second_get_time,        10000,  0,      INT_MAX,        },
	{ "mvp_item_third_get_time",            &battle_config.mvp_item_third_get_time,         2000,   0,      INT_MAX,        },
	{ "drop_rate0item",                     &battle_config.drop_rate0item,                  0,      0,      1,              },
	{ "base_exp_rate",                      &battle_config.base_exp_rate,                   100,    0,      INT_MAX,        },
	{ "job_exp_rate",                       &battle_config.job_exp_rate,                    100,    0,      INT_MAX,        },
	{ "pvp_exp",                            &battle_config.pvp_exp,                         1,      0,      1,              },
	{ "death_penalty_type",                 &battle_config.death_penalty_type,              0,      0,      2,              },
	{ "death_penalty_base",                 &battle_config.death_penalty_base,              0,      0,      INT_MAX,        },
	{ "death_penalty_job",                  &battle_config.death_penalty_job,               0,      0,      INT_MAX,        },
	{ "zeny_penalty",                       &battle_config.zeny_penalty,                    0,      0,      INT_MAX,        },
	{ "hp_rate",                            &battle_config.hp_rate,                         100,    1,      INT_MAX,        },
	{ "sp_rate",                            &battle_config.sp_rate,                         100,    1,      INT_MAX,        },
	{ "restart_hp_rate",                    &battle_config.restart_hp_rate,                 0,      0,      100,            },
	{ "restart_sp_rate",                    &battle_config.restart_sp_rate,                 0,      0,      100,            },
	{ "guild_aura",                         &battle_config.guild_aura,                      31,     0,      31,             },
	{ "mvp_hp_rate",                        &battle_config.mvp_hp_rate,                     100,    1,      INT_MAX,        },
	{ "mvp_exp_rate",                       &battle_config.mvp_exp_rate,                    100,    0,      INT_MAX,        },
	{ "monster_hp_rate",                    &battle_config.monster_hp_rate,                 100,    1,      INT_MAX,        },
	{ "monster_max_aspd",                   &battle_config.monster_max_aspd,                199,    100,    199,            },
	{ "view_range_rate",                    &battle_config.view_range_rate,                 100,    0,      INT_MAX,        },
	{ "chase_range_rate",                   &battle_config.chase_range_rate,                100,    0,      INT_MAX,        },
	{ "gtb_sc_immunity",                    &battle_config.gtb_sc_immunity,                 50,     0,      INT_MAX,        },
	{ "guild_max_castles",                  &battle_config.guild_max_castles,               0,      0,      INT_MAX,        },
	{ "guild_skill_relog_delay",            &battle_config.guild_skill_relog_delay,         0,      0,      1,              },
	{ "emergency_call",                     &battle_config.emergency_call,                  11,     0,      31,             },
	{ "lowest_gm_level",                    &battle_config.lowest_gm_level,                 1,      0,      99,             },
	{ "atcommand_gm_only",                  &battle_config.atc_gmonly,                      0,      0,      1,              },
	{ "atcommand_spawn_quantity_limit",     &battle_config.atc_spawn_quantity_limit,        100,    0,      INT_MAX,        },
	{ "atcommand_slave_clone_limit",        &battle_config.atc_slave_clone_limit,           25,     0,      INT_MAX,        },
	{ "partial_name_scan",                  &battle_config.partial_name_scan,               0,      0,      1,              },
	{ "gm_all_skill",                       &battle_config.gm_allskill,                     0,      0,      100,            },
	{ "gm_all_equipment",                   &battle_config.gm_allequip,                     0,      0,      100,            },
	{ "gm_skill_unconditional",             &battle_config.gm_skilluncond,                  0,      0,      100,            },
	{ "gm_join_chat",                       &battle_config.gm_join_chat,                    0,      0,      100,            },
	{ "gm_kick_chat",                       &battle_config.gm_kick_chat,                    0,      0,      100,            },
	{ "gm_can_party",                       &battle_config.gm_can_party,                    0,      0,      1,              },
	{ "gm_cant_party_min_lv",               &battle_config.gm_cant_party_min_lv,            20,     0,      100,            },
	{ "player_skillfree",                   &battle_config.skillfree,                       0,      0,      1,              },
	{ "player_skillup_limit",               &battle_config.skillup_limit,                   1,      0,      1,              },
	{ "weapon_produce_rate",                &battle_config.wp_rate,                         100,    0,      INT_MAX,        },
	{ "potion_produce_rate",                &battle_config.pp_rate,                         100,    0,      INT_MAX,        },
	{ "monster_active_enable",              &battle_config.monster_active_enable,           1,      0,      1,              },
	{ "monster_damage_delay_rate",          &battle_config.monster_damage_delay_rate,       100,    0,      INT_MAX,        },
	{ "monster_loot_type",                  &battle_config.monster_loot_type,               0,      0,      1,              },
//	{ "mob_skill_use",                      &battle_config.mob_skill_use,                   1,      0,      1,              }, //Deprecated
	{ "mob_skill_rate",                     &battle_config.mob_skill_rate,                  100,    0,      INT_MAX,        },
	{ "mob_skill_delay",                    &battle_config.mob_skill_delay,                 100,    0,      INT_MAX,        },
	{ "mob_count_rate",                     &battle_config.mob_count_rate,                  100,    0,      INT_MAX,        },
	{ "mob_spawn_delay",                    &battle_config.mob_spawn_delay,                 100,    0,      INT_MAX,        },
	{ "plant_spawn_delay",                  &battle_config.plant_spawn_delay,               100,    0,      INT_MAX,        },
	{ "boss_spawn_delay",                   &battle_config.boss_spawn_delay,                100,    0,      INT_MAX,        },
	{ "no_spawn_on_player",                 &battle_config.no_spawn_on_player,              0,      0,      100,            },
	{ "force_random_spawn",                 &battle_config.force_random_spawn,              0,      0,      1,              },
	{ "slaves_inherit_mode",                &battle_config.slaves_inherit_mode,             2,      0,      3,              },
	{ "slaves_inherit_speed",               &battle_config.slaves_inherit_speed,            3,      0,      3,              },
	{ "summons_trigger_autospells",         &battle_config.summons_trigger_autospells,      1,      0,      1,              },
	{ "pc_damage_walk_delay_rate",          &battle_config.pc_walk_delay_rate,              20,     0,      INT_MAX,        },
	{ "damage_walk_delay_rate",             &battle_config.walk_delay_rate,                 100,    0,      INT_MAX,        },
	{ "multihit_delay",                     &battle_config.multihit_delay,                  80,     0,      INT_MAX,        },
	{ "quest_skill_learn",                  &battle_config.quest_skill_learn,               0,      0,      1,              },
	{ "quest_skill_reset",                  &battle_config.quest_skill_reset,               0,      0,      1,              },
	{ "basic_skill_check",                  &battle_config.basic_skill_check,               1,      0,      1,              },
	{ "guild_emperium_check",               &battle_config.guild_emperium_check,            1,      0,      1,              },
	{ "guild_exp_limit",                    &battle_config.guild_exp_limit,                 50,     0,      99,             },
	{ "player_invincible_time",             &battle_config.pc_invincible_time,              5000,   0,      INT_MAX,        },
	{ "pet_catch_rate",                     &battle_config.pet_catch_rate,                  100,    0,      INT_MAX,        },
	{ "pet_rename",                         &battle_config.pet_rename,                      0,      0,      1,              },
	{ "pet_friendly_rate",                  &battle_config.pet_friendly_rate,               100,    0,      INT_MAX,        },
	{ "pet_hungry_delay_rate",              &battle_config.pet_hungry_delay_rate,           100,    10,     INT_MAX,        },
	{ "pet_hungry_friendly_decrease",       &battle_config.pet_hungry_friendly_decrease,    5,      0,      INT_MAX,        },
	{ "pet_status_support",                 &battle_config.pet_status_support,              0,      0,      1,              },
	{ "pet_attack_support",                 &battle_config.pet_attack_support,              0,      0,      1,              },
	{ "pet_damage_support",                 &battle_config.pet_damage_support,              0,      0,      1,              },
	{ "pet_support_min_friendly",           &battle_config.pet_support_min_friendly,        900,    0,      950,            },
	{ "pet_equip_min_friendly",             &battle_config.pet_equip_min_friendly,          900,    0,      950,            },
	{ "pet_support_rate",                   &battle_config.pet_support_rate,                100,    0,      INT_MAX,        },
	{ "pet_attack_exp_to_master",           &battle_config.pet_attack_exp_to_master,        0,      0,      1,              },
	{ "pet_attack_exp_rate",                &battle_config.pet_attack_exp_rate,             100,    0,      INT_MAX,        },
	{ "pet_lv_rate",                        &battle_config.pet_lv_rate,                     0,      0,      INT_MAX,        },
	{ "pet_max_stats",                      &battle_config.pet_max_stats,                   99,     0,      INT_MAX,        },
	{ "pet_max_atk1",                       &battle_config.pet_max_atk1,                    750,    0,      INT_MAX,        },
	{ "pet_max_atk2",                       &battle_config.pet_max_atk2,                    1000,   0,      INT_MAX,        },
	{ "pet_disable_in_gvg",                 &battle_config.pet_no_gvg,                      0,      0,      1,              },
	{ "skill_min_damage",                   &battle_config.skill_min_damage,                2|4,    0,      1|2|4,          },
	{ "finger_offensive_type",              &battle_config.finger_offensive_type,           0,      0,      1,              },
	{ "heal_exp",                           &battle_config.heal_exp,                        0,      0,      INT_MAX,        },
	{ "resurrection_exp",                   &battle_config.resurrection_exp,                0,      0,      INT_MAX,        },
	{ "shop_exp",                           &battle_config.shop_exp,                        0,      0,      INT_MAX,        },
	{ "max_heal_lv",                        &battle_config.max_heal_lv,                     11,     1,      INT_MAX,        },
	{ "max_heal",                           &battle_config.max_heal,                        9999,   0,      INT_MAX,        },
	{ "combo_delay_rate",                   &battle_config.combo_delay_rate,                100,    0,      INT_MAX,        },
	{ "item_check",                         &battle_config.item_check,                      0,      0,      1,              },
	{ "item_use_interval",                  &battle_config.item_use_interval,               100,    0,      INT_MAX,        },
	{ "wedding_modifydisplay",              &battle_config.wedding_modifydisplay,           0,      0,      1,              },
	{ "wedding_ignorepalette",              &battle_config.wedding_ignorepalette,           0,      0,      1,              },
	{ "xmas_ignorepalette",                 &battle_config.xmas_ignorepalette,              0,      0,      1,              },
	{ "summer_ignorepalette",               &battle_config.summer_ignorepalette,            0,      0,      1,              },
	{ "natural_healhp_interval",            &battle_config.natural_healhp_interval,         6000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_healsp_interval",            &battle_config.natural_healsp_interval,         8000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_skill_interval",        &battle_config.natural_heal_skill_interval,     10000,  NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_weight_rate",           &battle_config.natural_heal_weight_rate,        50,     50,     101             },
	{ "arrow_decrement",                    &battle_config.arrow_decrement,                 1,      0,      2,              },
	{ "max_aspd",                           &battle_config.max_aspd,                        199,    100,    199,            },
	{ "max_walk_speed",                     &battle_config.max_walk_speed,                  300,    100,    100*DEFAULT_WALK_SPEED, },
	{ "max_lv",                             &battle_config.max_lv,                          99,     0,      127,            },
	{ "aura_lv",                            &battle_config.aura_lv,                         99,     0,      INT_MAX,        },
	{ "max_hp",                             &battle_config.max_hp,                          32500,  100,    1000000000,     },
	{ "max_sp",                             &battle_config.max_sp,                          32500,  100,    1000000000,     },
	{ "max_cart_weight",                    &battle_config.max_cart_weight,                 8000,   100,    1000000,        },
	{ "max_parameter",                      &battle_config.max_parameter,                   99,     10,     10000,          },
	{ "max_baby_parameter",                 &battle_config.max_baby_parameter,              80,     10,     10000,          },
	{ "max_def",                            &battle_config.max_def,                         99,     0,      INT_MAX,        },
	{ "over_def_bonus",                     &battle_config.over_def_bonus,                  0,      0,      1000,           },
	{ "skill_log",                          &battle_config.skill_log,                       BL_NUL, BL_NUL, BL_ALL,         },
	{ "battle_log",                         &battle_config.battle_log,                      0,      0,      1,              },
	{ "save_log",                           &battle_config.save_log,                        0,      0,      1,              },
	{ "etc_log",                            &battle_config.etc_log,                         1,      0,      1,              },
	{ "save_clothcolor",                    &battle_config.save_clothcolor,                 1,      0,      1,              },
	{ "undead_detect_type",                 &battle_config.undead_detect_type,              0,      0,      2,              },
	{ "auto_counter_type",                  &battle_config.auto_counter_type,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "min_hitrate",                        &battle_config.min_hitrate,                     5,      0,      100,            },
	{ "max_hitrate",                        &battle_config.max_hitrate,                     100,    0,      100,            },
	{ "agi_penalty_target",                 &battle_config.agi_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "agi_penalty_type",                   &battle_config.agi_penalty_type,                1,      0,      2,              },
	{ "agi_penalty_count",                  &battle_config.agi_penalty_count,               3,      2,      INT_MAX,        },
	{ "agi_penalty_num",                    &battle_config.agi_penalty_num,                 10,     0,      INT_MAX,        },
	{ "agi_penalty_count_lv",               &battle_config.agi_penalty_count_lv,            ATK_FLEE, 0,    INT_MAX,        },
	{ "vit_penalty_target",                 &battle_config.vit_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "vit_penalty_type",                   &battle_config.vit_penalty_type,                1,      0,      2,              },
	{ "vit_penalty_count",                  &battle_config.vit_penalty_count,               3,      2,      INT_MAX,        },
	{ "vit_penalty_num",                    &battle_config.vit_penalty_num,                 5,      0,      INT_MAX,        },
	{ "vit_penalty_count_lv",               &battle_config.vit_penalty_count_lv,            ATK_MISS, 0,    INT_MAX,        },
	{ "weapon_defense_type",                &battle_config.weapon_defense_type,             0,      0,      INT_MAX,        },
	{ "magic_defense_type",                 &battle_config.magic_defense_type,              0,      0,      INT_MAX,        },
	{ "skill_reiteration",                  &battle_config.skill_reiteration,               BL_NUL, BL_NUL, BL_ALL,         },
	{ "skill_nofootset",                    &battle_config.skill_nofootset,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "player_cloak_check_type",            &battle_config.pc_cloak_check_type,             1,      0,      1|2|4,          },
	{ "monster_cloak_check_type",           &battle_config.monster_cloak_check_type,        4,      0,      1|2|4,          },
	{ "sense_type",                         &battle_config.estimation_type,                 1|2,    0,      1|2,            },
	{ "gvg_eliminate_time",                 &battle_config.gvg_eliminate_time,              7000,   0,      INT_MAX,        },
	{ "gvg_short_attack_damage_rate",       &battle_config.gvg_short_damage_rate,           80,     0,      INT_MAX,        },
	{ "gvg_long_attack_damage_rate",        &battle_config.gvg_long_damage_rate,            80,     0,      INT_MAX,        },
	{ "gvg_weapon_attack_damage_rate",      &battle_config.gvg_weapon_damage_rate,          60,     0,      INT_MAX,        },
	{ "gvg_magic_attack_damage_rate",       &battle_config.gvg_magic_damage_rate,           60,     0,      INT_MAX,        },
	{ "gvg_misc_attack_damage_rate",        &battle_config.gvg_misc_damage_rate,            60,     0,      INT_MAX,        },
	{ "gvg_flee_penalty",                   &battle_config.gvg_flee_penalty,                20,     0,      INT_MAX,        },
	{ "pk_short_attack_damage_rate",        &battle_config.pk_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "pk_long_attack_damage_rate",         &battle_config.pk_long_damage_rate,             70,     0,      INT_MAX,        },
	{ "pk_weapon_attack_damage_rate",       &battle_config.pk_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "pk_magic_attack_damage_rate",        &battle_config.pk_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "pk_misc_attack_damage_rate",         &battle_config.pk_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "mob_changetarget_byskill",           &battle_config.mob_changetarget_byskill,        0,      0,      1,              },
	{ "attack_direction_change",            &battle_config.attack_direction_change,         BL_ALL, BL_NUL, BL_ALL,         },
	{ "land_skill_limit",                   &battle_config.land_skill_limit,                BL_ALL, BL_NUL, BL_ALL,         },
	{ "monster_class_change_full_recover",  &battle_config.monster_class_change_recover,    1,      0,      1,              },
	{ "produce_item_name_input",            &battle_config.produce_item_name_input,         0x1|0x2, 0,     0x9F,           },
	{ "display_skill_fail",                 &battle_config.display_skill_fail,              2,      0,      1|2|4|8,        },
	{ "chat_warpportal",                    &battle_config.chat_warpportal,                 0,      0,      1,              },
	{ "mob_warp",                           &battle_config.mob_warp,                        0,      0,      1|2|4,          },
	{ "dead_branch_active",                 &battle_config.dead_branch_active,              1,      0,      1,              },
	{ "vending_max_value",                  &battle_config.vending_max_value,               10000000, 1,    MAX_ZENY,       },
	{ "vending_over_max",                   &battle_config.vending_over_max,                1,      0,      1,              },
	{ "show_steal_in_same_party",           &battle_config.show_steal_in_same_party,        0,      0,      1,              },
	{ "party_hp_mode",                      &battle_config.party_hp_mode,                   0,      0,      1,              },
	{ "show_party_share_picker",            &battle_config.party_show_share_picker,         0,      0,      1,              },
	{ "party_update_interval",              &battle_config.party_update_interval,           1000,   100,    INT_MAX,        },
	{ "party_item_share_type",              &battle_config.party_share_type,                0,      0,      1|2|3,          },
	{ "attack_attr_none",                   &battle_config.attack_attr_none,                ~BL_PC, BL_NUL, BL_ALL,         },
	{ "gx_allhit",                          &battle_config.gx_allhit,                       0,      0,      1,              },
	{ "gx_disptype",                        &battle_config.gx_disptype,                     1,      0,      1,              },
	{ "devotion_level_difference",          &battle_config.devotion_level_difference,       10,     0,      INT_MAX,        },
	{ "player_skill_partner_check",         &battle_config.player_skill_partner_check,      1,      0,      1,              },
	{ "hide_GM_session",                    &battle_config.hide_GM_session,                 0,      0,      1,              },
	{ "invite_request_check",               &battle_config.invite_request_check,            1,      0,      1,              },
	{ "skill_removetrap_type",              &battle_config.skill_removetrap_type,           0,      0,      1,              },
	{ "disp_experience",                    &battle_config.disp_experience,                 0,      0,      1,              },
	{ "disp_zeny",                          &battle_config.disp_zeny,                       0,      0,      1,              },
	{ "castle_defense_rate",                &battle_config.castle_defense_rate,             100,    0,      100,            },
	{ "gm_cant_drop_min_lv",                &battle_config.gm_cant_drop_min_lv,             1,      0,      100,            },
	{ "gm_cant_drop_max_lv",                &battle_config.gm_cant_drop_max_lv,             0,      0,      100,            },
	{ "disp_hpmeter",                       &battle_config.disp_hpmeter,                    0,      0,      100,            },
	{ "bone_drop",                          &battle_config.bone_drop,                       0,      0,      2,              },
	{ "buyer_name",                         &battle_config.buyer_name,                      1,      0,      1,              },
	{ "skill_wall_check",                   &battle_config.skill_wall_check,                1,      0,      1,              },
	{ "cell_stack_limit",                   &battle_config.cell_stack_limit,                1,      1,      255,            },
// eAthena additions
	{ "item_logarithmic_drops",             &battle_config.logarithmic_drops,               0,      0,      1,              },
	{ "item_drop_common_min",               &battle_config.item_drop_common_min,            1,      1,      10000,          },
	{ "item_drop_common_max",               &battle_config.item_drop_common_max,            10000,  1,      10000,          },
	{ "item_drop_equip_min",                &battle_config.item_drop_equip_min,             1,      1,      10000,          },
	{ "item_drop_equip_max",                &battle_config.item_drop_equip_max,             10000,  1,      10000,          },
	{ "item_drop_card_min",                 &battle_config.item_drop_card_min,              1,      1,      10000,          },
	{ "item_drop_card_max",                 &battle_config.item_drop_card_max,              10000,  1,      10000,          },
	{ "item_drop_mvp_min",                  &battle_config.item_drop_mvp_min,               1,      1,      10000,          },
	{ "item_drop_mvp_max",                  &battle_config.item_drop_mvp_max,               10000,  1,      10000,          },
	{ "item_drop_heal_min",                 &battle_config.item_drop_heal_min,              1,      1,      10000,          },
	{ "item_drop_heal_max",                 &battle_config.item_drop_heal_max,              10000,  1,      10000,          },
	{ "item_drop_use_min",                  &battle_config.item_drop_use_min,               1,      1,      10000,          },
	{ "item_drop_use_max",                  &battle_config.item_drop_use_max,               10000,  1,      10000,          },
	{ "item_drop_add_min",                  &battle_config.item_drop_adddrop_min,           1,      1,      10000,          },
	{ "item_drop_add_max",                  &battle_config.item_drop_adddrop_max,           10000,  1,      10000,          },
	{ "item_drop_treasure_min",             &battle_config.item_drop_treasure_min,          1,      1,      10000,          },
	{ "item_drop_treasure_max",             &battle_config.item_drop_treasure_max,          10000,  1,      10000,          },
	{ "item_rate_mvp",                      &battle_config.item_rate_mvp,                   100,    0,      1000000,        },
	{ "item_rate_common",                   &battle_config.item_rate_common,                100,    0,      1000000,        },
	{ "item_rate_common_boss",              &battle_config.item_rate_common_boss,           100,    0,      1000000,        },
	{ "item_rate_equip",                    &battle_config.item_rate_equip,                 100,    0,      1000000,        },
	{ "item_rate_equip_boss",               &battle_config.item_rate_equip_boss,            100,    0,      1000000,        },
	{ "item_rate_card",                     &battle_config.item_rate_card,                  100,    0,      1000000,        },
	{ "item_rate_card_boss",                &battle_config.item_rate_card_boss,             100,    0,      1000000,        },
	{ "item_rate_heal",                     &battle_config.item_rate_heal,                  100,    0,      1000000,        },
	{ "item_rate_heal_boss",                &battle_config.item_rate_heal_boss,             100,    0,      1000000,        },
	{ "item_rate_use",                      &battle_config.item_rate_use,                   100,    0,      1000000,        },
	{ "item_rate_use_boss",                 &battle_config.item_rate_use_boss,              100,    0,      1000000,        },
	{ "item_rate_adddrop",                  &battle_config.item_rate_adddrop,               100,    0,      1000000,        },
	{ "item_rate_treasure",                 &battle_config.item_rate_treasure,              100,    0,      1000000,        },
	{ "prevent_logout",                     &battle_config.prevent_logout,                  10000,  0,      60000,          },
	{ "alchemist_summon_reward",            &battle_config.alchemist_summon_reward,         1,      0,      2,              },
	{ "drops_by_luk",                       &battle_config.drops_by_luk,                    0,      0,      INT_MAX,        },
	{ "drops_by_luk2",                      &battle_config.drops_by_luk2,                   0,      0,      INT_MAX,        },
	{ "equip_natural_break_rate",           &battle_config.equip_natural_break_rate,        0,      0,      INT_MAX,        },
	{ "equip_self_break_rate",              &battle_config.equip_self_break_rate,           100,    0,      INT_MAX,        },
	{ "equip_skill_break_rate",             &battle_config.equip_skill_break_rate,          100,    0,      INT_MAX,        },
	{ "pk_mode",                            &battle_config.pk_mode,                         0,      0,      1,              },
	{ "pk_level_range",                     &battle_config.pk_level_range,                  0,      0,      INT_MAX,        },
	{ "manner_system",                      &battle_config.manner_system,                   0xFFF,  0,      0xFFF,          },
	{ "pet_equip_required",                 &battle_config.pet_equip_required,              0,      0,      1,              },
	{ "multi_level_up",                     &battle_config.multi_level_up,                  0,      0,      1,              },
	{ "max_exp_gain_rate",                  &battle_config.max_exp_gain_rate,               0,      0,      INT_MAX,        },
	{ "backstab_bow_penalty",               &battle_config.backstab_bow_penalty,            0,      0,      1,              },
	{ "night_at_start",                     &battle_config.night_at_start,                  0,      0,      1,              },
	{ "show_mob_info",                      &battle_config.show_mob_info,                   0,      0,      1|2|4,          },
	{ "ban_hack_trade",                     &battle_config.ban_hack_trade,                  0,      0,      INT_MAX,        },
	{ "hack_info_GM_level",                 &battle_config.hack_info_GM_level,              60,     0,      100,            },
	{ "any_warp_GM_min_level",              &battle_config.any_warp_GM_min_level,           20,     0,      100,            },
	{ "who_display_aid",                    &battle_config.who_display_aid,                 40,     0,      100,            },
	{ "packet_ver_flag",                    &battle_config.packet_ver_flag,                 0xFFFF, 0x0000, 0xFFFF,         },
	{ "min_hair_style",                     &battle_config.min_hair_style,                  0,      0,      INT_MAX,        },
	{ "max_hair_style",                     &battle_config.max_hair_style,                  23,     0,      INT_MAX,        },
	{ "min_hair_color",                     &battle_config.min_hair_color,                  0,      0,      INT_MAX,        },
	{ "max_hair_color",                     &battle_config.max_hair_color,                  9,      0,      INT_MAX,        },
	{ "min_cloth_color",                    &battle_config.min_cloth_color,                 0,      0,      INT_MAX,        },
	{ "max_cloth_color",                    &battle_config.max_cloth_color,                 4,      0,      INT_MAX,        },
	{ "pet_hair_style",                     &battle_config.pet_hair_style,                  100,    0,      INT_MAX,        },
	{ "castrate_dex_scale",                 &battle_config.castrate_dex_scale,              150,    1,      INT_MAX,        },
	{ "area_size",                          &battle_config.area_size,                       14,     0,      INT_MAX,        },
	{ "zeny_from_mobs",                     &battle_config.zeny_from_mobs,                  0,      0,      1,              },
	{ "mobs_level_up",                      &battle_config.mobs_level_up,                   0,      0,      1,              },
	{ "mobs_level_up_exp_rate",             &battle_config.mobs_level_up_exp_rate,          1,      1,      INT_MAX,        },
	{ "pk_min_level",                       &battle_config.pk_min_level,                    55,     1,      INT_MAX,        },
	{ "skill_steal_max_tries",              &battle_config.skill_steal_max_tries,           0,      0,      UCHAR_MAX,      },
	{ "motd_type",                          &battle_config.motd_type,                       0,      0,      1,              },
	{ "finding_ore_rate",                   &battle_config.finding_ore_rate,                100,    0,      INT_MAX,        },
	{ "exp_calc_type",                      &battle_config.exp_calc_type,                   0,      0,      1,              },
	{ "exp_bonus_attacker",                 &battle_config.exp_bonus_attacker,              25,     0,      INT_MAX,        },
	{ "exp_bonus_max_attacker",             &battle_config.exp_bonus_max_attacker,          12,     2,      INT_MAX,        },
	{ "min_skill_delay_limit",              &battle_config.min_skill_delay_limit,           100,    10,     INT_MAX,        },
	{ "default_walk_delay",                 &battle_config.default_walk_delay,              300,    0,      INT_MAX,        },
	{ "no_skill_delay",                     &battle_config.no_skill_delay,                  BL_MOB, BL_NUL, BL_ALL,         },
	{ "attack_walk_delay",                  &battle_config.attack_walk_delay,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "require_glory_guild",                &battle_config.require_glory_guild,             0,      0,      1,              },
	{ "idle_no_share",                      &battle_config.idle_no_share,                   0,      0,      INT_MAX,        },
	{ "party_even_share_bonus",             &battle_config.party_even_share_bonus,          0,      0,      INT_MAX,        }, 
	{ "delay_battle_damage",                &battle_config.delay_battle_damage,             1,      0,      1,              },
	{ "hide_woe_damage",                    &battle_config.hide_woe_damage,                 0,      0,      1,              },
	{ "display_version",                    &battle_config.display_version,                 1,      0,      1,              },
	{ "display_hallucination",              &battle_config.display_hallucination,           1,      0,      1,              },
	{ "use_statpoint_table",                &battle_config.use_statpoint_table,             1,      0,      1,              },
	{ "ignore_items_gender",                &battle_config.ignore_items_gender,             1,      0,      1,              },
	{ "copyskill_restrict",                 &battle_config.copyskill_restrict,              2,      0,      2,              },
	{ "berserk_cancels_buffs",              &battle_config.berserk_cancels_buffs,           0,      0,      1,              },
	{ "debuff_on_logout",                   &battle_config.debuff_on_logout,                1|2,    0,      1|2,            },
	{ "monster_ai",                         &battle_config.mob_ai,                          0x000,  0x000,  0x77F,          },
	{ "hom_setting",                        &battle_config.hom_setting,                     0xFFFF, 0x0000, 0xFFFF,         },
	{ "dynamic_mobs",                       &battle_config.dynamic_mobs,                    1,      0,      1,              },
	{ "mob_remove_damaged",                 &battle_config.mob_remove_damaged,              1,      0,      1,              },
	{ "show_hp_sp_drain",                   &battle_config.show_hp_sp_drain,                0,      0,      1,              },
	{ "show_hp_sp_gain",                    &battle_config.show_hp_sp_gain,                 1,      0,      1,              },
	{ "mob_npc_event_type",                 &battle_config.mob_npc_event_type,              1,      0,      1,              },
	{ "mob_clear_delay",                    &battle_config.mob_clear_delay,                 0,      0,      INT_MAX,        },
	{ "character_size",                     &battle_config.character_size,                  1|2,    0,      1|2,            },
	{ "mob_max_skilllvl",                   &battle_config.mob_max_skilllvl,                MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
	{ "retaliate_to_master",                &battle_config.retaliate_to_master,             1,      0,      1,              },
	{ "rare_drop_announce",                 &battle_config.rare_drop_announce,              0,      0,      10000,          },
	{ "title_lvl1",                         &battle_config.title_lvl1,                      1,      0,      100,            },
	{ "title_lvl2",                         &battle_config.title_lvl2,                      10,     0,      100,            },
	{ "title_lvl3",                         &battle_config.title_lvl3,                      20,     0,      100,            },
	{ "title_lvl4",                         &battle_config.title_lvl4,                      40,     0,      100,            },
	{ "title_lvl5",                         &battle_config.title_lvl5,                      50,     0,      100,            },
	{ "title_lvl6",                         &battle_config.title_lvl6,                      60,     0,      100,            },
	{ "title_lvl7",                         &battle_config.title_lvl7,                      80,     0,      100,            },
	{ "title_lvl8",                         &battle_config.title_lvl8,                      99,     0,      100,            },
	{ "duel_allow_pvp",                     &battle_config.duel_allow_pvp,                  0,      0,      1,              },
	{ "duel_allow_gvg",                     &battle_config.duel_allow_gvg,                  0,      0,      1,              },
	{ "duel_allow_teleport",                &battle_config.duel_allow_teleport,             0,      0,      1,              },
	{ "duel_autoleave_when_die",            &battle_config.duel_autoleave_when_die,         1,      0,      1,              },
	{ "duel_time_interval",                 &battle_config.duel_time_interval,              60,     0,      INT_MAX,        },
	{ "duel_only_on_same_map",              &battle_config.duel_only_on_same_map,           0,      0,      1,              },
	{ "skip_teleport_lv1_menu",             &battle_config.skip_teleport_lv1_menu,          0,      0,      1,              },
	{ "allow_skill_without_day",            &battle_config.allow_skill_without_day,         0,      0,      1,              },
	{ "allow_es_magic_player",              &battle_config.allow_es_magic_pc,               0,      0,      1,              },
	{ "skill_caster_check",                 &battle_config.skill_caster_check,              1,      0,      1,              },
	{ "status_cast_cancel",                 &battle_config.sc_castcancel,                   BL_NUL, BL_NUL, BL_ALL,         },
	{ "pc_status_def_rate",                 &battle_config.pc_sc_def_rate,                  100,    0,      INT_MAX,        },
	{ "mob_status_def_rate",                &battle_config.mob_sc_def_rate,                 100,    0,      INT_MAX,        },
	{ "pc_luk_status_def",                  &battle_config.pc_luk_sc_def,                   300,    1,      INT_MAX,        },
	{ "mob_luk_status_def",                 &battle_config.mob_luk_sc_def,                  300,    1,      INT_MAX,        },
	{ "pc_max_status_def",                  &battle_config.pc_max_sc_def,                   100,    0,      INT_MAX,        },
	{ "mob_max_status_def",                 &battle_config.mob_max_sc_def,                  100,    0,      INT_MAX,        },
	{ "sg_miracle_skill_ratio",             &battle_config.sg_miracle_skill_ratio,          1,      0,      10000,          },
	{ "sg_angel_skill_ratio",               &battle_config.sg_angel_skill_ratio,            10,     0,      10000,          },
	{ "autospell_stacking",                 &battle_config.autospell_stacking,              0,      0,      1,              },
	{ "override_mob_names",                 &battle_config.override_mob_names,              0,      0,      2,              },
	{ "min_chat_delay",                     &battle_config.min_chat_delay,                  0,      0,      INT_MAX,        },
	{ "friend_auto_add",                    &battle_config.friend_auto_add,                 1,      0,      1,              },
	{ "hom_rename",                         &battle_config.hom_rename,                      0,      0,      1,              },
	{ "homunculus_show_growth",             &battle_config.homunculus_show_growth,          0,      0,      1,              },
	{ "homunculus_friendly_rate",           &battle_config.homunculus_friendly_rate,        100,    0,      INT_MAX,        },
	{ "vending_tax",                        &battle_config.vending_tax,                     0,      0,      10000,          },
	{ "day_duration",                       &battle_config.day_duration,                    0,      0,      INT_MAX,        },
	{ "night_duration",                     &battle_config.night_duration,                  0,      0,      INT_MAX,        },
	{ "mob_remove_delay",                   &battle_config.mob_remove_delay,                60000,  1000,   INT_MAX,        },
	{ "mob_active_time",                    &battle_config.mob_active_time,                 0,      0,      INT_MAX,        },
	{ "boss_active_time",                   &battle_config.boss_active_time,                0,      0,      INT_MAX,        },
	{ "sg_miracle_skill_duration",          &battle_config.sg_miracle_skill_duration,       3600000, 0,     INT_MAX,        },
	{ "hvan_explosion_intimate",            &battle_config.hvan_explosion_intimate,         45000,  0,      100000,         },
	{ "quest_exp_rate",                     &battle_config.quest_exp_rate,                  100,    0,      INT_MAX,        },
	{ "at_mapflag",                         &battle_config.autotrade_mapflag,               0,      0,      1,              },
	{ "at_timeout",                         &battle_config.at_timeout,                      0,      0,      INT_MAX,        },
	{ "homunculus_autoloot",                &battle_config.homunculus_autoloot,             0,      0,      1,              },
	{ "idle_no_autoloot",                   &battle_config.idle_no_autoloot,                0,      0,      INT_MAX,        },
	{ "max_guild_alliance",                 &battle_config.max_guild_alliance,              3,      1,      3,              },
	{ "ksprotection",                       &battle_config.ksprotection,                    5000,   0,      INT_MAX,        },
	{ "auction_feeperhour",                 &battle_config.auction_feeperhour,              12000,  0,      INT_MAX,        },
	{ "auction_maximumprice",               &battle_config.auction_maximumprice,            500000000, 0,   MAX_ZENY,       },
	{ "gm_viewequip_min_lv",                &battle_config.gm_viewequip_min_lv,             0,      0,      99,             },
	{ "homunculus_auto_vapor",              &battle_config.homunculus_auto_vapor,           0,      0,      1,              },
	{ "display_status_timers",              &battle_config.display_status_timers,           1,      0,      1,              },
	{ "skill_add_heal_rate",                &battle_config.skill_add_heal_rate,             7,      0,      INT_MAX,        },
	{ "eq_single_target_reflectable",       &battle_config.eq_single_target_reflectable,    1,      0,      1,              },
	{ "invincible.nodamage",                &battle_config.invincible_nodamage,             0,      0,      1,              },
// BattleGround Settings
	{ "bg_update_interval",                 &battle_config.bg_update_interval,              1000,   100,    INT_MAX,        },
	{ "bg_short_attack_damage_rate",        &battle_config.bg_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "bg_long_attack_damage_rate",         &battle_config.bg_long_damage_rate,             80,     0,      INT_MAX,        },
	{ "bg_weapon_attack_damage_rate",       &battle_config.bg_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "bg_magic_attack_damage_rate",        &battle_config.bg_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "bg_misc_attack_damage_rate",         &battle_config.bg_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "bg_flee_penalty",                    &battle_config.bg_flee_penalty,                 20,     0,      INT_MAX,        },
};


int battle_set_value(const char* w1, const char* w2)
{
	int val = config_switch(w2);

	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found

	if (val < battle_data[i].min || val > battle_data[i].max)
	{
		ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
		val = battle_data[i].defval;
	}

	*battle_data[i].val = val;
	return 1;
}

int battle_get_value(const char* w1)
{
	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found
	else
		return *battle_data[i].val;
}

void battle_set_defaults()
{
	int i;
	for (i = 0; i < ARRAYLENGTH(battle_data); i++)
		*battle_data[i].val = battle_data[i].defval;
}

void battle_adjust_conf()
{
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;	
	battle_config.max_cart_weight *= 10;
	
	if(battle_config.max_def > 100 && !battle_config.weapon_defense_type)	 // added by [Skotlex]
		battle_config.max_def = 100;

	if(battle_config.min_hitrate > battle_config.max_hitrate)
		battle_config.min_hitrate = battle_config.max_hitrate;
		
	if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2)	//Skotlex
		battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
	
	if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
		battle_config.day_duration = 60000;
	if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
		battle_config.night_duration = 60000;
	
#ifndef CELL_NOSTACK
	if (battle_config.cell_stack_limit != 1)
		ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
}

int battle_config_read(const char* cfgName)
{
	char line[1024], w1[1024], w2[1024];
	FILE* fp;
	static int count = 0;

	if (count == 0)
		battle_set_defaults();

	count++;

	fp = fopen(cfgName,"r");
	if (fp == NULL)
		ShowError("File not found: %s\n", cfgName);
	else
	{
		while(fgets(line, sizeof(line), fp))
		{
			if (line[0] == '/' && line[1] == '/')
				continue;
			if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
				continue;
			if (strcmpi(w1, "import") == 0)
				battle_config_read(w2);
			else
			if (battle_set_value(w1, w2) == 0)
				ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
		}

		fclose(fp);
	}

	count--;

	if (count == 0)
		battle_adjust_conf();

	return 0;
}

void do_init_battle(void)
{
	delay_damage_ers = ers_new(sizeof(struct delay_damage));
	add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
}

void do_final_battle(void)
{
	ers_destroy(delay_damage_ers);
}