summaryrefslogblamecommitdiff
path: root/src/map/battle.c
blob: 6b48bd8a38faeb1b3b48c37829fecd430d1d3bde (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13












                                                           
                           
















                                                                          
                                                                           






                                                                       
                           





                                







                                                                                                               
                                  



                                                                                                                                         
                                  




                                                                                                                                
                                  










                                                                                     
                            

                                                                                     






































                                                                                                           
                  










                                                                        
                                                                
































                                                                                 
                                                                                                     




























                                                                                                                                                    
                                         














                                                                                                                                                                              
                                                                

















                                                                                                               
                                  


                                                                               
                                    
















                                                                            
                                        
                                          
                                                     
                                                                
                                                                                  
                                                               
                                                    
                                                               
                                                        
                                                                   









                                                                     










                                                                                            
                                                                                                                
                                                                                                                  

                                                                                                  






























                                                                                                                            


                                                                                               

























































                                                                                                             
                                                  

                   

                                                 












































                                                                                                                                                                  
                             
          







                                                                               
          
                                                          
                  

                                                                           
                             

                                                                           




                                 






                                                                                                 
  

                                         


                            
                                                                     

                               



                                                                      

                               




















                                                                              

                  
 





















                                                                                                  

                                                                             

                                                          










                                                                                                                             

                                         





                            





                                                  
                                







                                                                                                                                                                                                                       
                               
                                                         
                                                                                                                                           

                                              
                                                                                                                  








                                                                        
                                                                          

                                  

                                                                           
                                   
                                                                                               
                                                                             
                                                              
                                             
                                                                                                      


                                             
                                                                       
 
                                                                                                        





                                                                                      


                                                                                             


                                  
                                                                  
                                                                         
                                              
                                                                                      
                                                                 
                                                            
                                                                                                


                                  
                                                                     



                                                                                            
                                                                                                            




                                                                                                                                  
                                                                    






                                                                                         
                                                        





                                                                        

                                                                                        
 
                                                                                       

                                     
                                                                         
                                                     
                                                     






                                                                                                          
                                  

                             
                                                                                             

                  
                                                                           



                                                                                                                            
                                                                             


                                                                                

                                                                                                           




                                                                                   


                                                  
                                                                          
                                                 

                                                  
                                                           
                          
                                                                                            





                                                                     


                                                                                  



                                                                                                    
                                             


                  










                                                                        











                                                                               





                                                                                        




                                             



































































                                                                                                                                 














































                                                                                                                                 
                                                                                                    







































































































                                                                                       




                                              
                               
          




                                                           
















                                                                                                                             
                                                      







































































                                                                                                                     
                                                        

























                                                                                               
                                                                           















                                                                                                            


                                                                                           


















                                                                                                                                          

                                                           





































                                                                                                                                                


                                                                                  
                                                                                   
         






































                                                                                                                   

                                                                                                     



























                                                                         





                                                                                 


















                                                                                         
                                                                           






















                                                                           
                                                                                

                                             



                                              




                                              
                                                                         

                                                

                                               
                                                                         

                                                


























                                                                          
                                                                 










                                                                                                                     
                                                      

























                                                                        
                                                        





                                                             
                                                                                                                          













                                                                                               
                        
                  
                                                            
                                          

                                                                                                                                  












                                                                            


                                                          












                                                                              
                                                             





                                                                           


                                                                                         














                                                         
                                                                                                                              


                                                              

                                                          
                                                        

                                                                                        






























































                                                                                                                                                          

                                                                                                                                    





                                                                         

                                                         
                           
          




























                                                                                                               
                                                                              
                                  
                                                                                


























                                                                                                                     







                                                                          
                                                                             













                                                                                                                                                 
                                                                                                                                                          





                                                                                                                 
                                                                                                  







                                                                        
                                                    
                  




                                                                                  

























                                                                                                                           
                                                                             

                                                
                                                                       







                                                                     
                                                                   

































                                                                                          
                                                                      











                                                                                                                              














                                                                     
















                                                                                                                

















                                                                   
                                                                    


























































                                                                                                                                                       
                                                                       















                                                                                                                    
                                                                   





















                                                                                                                      
                                                                                                                          

                                                                                       










                                                                                          
                                                                         

                                                     
                                                                   

                                                   
                                                                      




                                                                   
                                                                          















                                                                         








                                                                                                                 
                          
















                                                                                               
                                                       
                                          

                                                                                                     


                                                                                       
                                               
                                          

                          

                                                    


                                                                                                               


                                                                             
                                                                                              

                                                                                                                                                


                                           
                                                                                                                     



                                                                                                                           



                                                                                                                      










                                                                                                                          
                 

                       


                                                                                                





















                                                                                                                    




















                                                                                                                                          















































                                                                                                                                                                  
                                                        
                                           

                                                                         

























                                                                                                                                  





                                                                                                                                                                      










                                                                                                                                                                                       

                                                          

























                                                                                                                                          
                                                                


                                                                                                                             

                                                                                                              



                                         

































































































































                                                                                                                                                                  
                  

                                                                                              
                                                                                      
                                                                    

                                                
                                                                                                                                     

                                                                                              
                                                                                           
                                                                    

                                                















                                                   
                                                               
























                                                                                   
                                   
                                                                                                               


                                                                                                                   
                                                                                                                 


                                                                                                                             



                                                                                                        

                                                                                                                           






















                                                                                                                                                                       


                                                               
                                                                                

                                                                      
                                                         
                                                                         

                                                         

                                                                                         
                  

                                                          
                                                                           



                                                                       



                                                                                        

                                  



                                                                                                




























































































































                                                                                                                                             
                                                                                                                   




                                                                       


                                                                


                                               
                                    


                                        
                                     



                                         

                                        
                                                          









































                                                                                                            
                                                                       



































































                                                                                                                                                             
                                                                                                                                          


































                                                                                                                                         



                                                                  


                                                                                   

                                                              


                                                                              

                                                            


                                                                                  

                                                            


                                                                              
                                                       



























































                                                                                                                                               

                                                                                   











                                                                                            

                                                                                    



                                                              

                                                                              









                                                                                         





                                                                                                





                                                                       




                                            






                                                                                               

                                                                                                           










































































































                                                                                                                              
                                                                          

                                                                                       
                                                                                                              
                                                                                                                                  











                                                                                







                                                        









                                                       



                                                       


                                                                                                      
                                                                                                
                                                                                                                  


                                                       
                          




                                                                    

                                                              
                  
                       

































                                                                                                                          
                                      





















                                                                                                            

                                                                                               































                                                                                                
 
                                                                              
                                          
                                  


                                                                  
                                

                             
                                                   


                                                                  
                                                                                           

                                                             
                                                                          
                          
                                                                                            




                                                                 
                                                                                          






                                                              



                                                                                          



                        







                                                                            
                                        
                                         













                                                         

                                     
 




                                                                                          


                                            

                                                                                                     










                                                                        
                
          

                                                                         






                                                                                                           
                                                                              






                                                                                                                        

                                                                                 


                                                                                                                
                                                                                                           
                                                                        
                                                                                                        



                                  
                                                                              
                                                                                                                                                      
          
                                                          
                                                                                                                    
                  
                                                                                        

                                                                   
                                                                                                                           
          

                                                                                                               

                                                            


                                           

                                                                               
                                                                                               


                                                                                                

          

                                                                                                          
                                                                          

                                                                                      
                                                      



                                                                      
                                                                                                  
 
                                                                                 
                                                                                     
                                                    

                                                                    

                                                          
                                                                  




                                                                          
                                                                                              


                  
                                                                                                    
                                   

                                                           
                                    
                                                                                            






                                                                             









                                                                                                                         




                                                               
                                                                          

































                                                                                                                                                                    
 
                                                                     
                          
                                                                             



                                                              




                                                                                                             

                                                              



                                                                                      

                                                                                                                                

                                                                                                    
                                                                  
                          
                                                                 

                                                                               


                                         
                                                       














































                                                                                     
                                                          




















































                                                                                                                             
                                                                        





















































                                                                                                                                  
                                                                      











                                                                                                           
                                                     





















                                                                                                             



                                                                                                         





























































                                                                                                                                
                                                                                    
                                                                                                           
                                                                                    












                                                                                         




                                                                 
                                                                                                                    




                                                                 
                                                                                                                                                    

















                                                                                           




                                              

                                                

                          
                                                                  







































                                                                                                                                                   
                                                                                    






























































































































































































                                                                                                                                          

                                                                                       



                                                                                                                   





                                                                                                             
                                                                                   


                                                                                                             
                                                                                                







































                                                                                                                        

                                                                                 



























                                                                                                                    

                                                                                                              
                                                                                                    

                                                                                                     



                                                                                                  
                                                                                                         
                                                                                                     






























                                                                                                            
                                                                                               



                                                                                                     

                                                                                                            


















































                                                                                        
                                            










































































































































































































                                                                                                                                
                                               













                                                                            

                                                   


                                                                   





                                                                                       
                                                       


                                                           
                                                          





































                                                                                         


                                                 































                                                                                                                                          
                                             


                                              



                                             

                                                        
                                              



























































































































































































                                                                                                                         



                                                      


                                                              

















































                                                                                                                                                  







                                                                         
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

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

#include "battle.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"

#include "map.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"

#define	is_boss(bl)	status_get_mexp(bl)	// Can refine later [Aru]

int attr_fix_table[4][10][10];

struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.

/*==========================================
 * �������?�b�N������MOB��?��?����(foreachclient)
 *------------------------------------------
 */
static int battle_counttargeted_sub(struct block_list *bl, va_list ap)
{
	int id, target_lv;
	struct block_list *src;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	id = va_arg(ap,int);
	src = va_arg(ap,struct block_list *);
	target_lv = va_arg(ap,int);

	if (id == bl->id || (src && id == src->id))
		return 0;
	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
			return 1;
	}
	else if (bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)		
			return 1;
		//printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv);
	}
	else if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data *)bl;
		if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
			return 1;
	}

	return 0;
}
/*==========================================
 * �������?�b�N���Ă����?ۂ�?���Ԃ�(�ėp)
 * �߂��?�?���0��?�
 *------------------------------------------
 */
int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
{
	nullpo_retr(0, bl);
	return (map_foreachinrange(battle_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
		bl->id, src, target_lv));
}

/*==========================================
 * Get random targetting enemy
 *------------------------------------------
 */
static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
{
	struct block_list **bl_list;
	struct block_list *target;
	int *c;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	bl_list = va_arg(ap, struct block_list **);
	nullpo_retr(0, c = va_arg(ap, int *));
	nullpo_retr(0, target = va_arg(ap, struct block_list *));

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

	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1)
			return 0;
	} else if (bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK)
			return 0;
	} else if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data *)bl;
		if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK)
			return 0;
	}

	bl_list[(*c)++] = bl;
	return 1;
}

int battle_getcurrentskill(struct block_list *bl)
{	//Returns the current/last skill in use by this bl.
	switch (bl->type)
	{
		case BL_PC:
			return ((struct map_session_data*)bl)->skillid;
		case BL_MOB:
			return ((struct mob_data*)bl)->skillid;
		case BL_PET:
			return ((struct pet_data*)bl)->skillid;
		case BL_SKILL:
			{
				struct skill_unit * su = (struct skill_unit*)bl;
				if (su->group)
					return su->group->skill_id;
			}
			break;
	}
	return 0;
}

//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)->attacktarget;
		case BL_MOB:
			return ((struct mob_data*)bl)->target_id;
		case BL_PET:
			return ((struct pet_data*)bl)->target_id;
	}
	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);
	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;
	unsigned short distance;
	unsigned short skill_lv;
	unsigned short skill_id;
	unsigned short dmg_lv;
	unsigned short flag;
	unsigned char attack_type;
};

int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
{
	struct delay_damage *dat = (struct delay_damage *)data;
	struct block_list *target = map_id2bl(dat->target);
	if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
		target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
	{
		battle_damage(dat->src, target, dat->damage, dat->flag);
		if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
			skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
	}
	ers_free(delay_damage_ers, dat);
	return 0;
}

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

	if (!battle_config.delay_battle_damage) {
		battle_damage(src, target, damage, flag);
		if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
		return 0;
	}
	dat = ers_alloc(delay_damage_ers, struct delay_damage);
	dat->src = src;
	dat->target = target->id;
	dat->skill_id = skill_id;
	dat->skill_lv = skill_lv;
	dat->attack_type = attack_type;
	dat->damage = damage;
	dat->dmg_lv = dmg_lv;
	dat->flag = flag;
	dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
	add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
	
	return 0;
}

// ��?ۂ�HP��?�
int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;

	nullpo_retr(0, target); //bl��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N
	
	sc = status_get_sc(target);

	if (damage == 0 ||
		target->prev == NULL ||
		target->type == BL_PET)
		return 0;

	if (bl) {
		if (bl->prev == NULL)
			return 0;
		if (bl->type == BL_PC) {
			nullpo_retr(0, sd = (struct map_session_data *)bl);
		}
	}

	if (damage < 0)
		return battle_heal(bl,target,-damage,0,flag);

	if (!flag && sc && sc->count) {
		// ����?A?Ή�?A?�����?���
		if (sc->data[SC_FREEZE].timer != -1)
			status_change_end(target,SC_FREEZE,-1);
		if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0)
			status_change_end(target,SC_STONE,-1);
		if (sc->data[SC_SLEEP].timer != -1)
			status_change_end(target,SC_SLEEP,-1);
		if (sc->data[SC_WINKCHARM].timer != -1)
			status_change_end(target,SC_WINKCHARM,-1);
		if (sc->data[SC_CONFUSION].timer != -1)
			status_change_end(target, SC_CONFUSION, -1);
		if (sc->data[SC_TRICKDEAD].timer != -1)
			status_change_end(target, SC_TRICKDEAD, -1);
		if (sc->data[SC_HIDING].timer != -1)
			status_change_end(target, SC_HIDING, -1);
		if (sc->data[SC_CLOAKING].timer != -1)
			status_change_end(target, SC_CLOAKING, -1);
		if (sc->data[SC_CHASEWALK].timer != -1)
			status_change_end(target, SC_CHASEWALK, -1);
	}

	if (target->type == BL_MOB) {	// MOB
		struct mob_data *md = (struct mob_data *)target;
		if (md && md->skilltimer != -1 && md->state.skillcastcancel)	// �r?��W�Q
			skill_castcancel(target,0);
		return mob_damage(bl,md,damage,0);
	} else if (target->type == BL_PC) {	// PC
		struct map_session_data *tsd = (struct map_session_data *)target;
		if (!tsd)
			return 0;
		if (sc->count && sc->data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
		{	//Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
			struct map_session_data *sd2 = map_id2sd(tsd->sc.data[SC_DEVOTION].val1);
			if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
			{
				clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
				pc_damage(&sd2->bl, sd2, damage);
				return 0;
			} else
				status_change_end(target, SC_DEVOTION, -1);
		}

		if (tsd->skilltimer != -1) {	// �r?��W�Q
			// �t�F���J?[�h��W�Q����Ȃ��X�L�����̌�?�
			if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel &&
				!tsd->special_state.no_castcancel2)
				skill_castcancel(target,0);
		}
		return pc_damage(bl,tsd,damage);
	} else if (target->type == BL_SKILL)
		return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick());
	return 0;
}

int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag)
{
	nullpo_retr(0, target); //bl��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N

	if (target->type == BL_PET)
		return 0;
	if (target->type == BL_PC && pc_isdead((struct map_session_data *)target) )
		return 0;
	if (hp == 0 && sp == 0)
		return 0;

//If battle_heal was invoked, HP/SP should just be reduced without damage animation. [Skotlex]
//	if (hp < 0)
//		return battle_damage(bl,target,-hp,flag);

	if (target->type == BL_MOB)
		return mob_heal((struct mob_data *)target,hp);
	else if (target->type == BL_PC)
		return pc_heal((struct map_session_data *)target,hp,sp);
	return 0;
}

// ?U����~
int battle_stopattack(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if (bl->type == BL_MOB)
		return mob_stopattack((struct mob_data*)bl);
	else if (bl->type == BL_PC)
		return pc_stopattack((struct map_session_data*)bl);
	else if (bl->type == BL_PET)
		return pet_stopattack((struct pet_data*)bl);
	return 0;
}

// Returns whether the given object is moving or not.
int battle_iswalking(struct block_list *bl) {
	switch (bl->type)
	{
		case BL_PC:
			return (((struct map_session_data*)bl)->walktimer != -1);
		case BL_MOB:
			return (((struct mob_data*)bl)->state.state == MS_WALK);
		case BL_PET:
			return (((struct pet_data*)bl)->state.state == MS_WALK);
		default:
			return 0;
	}
}
// �ړ���~
int battle_stopwalking(struct block_list *bl,int type)
{
	nullpo_retr(0, bl);
	if (bl->type == BL_MOB)
		return mob_stop_walking((struct mob_data*)bl,type);
	else if (bl->type == BL_PC)
		return pc_stop_walking((struct map_session_data*)bl,type);
	else if (bl->type == BL_PET)
		return pet_stop_walking((struct pet_data*)bl,type);
	return 0;
}


/*==========================================
 * 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_elem)
{
	int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
	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 > 9)
		atk_elem = rand()%9;	//�?�푮?������_���ŕt��

	if (def_type < 0 || def_type > 9 ||
		def_lv < 1 || def_lv > 4) {	// �� ?��l�����������̂łƂ肠�������̂܂ܕԂ�
		if (battle_config.error_log)
			ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
		//TODO: Remove this debug case once the cause is resolved. [Skotlex]
		if (src) switch (src->type) {
			case BL_MOB:
				ShowDebug("src: Mob %s-%d\n",  ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
				break;
			case BL_PC:
				ShowDebug("src: Player %s-%d\n",  ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
				break;
			case BL_PET:
				ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
				break;
			case BL_SKILL:
				ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
				break;
			default:
				ShowDebug("unknown source type %d.\n", src->type);
		}
		if (target) switch (target->type) {
			case BL_MOB:
				ShowDebug("target: Mob %s-%d\n",  ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
				break;
			case BL_PC:
				ShowDebug("target: Player %s-%d\n",  ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
				break;
			case BL_PET:
				ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
				break;
			case BL_SKILL:
				ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
				break;
			default:
				ShowDebug("unknown target type %d.\n", target->type);
		}
		return damage;
	}

	ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
	if (sc && sc->count)
	{
		if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
			ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
		if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
			ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
		if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
			ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
	}
	if (tsc && tsc->count)
	{
		if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
		{
			if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
				ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
			else
			if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
				ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
		}
	}
	return damage*ratio/100;
}

/*==========================================
 * Applies walk delay to character, considering that 
 * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
 * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
 *------------------------------------------
 */
int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
{
	unsigned int *canmove_tick=NULL;
	if (delay <= 0) return 0;
	
	switch (bl->type) {
		case BL_PC:
			canmove_tick = &((TBL_PC*)bl)->canmove_tick;
			break;
		case BL_MOB:
			canmove_tick = &((TBL_MOB*)bl)->canmove_tick;
			break;
		case BL_NPC:
			canmove_tick = &((TBL_NPC*)bl)->canmove_tick;
			break;
	}
	if (!canmove_tick)
		return 0;
	if (type) {
		if (DIFF_TICK(*canmove_tick, tick+delay) > 0)
			return 0;
	} else {
		if (DIFF_TICK(*canmove_tick, tick) > 0)
			return 0;
	}
	*canmove_tick = tick + delay;
	return 1;
}

static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
{
	struct block_list *bl = map_id2bl(id);
	if (!bl || status_isdead(bl))
		return 0;
	
	if (battle_set_walkdelay(bl, tick, data, 0))
		battle_stopwalking(bl,3);
	return 0;
}

/*==========================================
 * Applies walk delay based on attack type. [Skotlex]
 *------------------------------------------
 */
int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {

	if (status_isdead(bl))
		return 0;
	
	if (bl->type == BL_PC) {
		if (battle_config.pc_walk_delay_rate != 100)
			delay = delay*battle_config.pc_walk_delay_rate/100;
	} else
		if (battle_config.walk_delay_rate != 100)
			delay = delay*battle_config.walk_delay_rate/100;
	
	if (div_ > 1) //Multi-hit skills mean higher delays.
		delay += battle_config.multihit_delay*(div_-1);

	if (delay <= 0)
		return 0;
	
	if (adelay > 0)
		add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
	else 
		battle_set_walkdelay(bl, tick, delay, 0);
	return 1;
}

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

	nullpo_retr(0, bl);

	if (damage <= 0)
		return 0;
	
	if (bl->type == BL_MOB) {
		md=(struct mob_data *)bl;
	} else if (bl->type == BL_PC) {
		sd=(struct map_session_data *)bl;
	}

	sc = status_get_sc(bl);

	if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
		((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
		(flag&BF_MISC && skill_num !=  PA_PRESSURE) ||
		(flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
		return 0;
	}
	
	if (sc && sc->count) {
		//First, sc_*'s that reduce damage to 0.
		if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
		) {
			// �Z?[�t�e�B�E�H?[��
			struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
			if (group) {
				if (--group->val2<=0)
					skill_delunitgroup(group);
				return 0;
			} else {
				status_change_end(bl,SC_SAFETYWALL,-1);
			}
		}
	
		if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
			return 0;
		
		if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
			rand()%100 < sc->data[SC_AUTOGUARD].val2) {
			int delay;
			clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
			// different delay depending on skill level [celest]
			if (sc->data[SC_AUTOGUARD].val1 <= 5)
				delay = 300;
			else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
				delay = 200;
			else
				delay = 100;
			battle_set_walkdelay(bl, gettick(), delay, 1);

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

// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
		if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
			rand()%100 < sc->data[SC_PARRYING].val2) {
			clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
			return 0;
		}
		
		if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
			(flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
			&& rand()%100 < 20) {
			if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
			clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
			if (sc->data[SC_COMBO].timer == -1)
				sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
			return 0;
		}

		if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
			&& rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
			return 0;

		//Now damage increasing effects
		if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
			damage<<=1;
			if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
				status_change_end( bl,SC_AETERNA,-1 );
		}

		if(sc->data[SC_SPIDERWEB].timer!=-1)	// [Celest]
			if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
				(!flag&BF_SKILL && status_get_attack_element(src)==3)) {
				damage<<=1;
				status_change_end(bl, SC_SPIDERWEB, -1);
			}

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

		if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
			damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;

		if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
			damage >>=1;

		if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
			if(sd && sd->status.max_sp){
				if(sd->status.sp>0){
					int per = 100*sd->status.sp / sd->status.max_sp;
					per /=20; //Uses 20% SP intervals.
					//SP Cost: 1% + 0.5% per every 20% SP
					if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
						status_change_end( bl,SC_ENERGYCOAT,-1 );
					//Reduction: 6% + 6% every 20%
					damage -= damage * 6 * (1+per) / 100;
				}
			}
			else
				damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
		}

		if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
			// Fixed the condition check [Aalye]
			(src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
			((struct map_session_data *)src)->status.weapon == 2 ||
			((struct map_session_data *)src)->status.weapon == 3)))){
			if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){
				damage = damage*50/100;
				clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
				battle_damage(bl,src,damage,0);
				clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
				if((--sc->data[SC_REJECTSWORD].val2)<=0)
					status_change_end(bl, SC_REJECTSWORD, -1);
			}
		}

		//Finally Kyrie because it may, or not, reduce damage to 0.
		if(sc->data[SC_KYRIE].timer!=-1){
			sci=&sc->data[SC_KYRIE];
			sci->val2-=damage;
			if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
				if(sci->val2>=0)
					damage=0;
				else
				  	damage=-sci->val2;
			}
			if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
				status_change_end(bl, SC_KYRIE, -1);
		}
		if (damage <= 0) return 0;
	}
	
	//SC effects from caster side.
	sc = status_get_sc(src);
	if (sc && sc->count) {
		if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
			if (flag&BF_MAGIC) {
				if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
					return 0;
			} else 
				damage >>=1;
		}
	}
	
	if (battle_config.pk_mode && bl->type == BL_PC && damage > 0) {
		if (flag & BF_WEAPON) {
			if (flag & BF_SHORT)
				damage = damage * 80/100;
			if (flag & BF_LONG)
				damage = damage * 70/100;
		}
		if (flag & BF_MAGIC)
			damage = damage * 60/100;
		if(flag & BF_MISC)
			damage = damage * 60/100;
		if(damage < 1) 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( md && !status_isdead(bl) && src != bl) {
	  if (damage > 0 )
			mobskill_event(md,src,gettick(),flag);
	  if (skill_num)
			mobskill_event(md,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
	}

	return damage;
}

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

	if (damage <= 0)
		return 0;
	
	class_ = status_get_class(bl);

	if (bl->type == BL_MOB)
		md=(struct mob_data *)bl;
	
	if(md && md->guardian_data) {
		if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
		//SKill inmunity.
			switch (skill_num) {
			case PA_PRESSURE:
			case MO_TRIPLEATTACK:
			case HW_GRAVITATION:
				break;
			default:
				return 0;
		}
		if(src->type != BL_MOB) {
			struct guild *g=guild_search(status_get_guild_id(src));
			if (!g) return 0;
			if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
				return 0;
			if (battle_config.guild_max_castles &&
				guild_checkcastles(g)>=battle_config.guild_max_castles)
				return 0; // [MouseJstr]
		}
	}

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

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

	if (damage <= 0)
		return 0;

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

	if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex]
		diff += val;
	}
	return diff;
}

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

	nullpo_retr(0, sd);

	// �f?[�����x�C��(+3 ?` +30) vs �s�� or ���� (��?l�͊܂߂Ȃ�?H)
	if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
		damage += (skill*(int)(3+(sd->status.base_level+1)*0.05));	// submitted by orn
		//damage += (skill * 3);

	// �r?[�X�g�x�C��(+4 ?` +40) vs ���� or ?���
	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
		damage += (skill * 4);
		if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
			damage += sd->status.str;
	}

	if(type == 0)
		weapon = sd->weapontype1;
	else
		weapon = sd->weapontype2;
	switch(weapon)
	{
		case 0x01:	// Knife
		case 0x02:	// 1HS
		{
			// ��?C��(+4 ?` +40) �Ў茕 �Z���܂�
			if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x03:	// 2HS
		{
			// ���茕?C��(+4 ?` +40) ���茕
			if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x04:	// 1HL
		case 0x05:	// 2HL
		{
			// ��?C��(+4 ?` +40,+5 ?` +50) ��
			if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
				if(!pc_isriding(sd))
					damage += (skill * 4);	// �y�R��?���ĂȂ�
				else
					damage += (skill * 5);	// �y�R��?����
			}
			break;
		}
		case 0x06: // 1H Axe
		case 0x07: // 2H Axe by Tato
		{
			if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x08:	// Maces
		{
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x09:	// �Ȃ�?
			break;
		case 0x0a:	// Staffs
			break;
		case 0x0b:	// Bows
			break;
		case 0x00:	// Bare Hands
		case 0x0c:	// Knuckles
		{
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0d:	// Musical Instrument
		{
			// �y��̗�?K(+3 ?` +30) �y��
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0e:	// Whips
		{
			// Dance Lesson Skill Effect(+3 damage for every lvl = +30) ��
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0f:	// Book
		{
			// Advance Book Skill Effect(+3 damage for every lvl = +30) {
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x10:	// Katars
		{
			if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
				//Advanced Katar Research by zanetheinsane
				damage += damage*(10 +skill * 2)/100;
			}
			// �J�^?[��?C��(+3 ?` +30) �J�^?[��
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
				//�\�j�b�N�u�??[���͕�?��??i1���ɕt��1/8�K��)
				damage += (skill * 3);
			}
			break;
		}
		case 0x11: // Revolver
		case 0x12: // Rifle
		case 0x13: // Shotgun
		case 0x14: //Gatling Gun
		case 0x15: //Grenade Launcher
			break;
	}
/*//need to add this on shuriken skills.
	if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
		damage += (skill * 3);
	}	
*/
	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?)
 */
static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
{
	unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
	struct map_session_data *sd;
	struct status_change *sc= status_get_sc(src);
	int t_size = status_get_size(target);

	if (src->type == BL_PC)
		sd = (struct map_session_data*)src;
	else
		sd = NULL;
	
	if (!sd)
	{	//Mobs/Pets
		if ((target->type==BL_MOB && battle_config.enemy_str) ||
			(target->type==BL_PET && battle_config.pet_str))
			baseatk = status_get_batk(src);

		if(flag&4)
		{		  
			if (!(flag&1))
				atkmin = status_get_matk2(src);
			atkmax = status_get_matk1(src);
		} else {
			if (!(flag&1))
				atkmin = status_get_atk(src);
			atkmax = status_get_atk2(src);
		}
		if (atkmin > atkmax)
			atkmin = atkmax;
	} else {	//PCs
		if(flag&4)
		{
			baseatk = status_get_matk2(src);
			if (damage2) baseatk_ = baseatk;
		} else { 
			baseatk = status_get_batk(src);
			if (damage2) baseatk_ = baseatk;
		}
		//rodatazone says that Overrefine bonuses are part of baseatk
		if(sd->right_weapon.overrefine>0)
			baseatk+= rand()%sd->right_weapon.overrefine+1;
		if (damage2 && sd->left_weapon.overrefine>0)
			baseatk_+= rand()%sd->left_weapon.overrefine+1;
		
		atkmax = status_get_atk(src);
		if (damage2)
			atkmax_ = status_get_atk(src);

		if (!(flag&1) || (flag&2))
		{	//Normal attacks
			atkmin = atkmin_ = status_get_dex(src);
			
			if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
				atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
			
			if (atkmin > atkmax)
				atkmin = atkmax;
			
			if(damage2)
			{
				if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
					atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
			
				if (atkmin_ > atkmax_)
					atkmin_ = atkmax_;
			}
			
			if(flag&2)
			{	//Bows
				atkmin = atkmin*atkmax/100;
				if (atkmin > atkmax)
					atkmax = atkmin;
			}
		}
	}
	
	if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
	{
		atkmin = atkmax;
		atkmin_ = atkmax_;
	}
	
	//Weapon Damage calculation
	if (!(flag&1))
	{
		(*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
		if (damage2)
			(*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
	} else {
		(*damage1) += atkmax;
		if (damage2)
			(*damage2) += atkmax_;
	}
	
	if (sd)
	{
		//rodatazone says the range is 0~arrow_atk-1 for non crit
		if (flag&2 && sd->arrow_atk)
			(*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);

		//SizeFix only for players
		if (!(
			sd->special_state.no_sizefix ||
			(sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
			(pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
			(flag&8)
			))
		{
			(*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
			if (damage2)
				(*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
		}
	}
	
	//Finally, add baseatk
	(*damage1) += baseatk;
	if (damage2)
		(*damage2) += baseatk_;
	return;
}

//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)
{
	struct map_session_data *sd=NULL, *tsd=NULL;
	struct mob_data *md=NULL, *tmd=NULL;
	struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
	struct Damage wd;
	short skill=0;
	unsigned short skillratio = 100;	//Skill dmg modifiers.

	short i;
	short t_mode = status_get_mode(target), t_size = status_get_size(target);
	short t_race=0, t_ele=0, s_race=0;	//Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
	short s_ele, s_ele_;
	short def1, def2;
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(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 infdef : 1;	//Infinite defense (plants)
		unsigned arrow : 1;	//Attack is arrow-based
		unsigned rh : 1;		//Attack considers right hand (wd.damage)
		unsigned lh : 1;		//Attack considers left hand (wd.damage2)
		unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
		unsigned cardfix : 1;
	}	flag;	

	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.cardfix=1;
	flag.infdef=(t_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:status_get_amotion(src); //Amotion should be 0 for ground skills.
	if(skill_num == KN_AUTOCOUNTER)
		wd.amotion >>= 1;
	wd.dmotion=status_get_dmotion(target);
	wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
	wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
	wd.dmg_lv=ATK_DEF;	//This assumption simplifies the assignation later

	if (sc && !sc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	if (tsc && !tsc->count)
		tsc = NULL; //Skip checking as there are no status changes active.
	
	switch (src->type)
	{
		case BL_PC:
			sd=(struct map_session_data *)src;
			break;
		case BL_MOB:
			md=(struct mob_data *)src;
			break;
		case BL_PET:
			pd=(struct pet_data *)src;
			break;
	}
	switch (target->type)
	{
		case BL_PC:	
			tsd=(struct map_session_data *)target;
			if (pd) { //Pets can't target players
				memset(&wd,0,sizeof(wd));	
				return wd;
			}
			break;
		case BL_MOB:
			tmd=(struct mob_data *)target;
			break;
		case BL_PET://Cannot target pets
			memset(&wd,0,sizeof(wd));	
			return wd;
	}

	if(sd) {
		sd->state.attack_type = BF_WEAPON;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < 5 && sd->skillblown[i].id == skill_num)
				 wd.blewcount += sd->skillblown[i].val;
		}
	}
	//Set miscellaneous data that needs be filled regardless of hit/miss
	if(sd && (sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18
		|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) {
		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
		flag.arrow = 1;
	} else if (status_get_range(src) > 3)
		wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;

	
	if(skill_num){
		wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
		switch(skill_num)
		{
			case AC_DOUBLE:
			case AC_SHOWER:
			case AC_CHARGEARROW:
			case BA_MUSICALSTRIKE:
			case DC_THROWARROW:
			case CG_ARROWVULCAN:
			case AS_VENOMKNIFE:
			case HT_POWER:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 1;
				break;

			case HT_PHANTASMIC:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 0;
				break;

			case MO_FINGEROFFENSIVE:
				if(sd) {
					if (battle_config.finger_offensive_type)
						wd.div_ = 1;
					else
						wd.div_ = sd->spiritball_old;
				}
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				break;
				
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
				flag.weapon = 0;
			case AS_GRIMTOOTH:
			case KN_SPEARBOOMERANG:
			case NPC_RANGEATTACK:
			case LK_SPIRALPIERCE:
			case ASC_BREAKER:
			case AM_ACIDTERROR:
			case ITM_TOMAHAWK:	//Tomahawk is a ranged attack! [Skotlex]
			case CR_GRANDCROSS:
			case NPC_GRANDDARKNESS:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				break;

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

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

			case CR_SHIELDCHARGE:
				flag.weapon = 0;
			case NPC_PIERCINGATT:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
				break;

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

			//Until they're at right position - gs_arrow- [Vicious]
			case GS_RAPIDSHOWER:
				wd.div_= 5;
			case GS_BULLSEYE:
			case GS_CRACKER:
			case GS_TRACKING:
			case GS_PIERCINGSHOT:
			case GS_DUST:
			case GS_SPREADATTACK:
			case NJ_SYURIKEN:
			case NJ_KUNAI:
			case NJ_HUUMA:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 1;
				break;
			
			case GS_MAGICALBULLET:
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
				flag.arrow = 0;
				break;
		}
	}

	if (skill_num && battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((sd && battle_config.skillrange_by_distance&1)
			|| (md && battle_config.skillrange_by_distance&2)
			|| (pd && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(src, target, 3))
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
			else
				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
		}
	}
	
	if(is_boss(target)) //Bosses can't be knocked-back
		wd.blewcount = 0;

	if (sd)
	{	//Arrow consumption
		sd->state.arrow_atk = flag.arrow;
	}

	//Check for counter 
	if(!skill_num)
	{
		if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
		//If it got here and you had autocounter active, then the direction/range does not matches: critical
			flag.cri = 1;
	}	//End counter-check

	if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
	{	//Check for Lucky Dodge
		short flee2 = status_get_flee2(target);
		if (rand()%1000 < flee2)
		{
			wd.type=0x0b;
			wd.dmg_lv=ATK_LUCKY;
			if (wd.div_ < 0) wd.div_*=-1;
			return wd;
		}
	}

	//Initialize variables that will be used afterwards
	t_race = status_get_race(target);
	t_ele = status_get_elem_type(target);
		
	s_race = status_get_race(src);
	s_ele = s_ele_ = skill_get_pl(skill_num);
	if (!skill_num || s_ele == -1) { //Take weapon's element
		s_ele = status_get_attack_element(src);
		s_ele_ = status_get_attack_element2(src);	
		if (flag.arrow && sd && sd->arrow_ele)
			s_ele = sd->arrow_ele;
	} else if (s_ele == -2) { //Use enchantment's element
		s_ele = s_ele_ = status_get_attack_sc_element(src);
	}

	if (sd)
	{	//Set whether damage1 or damage2 (or both) will be used
		if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
			{
				flag.rh=0;
				flag.lh=1;
			}
		if(sd->status.weapon > MAX_WEAPON_TYPE)
			flag.rh = flag.lh = 1;
	}

	//Check for critical
	if(!flag.cri &&
		(sd || battle_config.enemy_critical_rate) &&
		(!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING || skill_num == NJ_KIRIKAGE))
	{
		short cri = status_get_critical(src);
		if (sd)
		{
			cri+= sd->critaddrace[t_race];
			if(flag.arrow)
				cri += sd->arrow_cri;
			if(sd->status.weapon == 16)
				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 -= status_get_luk(target) * (md&&tsd?3:2);
		
		if(tsc)
		{
			if (tsc->data[SC_SLEEP].timer!=-1 )
				cri <<=1;
			if(tsc->data[SC_JOINTBEAT].timer != -1 &&
				tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
				flag.cri=1;
		}
		switch (skill_num)
		{
			case KN_AUTOCOUNTER:
				if(!(battle_config.pc_auto_counter_type&1))
					flag.cri = 1;
				else
					cri <<= 1;
				break;
			case SN_SHARPSHOOTING:
				cri += 200;
				break;
			case NJ_KIRIKAGE:
				cri += 250 + 50*skill_lv;
				break;
		}
		if(tsd && tsd->critical_def)
			cri = cri*(100-tsd->critical_def)/100;
		if (rand()%1000 < cri)
			flag.cri= 1;
	}
	if (flag.cri)
	{
		wd.type = 0x0a;
		flag.idef = flag.idef2 = flag.hit = 1;
	} else {	//Check for Perfect Hit
		if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
			flag.hit = 1;
		if (sc && sc->data[SC_FUSION].timer != -1) {
			flag.hit = 1; //SG_FUSION always hit [Komurka]
			flag.idef = flag.idef2 = 1; //def ignore [Komurka]
		}
		if (skill_num && !flag.hit)
			switch(skill_num)
			{
				case AS_SPLASHER: //Reports say it always hits?
					if (wflag) //Only if you were the one exploding.
						break;
				case NPC_GUIDEDATTACK:
				case RG_BACKSTAP:
				case AM_ACIDTERROR:
				case MO_INVESTIGATE:
				case MO_EXTREMITYFIST:
				case CR_GRANDCROSS:
				case NPC_GRANDDARKNESS:
				case PA_SACRIFICE:
				case TK_COUNTER:
				case SG_SUN_WARM:
				case SG_MOON_WARM:
				case SG_STAR_WARM:
					flag.hit = 1;
					break;
				case CR_SHIELDBOOMERANG:
					if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
						flag.hit = 1;
					break;
			}
		if ((tsc && !flag.hit) &&
			(tsc->data[SC_SLEEP].timer!=-1 ||
			tsc->data[SC_STUN].timer!=-1 ||
			tsc->data[SC_FREEZE].timer!=-1 ||
			(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
			)
			flag.hit = 1;
	}

	if (!flag.hit)
	{	//Hit/Flee calculation
		short
			flee = status_get_flee(target),
			hitrate=80; //Default hitrate

		if(battle_config.agi_penalty_type)
		{	
			unsigned char target_count; //256 max targets should be a sane max
			target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
			if(target_count >= battle_config.agi_penalty_count)
			{
				if (battle_config.agi_penalty_type == 1)
					flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
				else //asume type 2: absolute reduction
					flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
				if(flee < 1) flee = 1;
			}
		}

		hitrate+= status_get_hit(src) - flee;
		
		if(sd && flag.arrow)
			hitrate += sd->arrow_hit;
		if(skill_num)
			switch(skill_num)
		{	//Hit skill modifiers
			case SM_BASH:
				hitrate += 5*skill_lv;
				break;
			case SM_MAGNUM:
				hitrate += 10*skill_lv;
				break;
			case KN_AUTOCOUNTER:
				hitrate += 20;
				break;
			case KN_PIERCE:
				hitrate += hitrate*(5*skill_lv)/100;
				break;
			case PA_SHIELDCHAIN:
				hitrate += 20;
				break;
			case AS_SONICBLOW:
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					hitrate += 50;
				break;
		}

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

		if (hitrate > battle_config.max_hitrate)
			hitrate = battle_config.max_hitrate;
		else if (hitrate < battle_config.min_hitrate)
			hitrate = battle_config.min_hitrate;

		if(rand()%100 >= hitrate)
			wd.dmg_lv = ATK_FLEE;
		else if (tsc && tsc->data[SC_KAUPE].timer != -1 && rand()%100 < tsc->data[SC_KAUPE].val2) {
			if (--tsc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
				status_change_end(target, SC_KAUPE, -1);
			wd.dmg_lv = ATK_FLEE;
		} else
			flag.hit =1;
	}	//End hit/miss calculation

	if(tsd && tsd->special_state.no_weapon_damage) {
		if (wd.div_ < 0) wd.div_*=-1;
		return wd;
	}

	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; }

		def1 = status_get_def(target);
		def2 = status_get_def2(target);
		
		switch (skill_num)
		{	//Calc base damage according to skill
			case PA_SACRIFICE:
			{
				int hp_dmg = status_get_max_hp(src)* 9/100;
				battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9%
				clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
				
				wd.damage = hp_dmg;
				wd.damage2 = 0;

				if (sc && sc->data[SC_SACRIFICE].timer != -1)
				{
					if (--sc->data[SC_SACRIFICE].val2 <= 0)
						status_change_end(src, SC_SACRIFICE,-1);
				}
				break;
			}
			case LK_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[9];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == 4)
						wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
					
					ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
					index = status_get_str(src)/10;
					index = index*index;
					ATK_ADD(index); //Add str bonus.
					
					switch (t_size) { //Size-fix. Is this modified by weapon perfection?
						case 0: //Small: 125%
							ATK_RATE(125);
							break;
						//case 1: //Medium: 100%
						case 2: //Large: 75%
							ATK_RATE(75);
							break;
					}
					break;
				}
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
				if (sd) {
					short index = sd->equip_index[8];
					
					wd.damage = status_get_batk(src);
					if (flag.lh) wd.damage2 = wd.damage;

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == 5)
						ATK_ADD(sd->inventory_data[index]->weight/10);
					break;
				}
			default:
			{
				battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
					(flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
				//Add any bonuses that modify the base baseatk+watk (pre-skills)
				if(sd)
				{
					if (sd->status.weapon <= MAX_WEAPON_TYPE && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
						ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);

					if(flag.cri && sd->crit_atk_rate)
						ATK_ADDRATE(sd->crit_atk_rate);

					if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
						i = party_foreachsamemap(party_sub_count, sd, 0);
						ATK_ADDRATE(2*skill*i);
					}
				}
				break;
			}	//End default case
		} //End switch(skill_num)

		//Skill damage modifiers that stack linearly
		if(sc && skill_num != PA_SACRIFICE)
		{
			if(sc->data[SC_OVERTHRUST].timer != -1)
				skillratio += 5*sc->data[SC_OVERTHRUST].val1;
			if(sc->data[SC_MAXOVERTHRUST].timer != -1)
				skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
			if(sc->data[SC_BERSERK].timer != -1)
				skillratio += 100;
		}
		if (!skill_num)
		{
			// Random chance to deal multiplied damage - Consider it as part of skill-based-damage
			if(sd &&
				sd->random_attack_increase_add > 0 &&
				sd->random_attack_increase_per &&
				rand()%100 < sd->random_attack_increase_per
				)
				skillratio += sd->random_attack_increase_add;
		
			ATK_RATE(skillratio);
		} else {	//Skills
			switch( skill_num )
			{
				case SM_BASH:
					skillratio += 30*skill_lv;
					break;
				case SM_MAGNUM:
					skillratio += 20*skill_lv; 
					break;
				case MC_MAMMONITE:
					skillratio += 50*skill_lv;
					break;
				case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
					skillratio += 5*status_get_str(src);
					break;
				case AC_DOUBLE:
					skillratio += 10*(skill_lv-1);
					break;
				case AC_SHOWER:
					skillratio += 5*skill_lv-25;
					break;
				case AC_CHARGEARROW:
					skillratio += 50;
					break;
				case KN_PIERCE:
					skillratio += 10*skill_lv;
					break;
				case KN_SPEARSTAB:
					skillratio += 15*skill_lv;
					break;
				case KN_SPEARBOOMERANG:
					skillratio += 50*skill_lv;
					break;
				case KN_BRANDISHSPEAR:
				{
					int ratio = 100+20*skill_lv;
					skillratio += ratio-100;
					if(skill_lv>3 && wflag==1) skillratio += ratio/2;
					if(skill_lv>6 && wflag==1) skillratio += ratio/4;
					if(skill_lv>9 && wflag==1) skillratio += ratio/8;
					if(skill_lv>6 && wflag==2) skillratio += ratio/2;
					if(skill_lv>9 && wflag==2) skillratio += ratio/4;
					if(skill_lv>9 && wflag==3) skillratio += ratio/2;
					break;
				}
				case KN_BOWLINGBASH:
					skillratio+= 40*skill_lv;
					break;
				case KN_AUTOCOUNTER:
				case LK_SPIRALPIERCE:
				case NPC_CRITICALSLASH:
					flag.idef= flag.idef2= 1;
					break;
				case AS_GRIMTOOTH:
					skillratio += 20*skill_lv;
					break;
				case AS_POISONREACT:
					skillratio += 30*skill_lv;
					break;
				case AS_SONICBLOW:
					skillratio += -50+5*skill_lv;
					break;
				case TF_SPRINKLESAND:
					skillratio += 30;
					break;
				case MC_CARTREVOLUTION:
					skillratio += 50;
					if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
						skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
					else if (!sd)
						skillratio += 150; //Max damage for non players.
					break;
				case NPC_COMBOATTACK:
					break;
				case NPC_RANDOMATTACK:
					skillratio += rand()%150-50;
					break;
				case NPC_WATERATTACK:
				case NPC_GROUNDATTACK:
				case NPC_FIREATTACK:
				case NPC_WINDATTACK:
				case NPC_POISONATTACK:
				case NPC_HOLYATTACK:
				case NPC_DARKNESSATTACK:
				case NPC_UNDEADATTACK:
				case NPC_TELEKINESISATTACK:
					skillratio += 25*skill_lv;
					break;
				case RG_BACKSTAP:
					if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
						skillratio += (200+40*skill_lv)/2;
					else
						skillratio += 200+40*skill_lv;
					break;
				case RG_RAID:
					skillratio += 40*skill_lv;
					break;
				case RG_INTIMIDATE:
					skillratio += 30*skill_lv;
					break;
				case CR_SHIELDCHARGE:
					skillratio += 20*skill_lv;
					break;
				case CR_SHIELDBOOMERANG:
					skillratio += 30*skill_lv;
					break;
				case NPC_DARKCROSS:
				case CR_HOLYCROSS:
					skillratio += 35*skill_lv;
					break;
				case CR_GRANDCROSS:
				case NPC_GRANDDARKNESS:
					flag.cardfix = 0;
					break;
				case AM_DEMONSTRATION:
					skillratio += 20*skill_lv;
					flag.cardfix = 0;
					break;
				case AM_ACIDTERROR:
					skillratio += 40*skill_lv;
					flag.cardfix = 0;
					break;
				case MO_FINGEROFFENSIVE:
					skillratio+= 50 * skill_lv;
					break;
				case MO_INVESTIGATE:
					skillratio += 75*skill_lv;
					ATK_RATE(2*(def1 + def2));
					flag.idef= flag.idef2= 1;
					break;
				case MO_EXTREMITYFIST:
					if (sd)
					{	//Overflow check. [Skotlex]
						unsigned int ratio = skillratio + 100*(8 + ((sd->status.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;
						sd->status.sp = 0;
						clif_updatestatus(sd,SP_SP);
					}
					flag.idef= flag.idef2= 1;
					break;
				case MO_TRIPLEATTACK:
					skillratio += 20*skill_lv;
					break;
				case MO_CHAINCOMBO:
					skillratio += 50+50*skill_lv;
					break;
				case MO_COMBOFINISH:
					skillratio += 140+60*skill_lv;
					break;
				case BA_MUSICALSTRIKE:
					skillratio += 40*skill_lv-40;
					break;
				case DC_THROWARROW:
					skillratio += 50*skill_lv;
					break;
				case CH_TIGERFIST:
					skillratio += 100*skill_lv-60;
					break;
				case CH_CHAINCRUSH:
					skillratio += 300+100*skill_lv;
					break;
				case CH_PALMSTRIKE:
					skillratio += 100+100*skill_lv;
					break;
				case LK_HEADCRUSH:
					skillratio += 40*skill_lv;
					break;
				case LK_JOINTBEAT:
					skillratio += 10*skill_lv-50;
					break;
				case ASC_METEORASSAULT:
					skillratio += 40*skill_lv-60;
					flag.cardfix = 0;
					break;
				case SN_SHARPSHOOTING:
					skillratio += 50*skill_lv;
					break;
				case CG_ARROWVULCAN:
					skillratio += 100+100*skill_lv;
					break;
				case AS_SPLASHER:
					skillratio += 400+50*skill_lv;
					if (sd)
						skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
					if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
						skillratio /= wflag;
					flag.cardfix = 0;
					break;
				case ASC_BREAKER:
					skillratio += 100*skill_lv-100;
					flag.cardfix = 0;
					break;
				case PA_SACRIFICE:
					//40% less effective on siege maps. [Skotlex]
					skillratio += 10*skill_lv-10;
					flag.idef = flag.idef2 = 1;
					break;
				case PA_SHIELDCHAIN:
					skillratio += 30*skill_lv;
					break;
				case WS_CARTTERMINATION:
					if(sd && sd->cart_weight > 0)
						skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
					else if (!sd)
						skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
					flag.cardfix = 0;
					break;
				case TK_DOWNKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_STORMKICK:
					skillratio += 60 + 20*skill_lv;
					break;
				case TK_TURNKICK:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_COUNTER:
					skillratio += 90 + 30*skill_lv;
					break;
				case TK_JUMPKICK:
					skillratio += -70 + 10*skill_lv;
					if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
						skillratio += 10*status_get_lv(src)/3;
					break;
				case GS_BULLSEYE:
					skillratio += 400;
					break;
				case GS_TRACKING:
					skillratio += 60*skill_lv;
					if (skill_lv == 2) skillratio += 20;
					if (skill_lv == 3) skillratio += 80;
					if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
					if (skill_lv == 10) skillratio += 80;
					break;
				case GS_PIERCINGSHOT:
					skillratio += 100 + 20*skill_lv;
					break;
				case GS_RAPIDSHOWER:
					skillratio += 10*skill_lv;
					break;
				case GS_DESPERADO:
					skillratio += 50*skill_lv+50;
					break;
				case GS_DUST:
					skillratio += 50*skill_lv;
					break;
				case GS_FULLBUSTER:
					skillratio += 300 + 100*skill_lv;
					break;
				case GS_SPREADATTACK:
					skillratio += 20*skill_lv-20;
					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-100;
					break;
				case KN_CHARGEATK:
					skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
					break;
				case HT_PHANTASMIC:
					skillratio += 50;
					break;
				case MO_BALKYOUNG:
					skillratio += 200;
					break;
			}

			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 == 0 && sd->weapontype2 == 0)
						ATK_ADD(10*pc_checkskill(sd, TK_RUN));
					break;
				case GS_MAGICALBULLET:
					{
					int matk1=status_get_matk1(src),matk2=status_get_matk2(src);
					if(matk1>matk2)
					{
						ATK_ADD(matk2+rand()%(matk1-matk2+1));
					} else ATK_ADD(matk2);
					break;
					}
			}
		}
		//Div fix.
		damage_div_fix(wd.damage, wd.div_);
		//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
		skillratio = 100;
		//Skill damage modifiers that affect linearly stacked damage.
		if (sc && skill_num != PA_SACRIFICE) {
			if(sc->data[SC_TRUESIGHT].timer != -1)
				skillratio += 2*sc->data[SC_TRUESIGHT].val1;
			// It is still not quite decided whether it works on bosses or not...
			if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
				skillratio += 50 +50*sc->data[SC_EDP].val1;
		}
		switch (skill_num) {
			case AS_SONICBLOW:
				if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
					skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
				if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
					skillratio += 10;
			break;
			case CR_SHIELDBOOMERANG:
				if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
					skillratio += 100;
				break;
		}
		if (sd && sd->skillatk[0].id != 0)
		{
			for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
				//May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
				//to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
				skillratio += sd->skillatk[i].val;
		}
		if (skillratio != 100)
			ATK_RATE(skillratio);
		
		if(sd)
		{
			if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
				&& skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
			  	&& !flag.cri)
			{	//Elemental/Racial adjustments
				char raceele_flag=0, raceele_flag_=0;
				if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
					sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
					sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
				)
					raceele_flag = flag.idef = 1;

				if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
					sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
					sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
				) {	//Pass effect onto right hand if configured so. [Skotlex]
					if (battle_config.left_cardfix_to_right && flag.rh)
						raceele_flag = flag.idef = 1;
					else
						raceele_flag_ = flag.idef2 = 1;
				}

				if (raceele_flag || raceele_flag_)
					ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
			}

			if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
		  	{	//Ignore Defense?
				if (!flag.idef && (
					(tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
					sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
					sd->right_weapon.ignore_def_race & (1<<t_race) ||
					sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
				))
					flag.idef = 1;

				if (!flag.idef2 && (
					(tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
					sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
					sd->left_weapon.ignore_def_race & (1<<t_race) ||
					sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
				)) {
						if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
							flag.idef = 1;
						else
							flag.idef2 = 1;
				}
			}
		}

		if (!flag.idef || !flag.idef2)
		{	//Defense reduction
			short vit_def;
			if(battle_config.vit_penalty_type)
			{
				unsigned char target_count; //256 max targets should be a sane max
				target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
				if(target_count >= battle_config.vit_penalty_count) {
					if(battle_config.vit_penalty_type == 1) {
						def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
						def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
					} else { //Assume type 2
						def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
						def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
					}
				}
				if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
				if(def2 < 1) def2 = 1;
			}
			//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def	
			if (tsd)	//Sd vit-eq
			{	//[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
				vit_def = def2*(def2-15)/150;
				vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
				
				if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) &&
					(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 ((sd && battle_config.player_defense_type)
				|| (md && battle_config.monster_defense_type)
				|| (pd && battle_config.pet_defense_type)
			)
				vit_def += def1*battle_config.player_defense_type;
			else
				ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
			ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
		}

		//Post skill/vit reduction damage increases
		if (sc && skill_num != LK_SPIRALPIERCE)
		{	//SC skill damages
			if(sc->data[SC_AURABLADE].timer!=-1) 
				ATK_ADD(20*sc->data[SC_AURABLADE].val1);
		}

		//Refine bonus
		if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
			if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
			{
				ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
			} else {
				ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
			}
		}

		//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
			wd.damage = battle_addmastery(sd,target,wd.damage,0);
			if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
			
			if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
			{	//SG Anger bonus - ATK_ADDRATE [Komurka]
				static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
				short t_class = status_get_class(target);
				if (sc->data && sc->data[SC_MIRACLE].timer!=-1 && (skill = pc_checkskill(sd,type[2])))
				{
					skillratio = (sd->status.base_level + status_get_str(src) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
					ATK_ADDRATE(skillratio);
				}
				else for (i = 0; i < 3; i++)
				{
					if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
					{
						skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
						ATK_ADDRATE(skillratio);
						break;
					}
				}
			}
		}
	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  	else if(wd.div_ < 0) //Since the attack missed...
		wd.div_ *= -1; 

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

	if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) 
		ATK_ADD(skill*2);
	
	if(skill_num==TF_POISON)
		ATK_ADD(15*skill_lv);

	if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
		(md && (skill_num || !battle_config.mob_attack_attr_none)) ||
		(pd && (skill_num || !battle_config.pet_attack_attr_none)))
	{	//Elemental attribute fix
		short t_element = status_get_element(target);
		if	(!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
		{
			if (wd.damage > 0)
			{
				wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
				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,0,t_element);
			}
			if (flag.lh && wd.damage2 > 0)
				wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
		}
		if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
		{	//Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int damage=0;
			battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
			damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
			damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element);
			ATK_ADD(damage);
		}
	}

	if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
		flag.cardfix = 0;	//When the attack does no damage, avoid doing %bonuses

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

		//Card Fix, sd side
		if (flag.cardfix)
		{
			short cardfix = 1000, cardfix_ = 1000;
			short t_class = status_get_class(target);
			short t_race2 = status_get_race2(target);	
			if(sd->state.arrow_atk)
			{
				cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
				cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
				cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
				cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
				cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
			} else {	//Melee attack
				if(!battle_config.left_cardfix_to_right)
				{
					cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
					cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
					cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
					cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;

					if (flag.lh)
					{
						cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
						cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
					}
				} else {
					cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
					cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
					cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_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)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
				}
			}

			for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
				if(sd->right_weapon.add_damage_classid[i] == t_class) {
					cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
					break;
				}
			}

			if (flag.lh)
			{
				for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
					if(sd->left_weapon.add_damage_classid[i] == t_class) {
						cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
						break;
					}
				}
			}

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

			if (cardfix != 1000 || cardfix_ != 1000)
				ATK_RATE2(cardfix/10, cardfix_/10);	//What happens if you use right-to-left and there's no right weapon, only left?
		}
		
		if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
			short index= sd->equip_index[8];
			if (index >= 0 &&
				sd->inventory_data[index] &&
				sd->inventory_data[index]->type == 5)
				ATK_ADD(10*sd->status.inventory[index].refine);
		}
	} //if (sd)

	//Card Fix, tsd side - Cards always apply on the target. [Skotlex]
	if (tsd) {
		short s_size,s_race2,s_class;
		short cardfix=1000;
		
		s_size = status_get_size(src);
		s_race2 = status_get_race2(src);
		s_class = status_get_class(src);
		
		cardfix=cardfix*(100-tsd->subele[s_ele])/100;
		cardfix=cardfix*(100-tsd->subsize[s_size])/100;
 		cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
		cardfix=cardfix*(100-tsd->subrace[s_race])/100;
		cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
		
		for(i=0;i<tsd->add_dmg_count;i++) {
				if(tsd->add_dmg[i].class_ == s_class) {
					cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
					break;
				}
			}
	
		if(wd.flag&BF_SHORT)
			cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
		else	// BF_LONG (there's no other choice)
			cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

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

	if(flag.infdef)
	{ //Plants receive 1 damage when hit
		if (flag.rh && (flag.hit || wd.damage>0))
			wd.damage = 1;
		if (flag.lh && (flag.hit || wd.damage2>0))
			wd.damage2 = 1;
		if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
			return wd;
	}
	
	if(sd && !skill_num && !flag.cri)
	{	//Check for double attack.
		if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) ||
			sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
		{
			if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
			{
				wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
				damage_div_fix(wd.damage, wd.div_);
				wd.type = 0x08;
			}
		} else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 && sd->weapontype1 == 0x11) || sd->double_rate > 0)
			if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
			{
				wd.div_=skill_get_num(GS_CHAINACTION,skill_lv?skill_lv:1);
				damage_div_fix(wd.damage, wd.div_);
				wd.type = 0x08;
			}
	}

	if(!flag.rh || wd.damage<1)
		wd.damage=0;
	
	if(!flag.lh || wd.damage2<1)
		wd.damage2=0;
	
	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(sd->status.weapon > MAX_WEAPON_TYPE)
		{	//Dual-wield
			if (wd.damage > 0)
			{
				skill = pc_checkskill(sd,AS_RIGHT);
				wd.damage = wd.damage * (50 + (skill * 10))/100;
				if(wd.damage < 1) wd.damage = 1;
			}
			if (wd.damage2 > 0)
			{
				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 == 16)
		{ //Katars
			skill = pc_checkskill(sd,TF_DOUBLE);
			wd.damage2 = wd.damage * (1 + (skill * 2))/100;

			if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
			flag.lh = 1;
		}
	}
	
	if(wd.damage > 0 || wd.damage2 > 0)
	{
		if(wd.damage2<1) {
			wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
		if (map_flag_gvg(target->m))
			wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
		} else if(wd.damage<1) {
			wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
			if (map_flag_gvg(target->m))
				wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
		}
		else
		{
			int d1=wd.damage+wd.damage2,d2=wd.damage2;
			wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
			if (map_flag_gvg(target->m))
				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
			wd.damage2=(d2*100/d1)*wd.damage/100;
			if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
			wd.damage-=wd.damage2;
		}
	}

	if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange))
	{	//Classchange:
		struct mob_db *mob;
		int k, class_;
		i = 0;
		do {
			do {
				class_ = rand() % MAX_MOB_DB;
			} while (!mobdb_checkid(class_));
			
			k = rand() % 1000000;
			mob = mob_db(class_);
		} while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
		if (i< 2000)
			mob_class_change(((struct mob_data *)target),class_);
	}

	if (wd.damage > 0 || wd.damage2 > 0) {
		if (sd && battle_config.equip_self_break_rate)
		{	// Self weapon breaking
			int breakrate = battle_config.equip_natural_break_rate;
			if (sc) {
				if(sc->data[SC_OVERTHRUST].timer!=-1)
					breakrate += 10;
				if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
					breakrate += 10;
			}
			if (breakrate)
				skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
		}
		if (battle_config.equip_skill_break_rate)
		{	// Target equipment breaking
			int breakrate[2] = {0,0}; // weapon = 0, armor = 1
			if (sd) {	// Break rate from equipment
				breakrate[0] += sd->break_weapon_rate;
				breakrate[1] += sd->break_armor_rate;
			}
			if (sc) {
				if (sc->data[SC_MELTDOWN].timer!=-1) {
					breakrate[0] += 100*sc->data[SC_MELTDOWN].val1;
					breakrate[1] += 70*sc->data[SC_MELTDOWN].val1;
				}
			}	
			if (breakrate[0])
				skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
			if (breakrate[1])
				skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
		}
	}
	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)
	{
	struct map_session_data *sd=NULL, *tsd=NULL;
	struct mob_data *md=NULL, *tmd=NULL;
	struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
	struct Damage ad;
	unsigned short skillratio = 100;	//Skill dmg modifiers.

	short i;
	short t_mode = status_get_mode(target);
	short t_race, t_size, t_ele, s_race, s_size, s_ele;
	struct {
		unsigned imdef : 1;
		unsigned infdef : 1;
		unsigned elefix : 1;
		unsigned cardfix : 1;
	}	flag;

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

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return ad;
	}
	//Initial flag
	flag.elefix=1;
	flag.cardfix=1;

	//Initial Values
	ad.damage = 1;
	ad.div_=skill_get_num(skill_num,skill_lv);
	ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
	ad.dmotion=status_get_dmotion(target);
	ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
	ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
	ad.dmg_lv=ATK_DEF;
	
	switch (src->type)
	{
		case BL_PC:
			sd=(struct map_session_data *)src;
			break;
		case BL_MOB:
			md=(struct mob_data *)src;
			break;
		case BL_PET:
			pd=(struct pet_data *)src;
			break;
	}
	switch (target->type)
	{
		case BL_PC:	
			tsd=(struct map_session_data *)target;
			if (pd) { //Pets can't target players
				memset(&ad,0,sizeof(ad));	
				return ad;
			}
			break;
		case BL_MOB:
			tmd=(struct mob_data *)target;
			break;
		case BL_PET://Cannot target pets
			memset(&ad,0,sizeof(ad));	
			return ad;
	}

	//Initialize variables that will be used afterwards
	t_race = status_get_race(target);
	t_size = status_get_size(target);
	t_ele = status_get_elem_type(target);
		
	s_race = status_get_race(src);
	s_size = status_get_size(src);
	s_ele = skill_get_pl(skill_num);

	if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
		s_ele = status_get_attack_element(src);
	else if (s_ele == -2) //Use status element
		s_ele = status_get_attack_sc_element(src);
	
	if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
		s_ele = 0;

	//Set miscellaneous data that needs be filled
	if(sd) {
		sd->state.attack_type = BF_MAGIC;
		sd->state.arrow_atk = 0;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
				ad.blewcount += sd->skillblown[i].val;
		}
	}

	if (battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((sd && battle_config.skillrange_by_distance&1)
			|| (md && battle_config.skillrange_by_distance&2)
			|| (pd && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(src, target, 3))
				ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
			else
				ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
		}
	}

	flag.infdef=(t_mode&MD_PLANT?1:0);
		
	switch(skill_num)
	{
		case MG_FIREWALL:
			if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex]
				ad.blewcount = 0; //No knockback
				ad.dmotion = 0; //No flinch animation.
			} else
				ad.blewcount |= 0x10000;
			break;
		case WZ_STORMGUST: //Should knockback randomly.
			ad.blewcount|=0x40000;
			break;
		case PR_SANCTUARY:
			ad.blewcount|=0x10000;
		case AL_HEAL:
		case PR_BENEDICTIO:
		case WZ_FIREPILLAR:
			flag.imdef = 1;
			break;
		case HW_GRAVITATION:
			flag.imdef = 1;
			flag.elefix = 0;
			break;
		case PR_ASPERSIO:
		case ASC_BREAKER:
			flag.imdef = 1;
		case PF_SOULBURN: //Does not ignores mdef
			flag.elefix = 0;
			flag.cardfix = 0;
			break;
		case PR_TURNUNDEAD:
			flag.imdef = 1;
			flag.cardfix = 0;
			break;
		case NPC_GRANDDARKNESS:
		case CR_GRANDCROSS:
			flag.cardfix = 0;
			break;
	}

	if(is_boss(target)) //Bosses can't be knocked-back
		ad.blewcount = 0;

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

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

		switch (skill_num)
		{	//Calc base damage according to skill
			case AL_HEAL:
			case PR_BENEDICTIO:
				ad.damage = skill_calc_heal(src,skill_lv)/2;
				if (sd)
					ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
				break;
			case PR_ASPERSIO:
				ad.damage = 40;
				break;
			case PR_SANCTUARY:
				ad.damage = (skill_lv>6)?388:skill_lv*50;
				break;
			case ALL_RESURRECTION:
			case PR_TURNUNDEAD:
				if(battle_check_undead(t_race,t_ele)){
					int hp, mhp, thres;
					hp = status_get_hp(target);
					mhp = status_get_max_hp(target);
					thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
					if(thres > 700) thres = 700;
					if(rand()%1000 < thres && !(t_mode&MD_BOSS))
						ad.damage = hp;
					else
						ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
				}
				break;
			case PF_SOULBURN:
				if (!tsd) {
					memset(&ad,0,sizeof(ad));
					return ad;
				} else
					ad.damage = tsd->status.sp * 2;
				break;
			case ASC_BREAKER:
				ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
				break;
			case HW_GRAVITATION:
				ad.damage = 200+200*skill_lv;
				break;
			default:
			{
				unsigned short matkmin,matkmax;

				matkmin = status_get_matk2(src);
				matkmax = status_get_matk1(src);

				MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));

				if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
					if(mflag>0)
						ad.damage/= mflag;
					else if(battle_config.error_log)
						ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
				}

				switch(skill_num){
					case MG_NAPALMBEAT:
						skillratio += skill_lv*10-30;
						break;
					case MG_SOULSTRIKE:
						if (battle_check_undead(t_race,t_ele))
							skillratio += 5*skill_lv;
						break;
					case MG_FIREBALL:
						if(mflag>2)
							ad.damage = 0;
						else {
							int drate[]={100,90,70};
							MATK_RATE(drate[mflag]);
							skillratio += 70+10*skill_lv;
						}
						break;
					case MG_FIREWALL:
						skillratio -= 50;
						break;
					case MG_THUNDERSTORM:
						skillratio -= 20;
						break;
					case MG_FROSTDIVER:
						skillratio += 10*skill_lv;
						break;
					case AL_HOLYLIGHT:
						skillratio += 25;
						if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
							skillratio *= 5; //Does 5x damage include bonuses from other skills?
						break;
					case AL_RUWACH:
						skillratio += 45;
						break;
					case WZ_FROSTNOVA:
						skillratio += (100+skill_lv*10)*2/3-100;
						break;
					case WZ_FIREPILLAR:
						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 += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
						break;
					case SL_STUN:
						skillratio += (t_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_BAKUENRYU:
						//skillratio += 50 + 150*skill_lv;
						// Possibly just add to matk?
						MATK_ADD(150 + 150*skill_lv);
						break;
					case NJ_HYOUSYOURAKU:
						//skillratio += 50*skill_lv;
						// Possibly just add to matk?
						MATK_ADD(100 + 50*skill_lv);
						break;
					case NJ_RAIGEKISAI:
						//skillratio += 60 + 40*skill_lv;
						// Possibly just add to matk?
						MATK_ADD(200 + 40*skill_lv);
						break;
					case NJ_KAMAITACHI:
						//skillratio += 100*skill_lv;
						// Possibly just add to matk?
						MATK_ADD(100 + 100*skill_lv);
						break;
				}

				if (sd && sd->skillatk[0].id != 0)
				{
					for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
						if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
						//If we apply skillatk[] as ATK_RATE, it will also affect other skills,
						//unfortunately this way ignores a skill's constant modifiers...
							skillratio += sd->skillatk[i].val;
				}

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

		if(sd) {
			//Ignore Defense?
			if (!flag.imdef && (
				sd->ignore_mdef_ele & (1<<t_ele) ||
				sd->ignore_mdef_race & (1<<t_race) ||
				sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
				))
				flag.imdef = 1;
		}

		if(!flag.imdef){
			if(battle_config.magic_defense_type)
				ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
			else
				ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
		}

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

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

		if (flag.elefix)
			ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));

		if (sd && flag.cardfix) {
			short t_class = status_get_class(target);
			short cardfix=100;

			cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
			if (flag.elefix)
				cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
			cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
			cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
			for(i=0;i<sd->add_mdmg_count;i++) {
				if(sd->add_mdmg[i].class_ == t_class) {
					cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
					continue;
				}
			}

			MATK_RATE(cardfix);
		}

		if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
	  	{ //Card fixes always apply on the target side. [Skotlex]
			short s_race2=status_get_race2(src);
			short s_class= status_get_class(src);
			short cardfix=100;

			if (flag.elefix)
				cardfix=cardfix*(100-tsd->subele[s_ele])/100;
			cardfix=cardfix*(100-tsd->subsize[s_size])/100;
			cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
			cardfix=cardfix*(100-tsd->subrace[s_race])/100;
			cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
			for(i=0;i<tsd->add_mdef_count;i++) {
				if(tsd->add_mdef[i].class_ == s_class) {
					cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
					continue;
				}
			}
			//It was discovered that ranged defense also counts vs magic! [Skotlex]
			if (ad.flag&BF_SHORT)
				cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
			else
				cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;

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

			MATK_RATE(cardfix);
		}
	}

	damage_div_fix(ad.damage, ad.div_);
	
	if (flag.infdef && ad.damage > 0)
		ad.damage = 1;
		
	if (tsd && status_isimmune(target)) {
		if (sd && battle_config.gtb_pvp_only)  { // [MouseJstr]
			MATK_RATE(100 - battle_config.gtb_pvp_only);
		} else ad.damage = 0;
	}

	ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
	if (map_flag_gvg(target->m))
		ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
	if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
		ad.dmg_lv = ATK_FLEE;
	return ad;
}

/*==========================================
 * ���̑��_�??[�W�v�Z
 *------------------------------------------
 */
struct Damage  battle_calc_misc_attack(
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	int int_=status_get_int(bl);
	int dex=status_get_dex(bl);
	int skill,ele,race,size,cardfix,race2,t_mode;
	struct map_session_data *sd=NULL,*tsd=NULL;
	int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
	struct Damage md;
	int damagefix=1;

	int aflag=BF_MISC|BF_SHORT|BF_SKILL;

	if( bl == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		memset(&md,0,sizeof(md));
		return md;
	}

	if(target->type == BL_PET) {
		memset(&md,0,sizeof(md));
		return md;
	}

	//Some initial values
	md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
	md.dmotion=status_get_dmotion(target);
	md.damage2=0;
	md.type=0;
	md.dmg_lv=ATK_DEF;

	if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
		sd->state.attack_type = BF_MISC;
		sd->state.arrow_atk = 0;
		if (sd->skillblown[0].id != 0)
		{	//Apply the bonus blewcount. [Skotlex]
			int i;
			for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
				blewcount += sd->skillblown[i].val;
		}
	}

	if( target->type==BL_PC )
		tsd=(struct map_session_data *)target;

	t_mode = status_get_mode(target);
	ele = skill_get_pl(skill_num);
	if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
		ele = 0;
	race = status_get_race(bl);
	size = status_get_size(bl);
	race2 = status_get_race(bl);

	switch(skill_num){

	case HT_LANDMINE:	// �����h�}�C��
		damage=skill_lv*(dex+75)*(100+int_)/100;
		break;

	case HT_BLASTMINE:	// �u���X�g�}�C��
		damage=skill_lv*(dex/2+50)*(100+int_)/100;
		break;

	case HT_CLAYMORETRAP:	// �N���C���A?[�g���b�v
		damage=skill_lv*(dex/2+75)*(100+int_)/100;
		break;

	case HT_BLITZBEAT:	// �u���b�c�r?[�g
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		damage=(dex/10+int_/2+skill*3+40)*2;
		if(flag > 1)
			damage /= flag;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case TF_THROWSTONE:	// ?���
		damage=50;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case BA_DISSONANCE:	// �s���a��
		damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
		break;

	case NPC_SELFDESTRUCTION:	// ����
		damage = status_get_hp(bl);
		damagefix = 0;
		break;

	case NPC_SMOKING:	// �^�o�R���z��
		damage=3;
		damagefix=0;
		break;

	case NPC_DARKBREATH:
		{
			struct status_change *sc = status_get_sc(target);
			int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
			hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
			if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
				sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
				hitrate = 1000000;
			if(rand()%100 < hitrate) {
				damage = 500 + (skill_lv-1)*1000 + rand()%1000;
				if(damage > 9999) damage = 9999;
			} else
				md.dmg_lv=ATK_FLEE;
		}
		break;

	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;

			//Blitz Beat lv5 Damage
		damage=(dex/10+int_/2+skill*3+40)*2;
		skill = skill_get_num(HT_BLITZBEAT, 5);
		damage_div_fix(damage, skill); 

		//Falcon Assault Modifier
		damage=damage*(150+70*skill_lv)/100;
		if(flag > 1)
			damage /= flag;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;

	case PA_PRESSURE:
		damage=500+300*skill_lv;
		damagefix=0;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	case PA_GOSPEL:
		damage = 1+rand()%9999;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	case CR_ACIDDEMONSTRATION:
		//This equation is not official, but it's the closest to the official one 
		//that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
		// updated the formula based on a Japanese formula found to be exact [Reddozen]
		damage = (int)((0.7 * status_get_vit(target) * (int_ * int_)) / (status_get_vit(target) + int_));
		if (tsd) damage/=2;
		aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
		break;
	case NJ_ZENYNAGE:
		{
		int dmgnage = (500*skill_lv)+rand()%(500*skill_lv);
		damage=dmgnage;
		sd->status.zeny -= dmgnage;
		clif_updatestatus(sd,SP_ZENY);
		if(map_flag_vs(bl->m) || is_boss(bl))
				damage=damage/2; //temp value
		}
		break;
	}

	if(damagefix){
		if(damage<1 && skill_num != NPC_DARKBREATH)
			damage=1;

		if( tsd ){
			cardfix=100;
			cardfix=cardfix*(100-tsd->subele[ele])/100;
			cardfix=cardfix*(100-tsd->subsize[size])/100;
			cardfix=cardfix*(100-tsd->subrace2[race2])/100;
			cardfix=cardfix*(100-tsd->subrace[race])/100;
			cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
			cardfix=cardfix*(100-tsd->misc_def_rate)/100;
			if(aflag&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;

			damage=damage*cardfix/100;
		}
		if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
		{
			int i;
			for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
			if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
				damage += damage*sd->skillatk[i].val/100;
		}

		if(damage < 0) damage = 0;
		damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) );		// ��?�?C?�
	}

	div_=skill_get_num( skill_num,skill_lv );
	damage_div_fix(damage, div_);

	if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
		damage = 1;

	if(is_boss(target))
		blewcount = 0;

	if (battle_config.skillrange_by_distance)
	{ //Skill range based on distance between src/target [Skotlex]
		if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1)
			|| (bl->type == BL_MOB && battle_config.skillrange_by_distance&2)
			|| (bl->type == BL_PET && battle_config.skillrange_by_distance&4)
		) {
			if (check_distance_bl(bl, target, 3))
				aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
			else
				aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
		}
	}

	if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
		damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag);	// �ŏI�C��
	if (map_flag_gvg(target->m))
		damage=battle_calc_gvg_damage(bl,target,damage,div_,skill_num,skill_lv,aflag);
	md.damage=damage;
	md.div_=div_;
	md.blewcount=blewcount;
	md.flag=aflag;
	return md;
}
/*==========================================
 * �_�??[�W�v�Z�ꊇ?��?�p
 *------------------------------------------
 */
struct Damage battle_calc_attack(	int attack_type,
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	struct Damage d;
	switch(attack_type){
	case BF_WEAPON:
		d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
		break;
	case BF_MAGIC:
		d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
		break;
	case BF_MISC:
		d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
		break;
	default:
		if (battle_config.error_log)
			ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
		memset(&d,0,sizeof(d));
		break;
	}
	return d;
}

int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
	struct map_session_data *sd=NULL;
	struct status_change *sc;
	int rdamage = 0;
	
	if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
	sc = status_get_sc(bl);

	if(flag&BF_WEAPON) {
		//Bounces back part of the damage.
		if (flag & BF_SHORT) {
			if (sd && sd->short_weapon_damage_return)
			{
				rdamage += *damage * sd->short_weapon_damage_return / 100;
				if(rdamage < 1) rdamage = 1;
			}
			if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
		  	{
				rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
				if (rdamage < 1) rdamage = 1;
			}
		} else if (flag & BF_LONG) {
			if (sd && sd->long_weapon_damage_return)
			{
				rdamage += *damage * sd->long_weapon_damage_return / 100;
				if (rdamage < 1) rdamage = 1;
			}
		}
	} else
	// magic_damage_return by [AppleGirl] and [Valaris]
	if(flag&BF_MAGIC)
	{
		if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
		{	//Bounces back full damage, you take none.
			rdamage = *damage;
		 	*damage = 0;
		}
	}
	return rdamage;
}
/*==========================================
 * ��?�?U��?��?�܂Ƃ�
 *------------------------------------------
 */
int battle_weapon_attack( struct block_list *src,struct block_list *target,
	 unsigned int tick,int flag)
{
	struct map_session_data *sd = NULL, *tsd = NULL;
	struct status_change *sc, *tsc;
	int race, ele, damage,rdamage=0;
	struct Damage wd;

	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if (src->prev == NULL || target->prev == NULL)
		return 0;
	
	if(src->type == BL_PC)
		sd = (struct map_session_data *)src;

	if (target->type == BL_PC)
		tsd = (struct map_session_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;
	
	race = status_get_race(target);
	ele = status_get_elem_type(target);

	if(sd && (sd->status.weapon == 11 || sd->status.weapon == 17 || sd->status.weapon == 18
		|| sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) {
		if(sd->equip_index[10] >= 0) {
			if(battle_config.arrow_decrement)
				pc_delitem(sd,sd->equip_index[10],1,0);
		}
		else {
			clif_arrow_fail(sd,0);
			return 0;
		}
	}

	//Check for counter attacks that block your attack. [Skotlex]
	if(tsc)
	{
		if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
			(!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
			status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
		)	{
			int dir = map_calc_dir(target,src->x,src->y);
			int t_dir = status_get_dir(target);
			int dist = distance_bl(src, target);
			if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
			{
				int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
				clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
				clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
				status_change_end(target,SC_AUTOCOUNTER,-1);
				skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
				return 0;
			}
		}
		if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
			int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
			int duration = skill_get_time2(MO_BLADESTOP,skilllv);
			status_change_end(target, SC_BLADESTOP_WAIT, -1);
			clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
			sc_start4(target, SC_BLADESTOP, 100, skilllv, 2, (int)target, (int)src, duration);
			skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
			sc_start4(src, SC_BLADESTOP, 100, skilllv, 1, (int)src, (int)target, duration);
			return 0;
		}

	}
	//Recycled the damage variable rather than use a new one... [Skotlex]
	if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= MAX_WEAPON_TYPE) // triple blow works with bows ^^ [celest]
	{
		int triple_rate= 30 - damage; //Base Rate
		if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
		{
			triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
			status_change_end(src,SC_SKILLRATE_UP,-1);
		}
		if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
	}
	else if (sc && sc->data[SC_SACRIFICE].timer != -1)
		return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
			
	wd = battle_calc_weapon_attack(src,target, 0, 0,0);

	damage = wd.damage + wd.damage2;
	if (damage > 0 && src != target) {
		rdamage = battle_calc_return_damage(target, &damage, wd.flag);
		if (rdamage > 0) {
			clif_damage(src, src, tick, wd.amotion, wd.dmotion, rdamage, 1, 4, 0);
			//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
			skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
		}
	}

	clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
	//��?��?���ƃJ�^?[���nj��̃~�X�\��(���?���?`)
	if(sd && sd->status.weapon >= MAX_WEAPON_TYPE && wd.damage2 == 0)
		clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);

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

	map_freeblock_lock();

	battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, 0);

	if (wd.dmg_lv == ATK_DEF || damage > 0) //Added counter effect [Skotlex]
		skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
	if (!status_isdead(target) && damage > 0) {
		if (sd) {
			int boss = status_get_mode(target)&MD_BOSS;
			int rate = 0;
			if (sd->weapon_coma_ele[ele] > 0)
				rate += sd->weapon_coma_ele[ele];
			if (sd->weapon_coma_race[race] > 0)
				rate += sd->weapon_coma_race[race];
			if (sd->weapon_coma_race[boss?10:11] > 0)
				rate += sd->weapon_coma_race[boss?10:11];
			if (rate)
				status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
		}
	}

	if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
		int sp = 0, f = 0;
		int skillid = sc->data[SC_AUTOSPELL].val2;
		int skilllv = sc->data[SC_AUTOSPELL].val3;
		int i = rand()%100;
		if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
			i = 0; //Max chance, no skilllv reduction. [Skotlex]
		if (i >= 50) skilllv -= 2;
		else if (i >= 15) skilllv--;
		if (skilllv < 1) skilllv = 1;
		if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;

		if ((sd && sd->status.sp >= sp) || !sd) {
			switch (skill_get_casttype(skillid)) {
				case CAST_GROUND:
					f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
					break;
				case CAST_NODAMAGE:
					f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
					break;
				case CAST_DAMAGE:
					f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
					break;
			}
			if (sd && !f) { pc_heal(sd, 0, -sp); }
		}
	}
	if (sd) {
		if (wd.flag & BF_WEAPON && src != target && damage > 0) {
			int hp = 0, sp = 0;
			if (!battle_config.left_cardfix_to_right) { // ��?��?���J?[�h�̋z���n���ʂ��E��ɒlj����Ȃ�?�?�
				hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value);
				hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value);
				sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value);
				sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value);
			} else { // ��?��?���J?[�h�̋z���n���ʂ��E��ɒlj�����?�?�
				int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate;
				int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per;
				int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value;
				int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate;
				int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per;
				int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value;
				hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
				sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
			}
			if (hp && hp + sd->status.hp > sd->status.max_hp)
				hp = sd->status.max_hp - sd->status.hp;
			if (sp && sp + sd->status.sp > sd->status.max_sp)
				sp = sd->status.max_sp - sd->status.sp;
			
			if (hp || sp)
				pc_heal(sd, hp, sp);

			if (battle_config.show_hp_sp_drain)
			{	//Display gained values only when they are positive [Skotlex]
				if (hp > 0)
					clif_heal(sd->fd, SP_HP, hp);
				if (sp > 0)
					clif_heal(sd->fd, SP_SP, sp);
			}

			if (tsd && sd->sp_drain_type)
				pc_heal(tsd, 0, -sp);

			if (tsd && rand()%1000 < sd->sp_vanish_rate)
			{
				sp = tsd->status.sp * sd->sp_vanish_per/100;
				if (sp > 0)
					pc_heal(tsd, 0, -sp);

			}
		}
	}
	if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
		battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);

	if (tsc) {
		if (tsc->data[SC_POISONREACT].timer != -1 && 
			check_distance_bl(src, target, status_get_range(target)+1) &&
			status_check_skilluse(target, src, TF_POISON, 0)
		) {	//Poison React
			if (status_get_elem_type(src) == 5) {
				tsc->data[SC_POISONREACT].val2 = 0;
				skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
			} else {
				skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
				--tsc->data[SC_POISONREACT].val2;
			}
			if (tsc->data[SC_POISONREACT].val2 <= 0)
				status_change_end(target, SC_POISONREACT, -1);
		}
	}

	//SG_FUSION hp penalty [Komurka]
	if (sd && sc && sc->data[SC_FUSION].timer!=-1)
	{
		int hp=0;
		if(target->type == BL_PC)
		{
			hp = sd->status.max_hp * 8 / 100;
			if((sd->status.hp * 100/sd->status.max_hp) <= 20)
				hp = sd->status.hp;
		}else
			hp = sd->status.max_hp * 5 / 1000;
		pc_heal(sd,-hp,0);
	}

	map_freeblock_unlock();
	return wd.dmg_lv;
}

int battle_check_undead(int race,int element)
{
	if(battle_config.undead_detect_type == 0) {
		if(element == 9)
			return 1;
	}
	else if(battle_config.undead_detect_type == 1) {
		if(race == 1)
			return 1;
	}
	else {
		if(element == 9 || race == 1)
			return 1;
	}
	return 0;
}

/*==========================================
 * 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 is_duel = 0; //Duel flag (see pk-mode checks)
	int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
	struct block_list *s_bl= src, *t_bl= target;

	nullpo_retr(0, src);
	nullpo_retr(0, target);

	m = target->m;
	if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
	{	//No offensive stuff while in Basilica.
		if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
			map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
			return -1;
	}

	if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
	{
		struct skill_unit *su = (struct skill_unit *)target;
		if (!su->group)
			return 0;
		if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
		{	//Only a few skills can target traps...
			switch (battle_getcurrentskill(src))
			{
				case HT_REMOVETRAP:
				case AC_SHOWER:
				case WZ_HEAVENDRIVE:
					state |= BCT_ENEMY;
					strip_enemy = 0;
					break;
				default:
					return 0;
			}
		} else if (su->group->skill_id==WZ_ICEWALL)
		{	//Icewall can be hit by anything except skills.
			if (src->type == BL_SKILL)
				return 0;
			state |= BCT_ENEMY;
			strip_enemy = 0;
		} else	//Excepting traps and icewall, you should not be able to target skills.
			return 0;
		if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
			t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
	}

	switch (t_bl->type)
	{
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data *)t_bl;
			if (sd->invincible_timer != -1 || pc_isinvisible(sd))
				return -1; //Cannot be targeted yet.
			if (sd->state.monster_ignore && src->type == BL_MOB)
				return 0; //option to have monsters ignore GMs [Valaris]
			if (sd->special_state.killable && t_bl != s_bl)
			{
				state |= BCT_ENEMY; //Universal Victim
				strip_enemy = 0;
			}
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = (struct mob_data *)t_bl;
			if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
				return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
			if (md->special_state.ai == 2)
			{	//Mines are sort of universal enemies.
				state |= BCT_ENEMY;
				strip_enemy = 0;
			}
			if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
				t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
			break;
		}
		case BL_PET:
		{
			return 0; //Pets cannot be targetted.
		}
		case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
			break;
		default:	//Invalid target
			return 0;
	}

	if (src->type == 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;
		}
		if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
			s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
	}

	switch (s_bl->type)
	{
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data *) s_bl;
			if (sd->special_state.killer && s_bl != t_bl)
			{
				state |= BCT_ENEMY; //Is on a killing rampage :O
				strip_enemy = 0;
			} else
			if (sd->duel_group && // Duel [LuzZza]
				!((!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
				(!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
				if (t_bl->type == BL_PC && t_bl != s_bl &&
					(sd->duel_group == ((struct map_session_data *)t_bl)->duel_group))
				{
					state |= BCT_ENEMY;
					strip_enemy = 0;
					is_duel = 1;
				} else if (t_bl != s_bl) {
					// You can't target anything out of your duel
					return 0;
				}
			}
			if (map_flag_gvg(m) && !sd->status.guild_id &&
				t_bl->type == BL_MOB && ((struct mob_data *)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 = (struct mob_data *)s_bl;
			if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
				return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
			if (!md->special_state.ai) { //Normal mobs.
				if (t_bl->type == BL_MOB && !((struct mob_data*)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 && !((struct mob_data*)t_bl)->special_state.ai)
					state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
			}
			if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
				s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
			break;
		}
		case BL_PET:
		{
			struct pet_data *pd = (struct pet_data *)s_bl;
			if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
				return 0; //Pet may not attack non-mobs/items.
			if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY)
				return 0; //pet may not attack Guardians/Emperium
			if (t_bl->type != BL_PC)
				state |= BCT_ENEMY; //Stock enemy type.
			if (pd->msd)
				s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
			break;
		}
		case BL_SKILL: //Skill with no owner? Fishy, but let it through.
			break;
		default:	//Invalid source of attack?
			return 0;
	}
	
	if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
		if (target->type == BL_MOB || target->type == BL_PC)
			return 1;
		else
			return -1;
	} else if (flag == BCT_NOONE) //Why would someone use this? no clue.
		return -1;
	
	if (t_bl == s_bl)
	{	//No need for further testing.
		state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
		if (state&BCT_ENEMY && strip_enemy)
			state&=~BCT_ENEMY;
		return (flag&state)?1:-1;
	}
	
	if (map_flag_vs(m)) { //Check rivalry settings.
		if (flag&(BCT_PARTY|BCT_ENEMY)) {
			int s_party = status_get_party_id(s_bl);
			if (
				!(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
				!(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
				s_party && s_party == status_get_party_id(t_bl)
			)
				state |= BCT_PARTY;
			else
				state |= BCT_ENEMY;
		}
		if (flag&(BCT_GUILD|BCT_ENEMY)) {
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if (
				!(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
				s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
			)
				state |= BCT_GUILD;
			else
				state |= BCT_ENEMY;
		}
		if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
			s_bl->type == BL_PC && t_bl->type == BL_PC && !is_duel) //+check for duel [LuzZza]
		{	//Prevent novice engagement on pk_mode (feature by Valaris)
			struct map_session_data* sd = (struct map_session_data*)s_bl,
			  	*sd2 = (struct map_session_data*)t_bl;
			if (
				(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				sd->status.base_level < battle_config.pk_min_level ||
			  	sd2->status.base_level < battle_config.pk_min_level ||
				(battle_config.pk_level_range && (
					sd->status.base_level > sd2->status.base_level ?
					sd->status.base_level - sd2->status.base_level :
					sd2->status.base_level - sd->status.base_level )
			  		> battle_config.pk_level_range)
			)
				state&=~BCT_ENEMY;
		}
	} else { //Non pvp/gvg, check party/guild settings.
		if (flag&BCT_PARTY || state&BCT_ENEMY) {
			int s_party = status_get_party_id(s_bl);
			if(!is_duel && s_party && s_party == status_get_party_id(t_bl)) // +check for duel [LuzZza]
				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(!is_duel && s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))) //+check for duel [LuzZza]
				state |= BCT_GUILD;
		}
	}
	
	if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
		state = BCT_NEUTRAL;
	//Alliance state takes precedence over enemy one.
	else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
		state&=~BCT_ENEMY;

	return (flag&state)?1:-1;
}
/*==========================================
 * �˒�����
 *------------------------------------------
 */
int battle_check_range(struct block_list *src,struct block_list *bl,int range)
{
	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if(src->m != bl->m)	// �Ⴄ�}�b�v
		return 0;

	if (!check_distance_bl(src, bl, range))
		return 0;

	if(distance_bl(src, bl) < 3) //No need for path checking.
		return 1;

	// ?�Q������
	return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
}

/*==========================================
 * Return numerical value of a switch configuration (modified by [Yor])
 * on/off, english, fran�ais, deutsch, espa�ol
 *------------------------------------------
 */
int battle_config_switch(const char *str) {
	if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
		return 1;
	if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
		return 0;
	return atoi(str);
}

static const struct battle_data_short {
	const char *str;
	unsigned short *val;
} battle_data_short[] = {	//List here battle_athena options which are type unsigned short!
	{ "warp_point_debug",                  &battle_config.warp_point_debug			},
	{ "enemy_critical_rate",               &battle_config.enemy_critical_rate		},
	{ "enemy_str",                         &battle_config.enemy_str				},
	{ "enemy_perfect_flee",                &battle_config.enemy_perfect_flee		},
	{ "casting_rate",                      &battle_config.cast_rate				},
	{ "delay_rate",                        &battle_config.delay_rate				},
	{ "delay_dependon_dex",                &battle_config.delay_dependon_dex		},
	{ "skill_delay_attack_enable",         &battle_config.sdelay_attack_enable		},
	{ "left_cardfix_to_right",             &battle_config.left_cardfix_to_right	},
	{ "player_skill_add_range",            &battle_config.pc_skill_add_range		},
	{ "skill_out_range_consume",           &battle_config.skill_out_range_consume	},
	{ "monster_skill_add_range",           &battle_config.mob_skill_add_range		},
	{ "skillrange_by_distance",            &battle_config.skillrange_by_distance	},
	{ "skillrange_from_weapon",            &battle_config.use_weapon_skill_range  },
	{ "player_damage_delay_rate",          &battle_config.pc_damage_delay_rate		},
	{ "defunit_not_enemy",                 &battle_config.defnotenemy				},
	{ "gvg_traps_target_all",	            &battle_config.vs_traps_bctall			},
	{ "clear_skills_on_death",             &battle_config.clear_unit_ondeath },
	{ "random_monster_checklv",            &battle_config.random_monster_checklv	},
	{ "attribute_recover",                 &battle_config.attr_recover				},
	{ "flooritem_lifetime",                &battle_config.flooritem_lifetime		},
	{ "item_auto_get",                     &battle_config.item_auto_get			},
	{ "drop_rate0item",                    &battle_config.drop_rate0item			},
	{ "pvp_exp",                           &battle_config.pvp_exp		},
	{ "gtb_pvp_only",                      &battle_config.gtb_pvp_only		},
	{ "guild_max_castles",                 &battle_config.guild_max_castles		},
	{ "death_penalty_type",                &battle_config.death_penalty_type		},
	{ "death_penalty_base",                &battle_config.death_penalty_base		},
	{ "death_penalty_job",                 &battle_config.death_penalty_job		},
	{ "restart_hp_rate",                   &battle_config.restart_hp_rate			},
	{ "restart_sp_rate",                   &battle_config.restart_sp_rate			},
	{ "mvp_hp_rate",                       &battle_config.mvp_hp_rate				},
	{ "monster_hp_rate",                   &battle_config.monster_hp_rate			},
	{ "monster_max_aspd",                  &battle_config.monster_max_aspd			},
	{ "atcommand_gm_only",                 &battle_config.atc_gmonly				},
	{ "atcommand_spawn_quantity_limit",    &battle_config.atc_spawn_quantity_limit	},
	{ "atcommand_slave_clone_limit",       &battle_config.atc_slave_clone_limit},
	{ "gm_all_skill",                      &battle_config.gm_allskill				},
	{ "gm_all_skill_add_abra",	            &battle_config.gm_allskill_addabra		},
	{ "gm_all_equipment",                  &battle_config.gm_allequip				},
	{ "gm_skill_unconditional",            &battle_config.gm_skilluncond			},
	{ "gm_join_chat",                      &battle_config.gm_join_chat				},
	{ "gm_kick_chat",                      &battle_config.gm_kick_chat				},
	{ "player_skillfree",                  &battle_config.skillfree				},
	{ "player_skillup_limit",              &battle_config.skillup_limit			},
	{ "weapon_produce_rate",               &battle_config.wp_rate					},
	{ "potion_produce_rate",               &battle_config.pp_rate					},
	{ "monster_active_enable",             &battle_config.monster_active_enable	},
	{ "monster_damage_delay_rate",         &battle_config.monster_damage_delay_rate},
	{ "monster_loot_type",                 &battle_config.monster_loot_type		},
//	{ "mob_skill_use",                     &battle_config.mob_skill_use			},	//Deprecated
	{ "mob_skill_rate",                    &battle_config.mob_skill_rate			},
	{ "mob_skill_delay",                   &battle_config.mob_skill_delay			},
	{ "mob_count_rate",                    &battle_config.mob_count_rate			},
	{ "mob_spawn_delay",                   &battle_config.mob_spawn_delay			},
	{ "no_spawn_on_player",                &battle_config.no_spawn_on_player	},
	{ "plant_spawn_delay",                 &battle_config.plant_spawn_delay			},
	{ "boss_spawn_delay",                  &battle_config.boss_spawn_delay			},
	{ "slaves_inherit_speed",              &battle_config.slaves_inherit_speed		},
	{ "summons_inherit_effects",           &battle_config.summons_inherit_effects	},
	{ "pc_damage_walk_delay_rate",         &battle_config.pc_walk_delay_rate		},
	{ "damage_walk_delay_rate",            &battle_config.walk_delay_rate		},
	{ "multihit_delay",                    &battle_config.multihit_delay			},
	{ "quest_skill_learn",                 &battle_config.quest_skill_learn		},
	{ "quest_skill_reset",                 &battle_config.quest_skill_reset		},
	{ "basic_skill_check",                 &battle_config.basic_skill_check		},
	{ "guild_emperium_check",              &battle_config.guild_emperium_check		},
	{ "guild_exp_rate",                    &battle_config.guild_exp_rate			},
	{ "guild_exp_limit",                   &battle_config.guild_exp_limit			},
	{ "player_invincible_time",            &battle_config.pc_invincible_time		},
	{ "pet_catch_rate",                    &battle_config.pet_catch_rate			},
	{ "pet_rename",                        &battle_config.pet_rename				},
	{ "pet_friendly_rate",                 &battle_config.pet_friendly_rate		},
	{ "pet_hungry_delay_rate",             &battle_config.pet_hungry_delay_rate	},
	{ "pet_hungry_friendly_decrease",      &battle_config.pet_hungry_friendly_decrease},
	{ "pet_str",                           &battle_config.pet_str					},
	{ "pet_status_support",                &battle_config.pet_status_support		},
	{ "pet_attack_support",                &battle_config.pet_attack_support		},
	{ "pet_damage_support",                &battle_config.pet_damage_support		},
	{ "pet_support_min_friendly",          &battle_config.pet_support_min_friendly	},
	{ "pet_support_rate",                  &battle_config.pet_support_rate			},
	{ "pet_attack_exp_to_master",          &battle_config.pet_attack_exp_to_master	},
	{ "pet_attack_exp_rate",               &battle_config.pet_attack_exp_rate	 },
	{ "pet_lv_rate",                       &battle_config.pet_lv_rate				},	//Skotlex
	{ "pet_max_stats",                     &battle_config.pet_max_stats				},	//Skotlex
	{ "pet_max_atk1",                      &battle_config.pet_max_atk1				},	//Skotlex
	{ "pet_max_atk2",                      &battle_config.pet_max_atk2				},	//Skotlex
	{ "pet_disable_in_gvg",                        &battle_config.pet_no_gvg					},	//Skotlex
	{ "skill_min_damage",                  &battle_config.skill_min_damage			},
	{ "finger_offensive_type",             &battle_config.finger_offensive_type	},
	{ "heal_exp",                          &battle_config.heal_exp					},
	{ "resurrection_exp",                  &battle_config.resurrection_exp			},
	{ "shop_exp",                          &battle_config.shop_exp					},
	{ "combo_delay_rate",                  &battle_config.combo_delay_rate			},
	{ "item_check",                        &battle_config.item_check				},
	{ "item_use_interval",                 &battle_config.item_use_interval	},
	{ "wedding_modifydisplay",             &battle_config.wedding_modifydisplay	},
	{ "wedding_ignorepalette",             &battle_config.wedding_ignorepalette	},	//[Skotlex]
	{ "xmas_ignorepalette",                &battle_config.xmas_ignorepalette	},	// [Valaris]
	{ "natural_heal_weight_rate",          &battle_config.natural_heal_weight_rate	},
	{ "item_name_override_grffile",        &battle_config.item_name_override_grffile},
	{ "item_equip_override_grffile",       &battle_config.item_equip_override_grffile},	// [Celest]
	{ "item_slots_override_grffile",       &battle_config.item_slots_override_grffile},	// [Celest]
	{ "indoors_override_grffile",          &battle_config.indoors_override_grffile},	// [Celest]
	{ "skill_sp_override_grffile",         &battle_config.skill_sp_override_grffile},	// [Celest]
	{ "cardillust_read_grffile",           &battle_config.cardillust_read_grffile},	// [Celest]
	{ "arrow_decrement",                   &battle_config.arrow_decrement			},
	{ "max_aspd",                          &battle_config.max_aspd					},
	{ "max_walk_speed",                    &battle_config.max_walk_speed			},
	{ "max_lv",                            &battle_config.max_lv					},
	{ "aura_lv",                           &battle_config.aura_lv					},
	{ "max_parameter",                     &battle_config.max_parameter			},
	{ "max_baby_parameter",                &battle_config.max_baby_parameter	},
	{ "max_def",                           &battle_config.max_def					},
	{ "over_def_bonus",                    &battle_config.over_def_bonus			},
	{ "player_skill_log",                  &battle_config.pc_skill_log			},
	{ "monster_skill_log",                 &battle_config.mob_skill_log			},
	{ "battle_log",                        &battle_config.battle_log				},
	{ "save_log",                          &battle_config.save_log					},
	{ "error_log",                         &battle_config.error_log				},
	{ "etc_log",                           &battle_config.etc_log					},
	{ "save_clothcolor",                   &battle_config.save_clothcolor			},
	{ "undead_detect_type",                &battle_config.undead_detect_type		},
	{ "player_auto_counter_type",          &battle_config.pc_auto_counter_type		},
	{ "monster_auto_counter_type",         &battle_config.monster_auto_counter_type},
	{ "min_hitrate",                       &battle_config.min_hitrate	},
	{ "max_hitrate",                       &battle_config.max_hitrate	},
	{ "agi_penalty_type",                  &battle_config.agi_penalty_type			},
	{ "agi_penalty_count",                 &battle_config.agi_penalty_count			},
	{ "agi_penalty_num",                   &battle_config.agi_penalty_num			},
	{ "agi_penalty_count_lv",              &battle_config.agi_penalty_count_lv		},
	{ "vit_penalty_type",                  &battle_config.vit_penalty_type			},
	{ "vit_penalty_count",                 &battle_config.vit_penalty_count			},
	{ "vit_penalty_num",                   &battle_config.vit_penalty_num			},
	{ "vit_penalty_count_lv",              &battle_config.vit_penalty_count_lv		},
	{ "player_defense_type",               &battle_config.player_defense_type		},
	{ "monster_defense_type",              &battle_config.monster_defense_type		},
	{ "pet_defense_type",                  &battle_config.pet_defense_type			},
	{ "magic_defense_type",                &battle_config.magic_defense_type		},
	{ "player_skill_reiteration",          &battle_config.pc_skill_reiteration		},
	{ "monster_skill_reiteration",         &battle_config.monster_skill_reiteration},
	{ "player_skill_nofootset",            &battle_config.pc_skill_nofootset		},
	{ "monster_skill_nofootset",           &battle_config.monster_skill_nofootset	},
	{ "player_cloak_check_type",           &battle_config.pc_cloak_check_type		},
	{ "monster_cloak_check_type",          &battle_config.monster_cloak_check_type	},
	{ "sense_type",                        &battle_config.estimation_type },
	{ "gvg_short_attack_damage_rate",      &battle_config.gvg_short_damage_rate	},
	{ "gvg_long_attack_damage_rate",       &battle_config.gvg_long_damage_rate		},
	{ "gvg_weapon_attack_damage_rate",     &battle_config.gvg_weapon_damage_rate	},
	{ "gvg_magic_attack_damage_rate",      &battle_config.gvg_magic_damage_rate	},
	{ "gvg_misc_attack_damage_rate",       &battle_config.gvg_misc_damage_rate		},
	{ "gvg_flee_penalty",                  &battle_config.gvg_flee_penalty			},
	{ "mob_changetarget_byskill",          &battle_config.mob_changetarget_byskill},
	{ "player_attack_direction_change",    &battle_config.pc_attack_direction_change },
	{ "monster_attack_direction_change",   &battle_config.monster_attack_direction_change },
	{ "player_land_skill_limit",           &battle_config.pc_land_skill_limit		},
	{ "monster_land_skill_limit",          &battle_config.monster_land_skill_limit},
	{ "party_skill_penalty",               &battle_config.party_skill_penalty		},
	{ "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
	{ "produce_item_name_input",           &battle_config.produce_item_name_input	},
	{ "produce_potion_name_input",         &battle_config.produce_potion_name_input},
	{ "making_arrow_name_input",           &battle_config.making_arrow_name_input	},
	{ "holywater_name_input",              &battle_config.holywater_name_input		},
	{ "cdp_name_input",                    &battle_config.cdp_name_input		},
	{ "display_delay_skill_fail",          &battle_config.display_delay_skill_fail	},
	{ "display_snatcher_skill_fail",       &battle_config.display_snatcher_skill_fail	},
	{ "chat_warpportal",                   &battle_config.chat_warpportal			},
	{ "mob_warpportal",                    &battle_config.mob_warpportal			},
	{ "dead_branch_active",                &battle_config.dead_branch_active			},
	{ "show_steal_in_same_party",          &battle_config.show_steal_in_same_party		},
	{ "show_party_share_picker",           &battle_config.party_show_share_picker },
	{ "party_item_share_type",             &battle_config.party_share_type },
	{ "pet_attack_attr_none",              &battle_config.pet_attack_attr_none		},
	{ "mob_attack_attr_none",              &battle_config.mob_attack_attr_none		},
	{ "mob_ghostring_fix",                 &battle_config.mob_ghostring_fix		},
	{ "pc_attack_attr_none",               &battle_config.pc_attack_attr_none		},
	{ "gx_allhit",                         &battle_config.gx_allhit				},
	{ "gx_disptype",                       &battle_config.gx_disptype				},
	{ "devotion_level_difference",         &battle_config.devotion_level_difference	},
	{ "player_skill_partner_check",        &battle_config.player_skill_partner_check},
	{ "hide_GM_session",                   &battle_config.hide_GM_session			},
	{ "invite_request_check",              &battle_config.invite_request_check		},
	{ "skill_removetrap_type",             &battle_config.skill_removetrap_type	},
	{ "disp_experience",                   &battle_config.disp_experience			},
	{ "disp_zeny",                         &battle_config.disp_zeny				},
	{ "castle_defense_rate",               &battle_config.castle_defense_rate		},
	{ "hp_rate",                           &battle_config.hp_rate					},
	{ "sp_rate",                           &battle_config.sp_rate					},
	{ "gm_cant_drop_min_lv",                    &battle_config.gm_cant_drop_min_lv			},
	{ "gm_cant_drop_max_lv",                    &battle_config.gm_cant_drop_max_lv			},
	{ "disp_hpmeter",                      &battle_config.disp_hpmeter				},
	{ "bone_drop",		                   &battle_config.bone_drop				},
	{ "buyer_name",                        &battle_config.buyer_name		},
	{ "skill_wall_check",                  &battle_config.skill_wall_check     },
	{ "cell_stack_limit",                  &battle_config.cell_stack_limit     },
// eAthena additions
	{ "item_logarithmic_drops",            &battle_config.logarithmic_drops	},
	{ "item_drop_common_min",              &battle_config.item_drop_common_min	},	// Added by TyrNemesis^
	{ "item_drop_common_max",              &battle_config.item_drop_common_max	},
	{ "item_drop_equip_min",               &battle_config.item_drop_equip_min	},
	{ "item_drop_equip_max",               &battle_config.item_drop_equip_max	},
	{ "item_drop_card_min",                &battle_config.item_drop_card_min	},
	{ "item_drop_card_max",                &battle_config.item_drop_card_max	},
	{ "item_drop_mvp_min",                 &battle_config.item_drop_mvp_min	},
	{ "item_drop_mvp_max",                 &battle_config.item_drop_mvp_max	},	// End Addition
	{ "item_drop_heal_min",                &battle_config.item_drop_heal_min },
	{ "item_drop_heal_max",                &battle_config.item_drop_heal_max },
	{ "item_drop_use_min",                 &battle_config.item_drop_use_min },
	{ "item_drop_use_max",                 &battle_config.item_drop_use_max },
	{ "item_drop_add_min",                 &battle_config.item_drop_adddrop_min },
	{ "item_drop_add_max",                 &battle_config.item_drop_adddrop_max },
	{ "item_drop_treasure_min",            &battle_config.item_drop_treasure_min },
	{ "item_drop_treasure_max",            &battle_config.item_drop_treasure_max },
	{ "prevent_logout",                    &battle_config.prevent_logout		},	// Added by RoVeRT
	{ "alchemist_summon_reward",           &battle_config.alchemist_summon_reward	},	// [Valaris]
	{ "drops_by_luk",                      &battle_config.drops_by_luk	},	// [Valaris]
	{ "drops_by_luk2",                     &battle_config.drops_by_luk2	},	// [Skotlex]
	{ "equip_natural_break_rate",          &battle_config.equip_natural_break_rate	},
	{ "equip_self_break_rate",             &battle_config.equip_self_break_rate	},
	{ "equip_skill_break_rate",            &battle_config.equip_skill_break_rate	},
	{ "pk_mode",                           &battle_config.pk_mode			},  	// [Valaris]
	{ "pk_level_range",                    &battle_config.pk_level_range	},
	{ "manner_system",                     &battle_config.manner_system		},  	// [Komurka]
	{ "pet_equip_required",                &battle_config.pet_equip_required	},	// [Valaris]
	{ "multi_level_up",                    &battle_config.multi_level_up		}, // [Valaris]
	{ "max_exp_gain_rate",                 &battle_config.max_exp_gain_rate	}, // [Skotlex]
	{ "backstab_bow_penalty",              &battle_config.backstab_bow_penalty	},
	{ "night_at_start",                    &battle_config.night_at_start	}, // added by [Yor]
	{ "show_mob_hp",                       &battle_config.show_mob_hp	}, // [Valaris]
	{ "ban_spoof_namer",                   &battle_config.ban_spoof_namer	}, // added by [Yor]
	{ "hack_info_GM_level",                &battle_config.hack_info_GM_level	}, // added by [Yor]
	{ "any_warp_GM_min_level",             &battle_config.any_warp_GM_min_level	}, // added by [Yor]
	{ "packet_ver_flag",                   &battle_config.packet_ver_flag	}, // added by [Yor]
	{ "min_hair_style",                    &battle_config.min_hair_style	}, // added by [MouseJstr]
	{ "max_hair_style",                    &battle_config.max_hair_style	}, // added by [MouseJstr]
	{ "min_hair_color",                    &battle_config.min_hair_color	}, // added by [MouseJstr]
	{ "max_hair_color",                    &battle_config.max_hair_color	}, // added by [MouseJstr]
	{ "min_cloth_color",                   &battle_config.min_cloth_color	}, // added by [MouseJstr]
	{ "max_cloth_color",                   &battle_config.max_cloth_color	}, // added by [MouseJstr]
	{ "pet_hair_style",                    &battle_config.pet_hair_style	}, // added by [Skotlex]
	{ "castrate_dex_scale",                &battle_config.castrate_dex_scale	}, // added by [MouseJstr]
	{ "area_size",                         &battle_config.area_size	}, // added by [MouseJstr]
	{ "muting_players",                    &battle_config.muting_players}, // added by [Apple]
	{ "zeny_from_mobs",                    &battle_config.zeny_from_mobs}, // [Valaris]
	{ "mobs_level_up",                     &battle_config.mobs_level_up}, // [Valaris]
	{ "mobs_level_up_exp_rate",		   &battle_config.mobs_level_up_exp_rate}, // [Valaris]
	{ "pk_min_level",                      &battle_config.pk_min_level}, // [celest]
	{ "skill_steal_type",                  &battle_config.skill_steal_type}, // [celest]
	{ "skill_steal_rate",                  &battle_config.skill_steal_rate}, // [celest]
//	{ "night_darkness_level",              &battle_config.night_darkness_level}, // [celest]
	{ "motd_type",                         &battle_config.motd_type}, // [celest]
	{ "allow_atcommand_when_mute",         &battle_config.allow_atcommand_when_mute}, // [celest]
	{ "finding_ore_rate",                  &battle_config.finding_ore_rate}, // [celest]
	{ "exp_calc_type",                     &battle_config.exp_calc_type}, // [celest]
	{ "min_skill_delay_limit",             &battle_config.min_skill_delay_limit}, // [celest]
	{ "require_glory_guild",               &battle_config.require_glory_guild}, // [celest]
	{ "idle_no_share",                     &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
	{ "party_even_share_bonus",            &battle_config.party_even_share_bonus}, 
	{ "delay_battle_damage",               &battle_config.delay_battle_damage}, // [celest]
	{ "display_version",	                  &battle_config.display_version}, // [Ancyker], for a feature by...?
	{ "who_display_aid",	                  &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
	{ "display_hallucination",             &battle_config.display_hallucination}, // [Skotlex]
	{ "use_statpoint_table",               &battle_config.use_statpoint_table}, // [Skotlex]
	{ "ignore_items_gender",               &battle_config.ignore_items_gender}, // [Lupus]
	{ "copyskill_restrict",		       &battle_config.copyskill_restrict}, // [Aru]
	{ "berserk_cancels_buffs",		&battle_config.berserk_cancels_buffs}, // [Aru]

	{ "debuff_on_logout",                  &battle_config.debuff_on_logout},
	{ "monster_ai",                        &battle_config.mob_ai},
	{ "dynamic_mobs",                      &battle_config.dynamic_mobs},
	{ "mob_remove_damaged",                &battle_config.mob_remove_damaged},
	{ "show_hp_sp_drain",                  &battle_config.show_hp_sp_drain}, // [Skotlex]
	{ "show_hp_sp_gain",                   &battle_config.show_hp_sp_gain}, // [Skotlex]
	{ "mob_npc_event_type",                &battle_config.mob_npc_event_type},
	{ "mob_clear_delay",                   &battle_config.mob_clear_delay}, // [Valaris]
	{ "character_size",						&battle_config.character_size}, // [Lupus]
	{ "mob_max_skilllvl",				&battle_config.mob_max_skilllvl}, // [Lupus]
	{ "retaliate_to_master",			&battle_config.retaliate_to_master}, // [Skotlex]
	{ "rare_drop_announce",				&battle_config.rare_drop_announce}, // [Lupus]
	{ "firewall_hits_on_undead",			&battle_config.firewall_hits_on_undead}, // [Skotlex]
	{ "title_lvl1",				&battle_config.title_lvl1}, // [Lupus]
	{ "title_lvl2",				&battle_config.title_lvl2}, // [Lupus]
	{ "title_lvl3",				&battle_config.title_lvl3}, // [Lupus]
	{ "title_lvl4",				&battle_config.title_lvl4}, // [Lupus]
	{ "title_lvl5",				&battle_config.title_lvl5}, // [Lupus]
	{ "title_lvl6",				&battle_config.title_lvl6}, // [Lupus]
	{ "title_lvl7",				&battle_config.title_lvl7}, // [Lupus]
	{ "title_lvl8",				&battle_config.title_lvl8}, // [Lupus]
	
	{ "duel_enable",						&battle_config.duel_enable}, // [LuzZza]
	{ "duel_allow_pvp",						&battle_config.duel_allow_pvp}, // [LuzZza]
	{ "duel_allow_gvg",						&battle_config.duel_allow_gvg}, // [LuzZza]
	{ "duel_allow_teleport",				&battle_config.duel_allow_teleport}, // [LuzZza]
	{ "duel_autoleave_when_die",			&battle_config.duel_autoleave_when_die}, //[LuzZza]
	{ "duel_time_interval",					&battle_config.duel_time_interval}, // [LuzZza]
	
	{ "skip_teleport_lv1_menu",			&battle_config.skip_teleport_lv1_menu}, // [LuzZza]
	{ "allow_skill_without_day",			&battle_config.allow_skill_without_day}, // [Komurka]
	{ "allow_es_magic_player",				&battle_config.allow_es_magic_pc },
	{ "skill_caster_check",					&battle_config.skill_caster_check },
	{ "status_cast_cancel",					&battle_config.sc_castcancel },
	{ "pc_status_def_rate",					&battle_config.pc_sc_def_rate },
	{ "mob_status_def_rate",				&battle_config.mob_sc_def_rate },
	{ "pc_max_status_def",					&battle_config.pc_max_sc_def },
	{ "mob_max_status_def",					&battle_config.mob_max_sc_def },
	{ "sg_miracle_skill_ratio",				&battle_config.sg_miracle_skill_ratio },
	{ "autospell_stacking", 				&battle_config.autospell_stacking },
};

static const struct battle_data_int {
	const char *str;
	int *val;
} battle_data_int[] = {	//List here battle_athena options which are type int!
	{ "item_first_get_time",               &battle_config.item_first_get_time		},
	{ "item_second_get_time",              &battle_config.item_second_get_time		},
	{ "item_third_get_time",               &battle_config.item_third_get_time		},
	{ "mvp_item_first_get_time",           &battle_config.mvp_item_first_get_time	},
	{ "mvp_item_second_get_time",          &battle_config.mvp_item_second_get_time	},
	{ "mvp_item_third_get_time",           &battle_config.mvp_item_third_get_time	},
	{ "base_exp_rate",                     &battle_config.base_exp_rate			},
	{ "job_exp_rate",                      &battle_config.job_exp_rate				},
	{ "zeny_penalty",                      &battle_config.zeny_penalty				},
	{ "mvp_exp_rate",                      &battle_config.mvp_exp_rate				},
	{ "natural_healhp_interval",           &battle_config.natural_healhp_interval	},
	{ "natural_healsp_interval",           &battle_config.natural_healsp_interval	},
	{ "natural_heal_skill_interval",       &battle_config.natural_heal_skill_interval},
	{ "max_hp",                            &battle_config.max_hp					},
	{ "max_sp",                            &battle_config.max_sp					},
	{ "max_cart_weight",                   &battle_config.max_cart_weight			},
	{ "gvg_eliminate_time",                &battle_config.gvg_eliminate_time		},
	{ "vending_max_value",                 &battle_config.vending_max_value		},
// eAthena additions
	{ "item_rate_mvp",                     &battle_config.item_rate_mvp		},
	{ "item_rate_common",                  &battle_config.item_rate_common	},	// Added by RoVeRT
	{ "item_rate_equip",                   &battle_config.item_rate_equip	},
	{ "item_rate_card",                    &battle_config.item_rate_card	},	// End Addition
	{ "item_rate_heal",                    &battle_config.item_rate_heal	},	// Added by Valaris
	{ "item_rate_use",                     &battle_config.item_rate_use	},	// End
	{ "item_rate_adddrop",                 &battle_config.item_rate_adddrop	},	// End
	{ "item_rate_treasure",                &battle_config.item_rate_treasure }, // End
	{ "day_duration",                      &battle_config.day_duration	}, // added by [Yor]
	{ "night_duration",                    &battle_config.night_duration	}, // added by [Yor]
	{ "mob_remove_delay",                  &battle_config.mob_remove_delay	},
	{ "sg_miracle_skill_duration",				&battle_config.sg_miracle_skill_duration },

};

int battle_set_value(char *w1, char *w2) {
	int i;
	for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
		if (strcmpi(w1, battle_data_short[i].str) == 0) {
			* battle_data_short[i].val = battle_config_switch(w2);
			return 1;
		}
	for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
		if (strcmpi(w1, battle_data_int[i].str) == 0) {
			*battle_data_int[i].val = battle_config_switch(w2);
			return 1;
		}
/*			
                  int val =  battle_config_switch(w2);
                  switch(battle_data[i].size) {
                  case 1:
                    *((unsigned char *) battle_data[i].val) = val;
                    break;
                  case 2:
                    *((unsigned short *) battle_data[i].val) = val;
                    break;
                  case 4:
                    *((unsigned int *) battle_data[i].val) = val;
                    break;
                  }
                  return 1;
		}
*/
	return 0;
}

void battle_set_defaults() {
	battle_config.warp_point_debug=0;
	battle_config.enemy_critical_rate=0;
	battle_config.enemy_str=1;
	battle_config.enemy_perfect_flee=0;
	battle_config.cast_rate=100;
	battle_config.delay_rate=100;
	battle_config.delay_dependon_dex=0;
	battle_config.sdelay_attack_enable=0;
	battle_config.left_cardfix_to_right=0;
	battle_config.pc_skill_add_range=0;
	battle_config.skill_out_range_consume=1;
	battle_config.mob_skill_add_range=0;
	battle_config.skillrange_by_distance=6;
	battle_config.use_weapon_skill_range=0;
	battle_config.pc_damage_delay_rate=100;
	battle_config.defnotenemy=0;
	battle_config.vs_traps_bctall=1;
	battle_config.clear_unit_ondeath=1;
	battle_config.random_monster_checklv=1;
	battle_config.attr_recover=1;
	battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
	battle_config.item_auto_get=0;
	battle_config.item_first_get_time=3000;
	battle_config.item_second_get_time=1000;
	battle_config.item_third_get_time=1000;
	battle_config.mvp_item_first_get_time=10000;
	battle_config.mvp_item_second_get_time=10000;
	battle_config.mvp_item_third_get_time=2000;

	battle_config.drop_rate0item=0;
	battle_config.base_exp_rate=100;
	battle_config.job_exp_rate=100;
	battle_config.pvp_exp=1;
	battle_config.gtb_pvp_only=0;
	battle_config.death_penalty_type=0;
	battle_config.death_penalty_base=0;
	battle_config.death_penalty_job=0;
	battle_config.zeny_penalty=0;
	battle_config.restart_hp_rate=0;
	battle_config.restart_sp_rate=0;
	battle_config.mvp_exp_rate=100;
	battle_config.mvp_hp_rate=100;
	battle_config.monster_hp_rate=100;
	battle_config.monster_max_aspd=199;
	battle_config.atc_gmonly=0;
	battle_config.atc_spawn_quantity_limit=0;
	battle_config.atc_slave_clone_limit=0;
	battle_config.gm_allskill=0;
	battle_config.gm_allequip=0;
	battle_config.gm_skilluncond=0;
	battle_config.gm_join_chat=0;
	battle_config.gm_kick_chat=0;
	battle_config.guild_max_castles=0;
	battle_config.skillfree = 0;
	battle_config.skillup_limit = 0;
	battle_config.wp_rate=100;
	battle_config.pp_rate=100;
	battle_config.monster_active_enable=1;
	battle_config.monster_damage_delay_rate=100;
	battle_config.monster_loot_type=0;
//	battle_config.mob_skill_use=1;
	battle_config.mob_skill_rate=100;
	battle_config.mob_skill_delay=100;
	battle_config.mob_count_rate=100;
	battle_config.mob_spawn_delay=100;
	battle_config.no_spawn_on_player=0;
	battle_config.plant_spawn_delay=100;
	battle_config.boss_spawn_delay=100;
	battle_config.slaves_inherit_speed=1;
 	battle_config.summons_inherit_effects=1; 
	battle_config.pc_walk_delay_rate=20;
	battle_config.walk_delay_rate=100;
	battle_config.multihit_delay=230;
	battle_config.quest_skill_learn=0;
	battle_config.quest_skill_reset=1;
	battle_config.basic_skill_check=1;
	battle_config.guild_emperium_check=1;
	battle_config.guild_exp_limit=50;
	battle_config.guild_exp_rate=100;
	battle_config.pc_invincible_time = 5000;
	battle_config.pet_catch_rate=100;
	battle_config.pet_rename=0;
	battle_config.pet_friendly_rate=100;
	battle_config.pet_hungry_delay_rate=100;
	battle_config.pet_hungry_friendly_decrease=5;
	battle_config.pet_str=1;
	battle_config.pet_status_support=0;
	battle_config.pet_attack_support=0;
	battle_config.pet_damage_support=0;
	battle_config.pet_support_min_friendly=900;
	battle_config.pet_support_rate=100;
	battle_config.pet_attack_exp_to_master=0;
	battle_config.pet_attack_exp_rate=100;
	battle_config.pet_lv_rate=0;	//Skotlex
	battle_config.pet_max_stats=99;	//Skotlex
	battle_config.pet_max_atk1=750;	//Skotlex
	battle_config.pet_max_atk2=1000;	//Skotlex
	battle_config.pet_no_gvg=0;	//Skotlex
	battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
	battle_config.finger_offensive_type=0;
	battle_config.heal_exp=0;
	battle_config.resurrection_exp=0;
	battle_config.shop_exp=0;
	battle_config.combo_delay_rate=100;
	battle_config.item_check=1;
	battle_config.item_use_interval=500;
	battle_config.wedding_modifydisplay=0;
	battle_config.wedding_ignorepalette=0;
	battle_config.xmas_ignorepalette=0; // [Valaris]
	battle_config.natural_healhp_interval=6000;
	battle_config.natural_healsp_interval=8000;
	battle_config.natural_heal_skill_interval=10000;
	battle_config.natural_heal_weight_rate=50;
	battle_config.item_name_override_grffile=1;
	battle_config.item_equip_override_grffile=0;	// [Celest]
	battle_config.item_slots_override_grffile=0;	// [Celest]
	battle_config.indoors_override_grffile=0;	// [Celest]
	battle_config.skill_sp_override_grffile=0;	// [Celest]
	battle_config.cardillust_read_grffile=0;	// [Celest]
	battle_config.arrow_decrement=1;
	battle_config.max_aspd = 199;
	battle_config.max_walk_speed = 300;
	battle_config.max_hp = 32500;
	battle_config.max_sp = 32500;
	battle_config.max_lv = 99; // [MouseJstr]
	battle_config.aura_lv = 99; // [Skotlex]
	battle_config.max_parameter = 99;
	battle_config.max_baby_parameter = 80;
	battle_config.max_cart_weight = 8000;
	battle_config.max_def = 99;	// [Skotlex]
	battle_config.over_def_bonus = 0;	// [Skotlex]
	battle_config.pc_skill_log = 0;
	battle_config.mob_skill_log = 0;
	battle_config.battle_log = 0;
	battle_config.save_log = 0;
	battle_config.error_log = 1;
	battle_config.etc_log = 1;
	battle_config.save_clothcolor = 0;
	battle_config.undead_detect_type = 0;
	battle_config.pc_auto_counter_type = 1;
	battle_config.monster_auto_counter_type = 1;
	battle_config.min_hitrate = 5;
	battle_config.max_hitrate = 95;
	battle_config.agi_penalty_type = 1;
	battle_config.agi_penalty_count = 3;
	battle_config.agi_penalty_num = 10;
	battle_config.agi_penalty_count_lv = ATK_FLEE;
	battle_config.vit_penalty_type = 1;
	battle_config.vit_penalty_count = 3;
	battle_config.vit_penalty_num = 5;
	battle_config.vit_penalty_count_lv = ATK_DEF;
	battle_config.player_defense_type = 0;
	battle_config.monster_defense_type = 0;
	battle_config.pet_defense_type = 0;
	battle_config.magic_defense_type = 0;
	battle_config.pc_skill_reiteration = 0;
	battle_config.monster_skill_reiteration = 0;
	battle_config.pc_skill_nofootset = 0;
	battle_config.monster_skill_nofootset = 0;
	battle_config.pc_cloak_check_type = 1;
	battle_config.monster_cloak_check_type = 0;
	battle_config.estimation_type = 3;
	battle_config.gvg_short_damage_rate = 100;
	battle_config.gvg_long_damage_rate = 75;
	battle_config.gvg_weapon_damage_rate = 60;
	battle_config.gvg_magic_damage_rate = 50;
	battle_config.gvg_misc_damage_rate = 60;
	battle_config.gvg_flee_penalty = 20;
	battle_config.gvg_eliminate_time = 7000;
	battle_config.mob_changetarget_byskill = 0;
	battle_config.pc_attack_direction_change = 1;
	battle_config.monster_attack_direction_change = 1;
	battle_config.pc_land_skill_limit = 1;
	battle_config.monster_land_skill_limit = 1;
	battle_config.party_skill_penalty = 1;
	battle_config.monster_class_change_full_recover = 0;
	battle_config.produce_item_name_input = 1;
	battle_config.produce_potion_name_input = 1;
	battle_config.making_arrow_name_input = 1;
	battle_config.holywater_name_input = 1;
	battle_config.cdp_name_input = 1;
	battle_config.display_delay_skill_fail = 1;
	battle_config.display_snatcher_skill_fail = 1;
	battle_config.chat_warpportal = 0;
	battle_config.mob_warpportal = 0;
	battle_config.dead_branch_active = 0;
	battle_config.vending_max_value = 10000000;
	battle_config.show_steal_in_same_party = 0;
	battle_config.party_share_type = 0;
	battle_config.party_show_share_picker = 0;
	battle_config.pet_attack_attr_none = 0;
	battle_config.pc_attack_attr_none = 0;
	battle_config.mob_attack_attr_none = 0;
	battle_config.mob_ghostring_fix = 1;
	battle_config.gx_allhit = 1;
	battle_config.gx_disptype = 1;
	battle_config.devotion_level_difference = 10;
	battle_config.player_skill_partner_check = 1;
	battle_config.hide_GM_session = 0;
	battle_config.invite_request_check = 1;
	battle_config.skill_removetrap_type = 0;
	battle_config.disp_experience = 0;
	battle_config.disp_zeny = 0;
	battle_config.castle_defense_rate = 100;
	battle_config.hp_rate = 100;
	battle_config.sp_rate = 100;
	battle_config.gm_cant_drop_min_lv = 1;
	battle_config.gm_cant_drop_max_lv = 0;
	battle_config.disp_hpmeter = 60;
	battle_config.skill_wall_check = 0;
	battle_config.cell_stack_limit = 1;
	battle_config.bone_drop = 0;
	battle_config.buyer_name = 1;

// eAthena additions
	battle_config.item_rate_mvp=100;
	battle_config.item_rate_common = 100;
	battle_config.item_rate_equip = 100;
	battle_config.item_rate_card = 100;
	battle_config.item_rate_heal = 100;		// Added by Valaris
	battle_config.item_rate_use = 100;		// End
	battle_config.item_rate_adddrop = 100;
	battle_config.item_rate_treasure = 100;
	battle_config.logarithmic_drops = 0;
	battle_config.item_drop_common_min=1;	// Added by TyrNemesis^
	battle_config.item_drop_common_max=10000;
	battle_config.item_drop_equip_min=1;
	battle_config.item_drop_equip_max=10000;
	battle_config.item_drop_card_min=1;
	battle_config.item_drop_card_max=10000;
	battle_config.item_drop_mvp_min=1;
	battle_config.item_drop_mvp_max=10000;	// End Addition
	battle_config.item_drop_heal_min=1;		// Added by Valaris
	battle_config.item_drop_heal_max=10000;
	battle_config.item_drop_use_min=1;
	battle_config.item_drop_use_max=10000;	// End
	battle_config.item_drop_adddrop_min=1;
	battle_config.item_drop_adddrop_max=10000;
	battle_config.item_drop_treasure_min=1;
	battle_config.item_drop_treasure_max=10000;
	battle_config.prevent_logout = 10000;	// Added by RoVeRT
	battle_config.drops_by_luk = 0;	// [Valaris]
	battle_config.drops_by_luk2 = 0;
	battle_config.equip_natural_break_rate = 1;
	battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
	battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
	battle_config.pk_mode = 0; // [Valaris]
	battle_config.pk_level_range = 0; // [Skotlex]
	battle_config.manner_system = 1; // [Valaris]
	battle_config.pet_equip_required = 0; // [Valaris]
	battle_config.multi_level_up = 0; // [Valaris]
	battle_config.max_exp_gain_rate	= 0; // [Skotlex]
	battle_config.backstab_bow_penalty = 0; // Akaru
	battle_config.night_at_start = 0; // added by [Yor]
	battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
	battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
	battle_config.show_mob_hp = 0; // [Valaris]
	battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
	battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
	battle_config.any_warp_GM_min_level = 20; // added by [Yor]
	battle_config.packet_ver_flag = 1023; // added by [Yor]
	battle_config.min_hair_style = 0;
	battle_config.max_hair_style = 23;
	battle_config.min_hair_color = 0;
	battle_config.max_hair_color = 9;
	battle_config.min_cloth_color = 0;
	battle_config.max_cloth_color = 4;
	battle_config.pet_hair_style = 100;
	battle_config.zeny_from_mobs = 0;
	battle_config.mobs_level_up = 0; // [Valaris]
	battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
	battle_config.pk_min_level = 55;
	battle_config.skill_steal_type = 1;
	battle_config.skill_steal_rate = 100;
//	battle_config.night_darkness_level = 9;
	battle_config.motd_type = 0;
	battle_config.allow_atcommand_when_mute = 0;
	battle_config.finding_ore_rate = 100;
	battle_config.castrate_dex_scale = 150;
	battle_config.area_size = 14;
	battle_config.exp_calc_type = 1;
	battle_config.min_skill_delay_limit = 100;
	battle_config.require_glory_guild = 0;
	battle_config.idle_no_share = 0;
	battle_config.party_even_share_bonus = 0;
	battle_config.delay_battle_damage = 1;
	battle_config.display_version = 1;
	battle_config.who_display_aid = 0;
	battle_config.display_hallucination = 1;
	battle_config.ignore_items_gender = 1;
	battle_config.copyskill_restrict = 2;
	battle_config.berserk_cancels_buffs = 1;
	battle_config.debuff_on_logout = 1;
	battle_config.use_statpoint_table = 1;
	battle_config.mob_ai = 0;
	battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
	battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
	battle_config.mob_remove_delay = 60000;
	battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
	battle_config.show_hp_sp_gain = 1;	//Display gained hp/sp from mob-kills
	battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
	battle_config.mob_clear_delay = 0;
	battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
	battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
	battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
	battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
	battle_config.firewall_hits_on_undead = 1;
	battle_config.title_lvl1 = 1;	//Players Titles for @who, etc commands [Lupus]
	battle_config.title_lvl2 = 10;
	battle_config.title_lvl3 = 20;
	battle_config.title_lvl4 = 40;
	battle_config.title_lvl5 = 50;
	battle_config.title_lvl6 = 60;
	battle_config.title_lvl7 = 80;
	battle_config.title_lvl8 = 99;
	
	battle_config.duel_enable = 1;
	battle_config.duel_allow_pvp = 0;
	battle_config.duel_allow_pvp = 0;
	battle_config.duel_allow_teleport = 0;
	battle_config.duel_autoleave_when_die = 1;
	battle_config.duel_time_interval = 60;
	
	battle_config.skip_teleport_lv1_menu = 0;
	battle_config.allow_skill_without_day = 0;
	battle_config.allow_es_magic_pc = 0;

	battle_config.skill_caster_check = 1;
	battle_config.sc_castcancel = 0;
	battle_config.pc_sc_def_rate = 100;
	battle_config.mob_sc_def_rate = 100;
	battle_config.pc_max_sc_def = 10000;
	battle_config.mob_max_sc_def = 5000;
	battle_config.sg_miracle_skill_ratio=1;
	battle_config.sg_miracle_skill_duration=600000;
	battle_config.autospell_stacking = 0;
}

void battle_validate_conf() {
	if(battle_config.flooritem_lifetime < 1000)
		battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
/*	if(battle_config.restart_hp_rate < 0)
		battle_config.restart_hp_rate = 0;
	else*/ if(battle_config.restart_hp_rate > 100)
		battle_config.restart_hp_rate = 100;
/*	if(battle_config.restart_sp_rate < 0)
		battle_config.restart_sp_rate = 0;
	else*/ if(battle_config.restart_sp_rate > 100)
		battle_config.restart_sp_rate = 100;
	if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_weight_rate < 50)
		battle_config.natural_heal_weight_rate = 50;
	if(battle_config.natural_heal_weight_rate > 101)
		battle_config.natural_heal_weight_rate = 101;
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	if(battle_config.monster_max_aspd < 10)
		battle_config.monster_max_aspd = 10;
	if(battle_config.monster_max_aspd > 1000)
		battle_config.monster_max_aspd = 1000;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	if(battle_config.max_aspd < 10)
		battle_config.max_aspd = 10;
	if(battle_config.max_aspd > 1000)
		battle_config.max_aspd = 1000;
	
	if (battle_config.max_walk_speed < 100)
		battle_config.max_walk_speed = 100;
	battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
	if (battle_config.max_walk_speed < 1)
		battle_config.max_walk_speed = 1;
	
	if(battle_config.hp_rate < 1)
		battle_config.hp_rate = 1;
	if(battle_config.sp_rate < 1)
		battle_config.sp_rate = 1;
	if(battle_config.max_hp > 1000000000)
		battle_config.max_hp = 1000000000;
	if(battle_config.max_hp < 100)
		battle_config.max_hp = 100;
	if(battle_config.max_sp > 1000000000)
		battle_config.max_sp = 1000000000;
	if(battle_config.max_sp < 100)
		battle_config.max_sp = 100;
	if(battle_config.max_parameter < 10)
		battle_config.max_parameter = 10;
	if(battle_config.max_parameter > 10000)
		battle_config.max_parameter = 10000;
	if(battle_config.max_baby_parameter < 10)
		battle_config.max_baby_parameter = 10;
	if(battle_config.max_baby_parameter > 10000)
		battle_config.max_baby_parameter = 10000;
	if(battle_config.max_cart_weight > 1000000)
		battle_config.max_cart_weight = 1000000;
	if(battle_config.max_cart_weight < 100)
		battle_config.max_cart_weight = 100;
	battle_config.max_cart_weight *= 10;
	
	if(battle_config.max_def > 100 && !battle_config.player_defense_type)	 // added by [Skotlex]
		battle_config.max_def = 100;
	if(battle_config.over_def_bonus > 1000)
		battle_config.over_def_bonus = 1000;

	if(battle_config.min_hitrate > battle_config.max_hitrate)
		battle_config.min_hitrate = battle_config.max_hitrate;
		
	if(battle_config.agi_penalty_count < 2)
		battle_config.agi_penalty_count = 2;
	if(battle_config.vit_penalty_count < 2)
		battle_config.vit_penalty_count = 2;

	if(battle_config.guild_exp_limit > 99)
		battle_config.guild_exp_limit = 99;
/*	if(battle_config.guild_exp_limit < 0)
		battle_config.guild_exp_limit = 0;*/
	
	if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
		battle_config.pet_support_min_friendly = 950;
	
	if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2)	//Skotlex
		battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
	
//	if(battle_config.castle_defense_rate < 0)
//		battle_config.castle_defense_rate = 0;
	if(battle_config.castle_defense_rate > 100)
		battle_config.castle_defense_rate = 100;
	if(battle_config.item_drop_common_min < 1)		// Added by TyrNemesis^
		battle_config.item_drop_common_min = 1;
	if(battle_config.item_drop_common_max > 10000)
		battle_config.item_drop_common_max = 10000;
	if(battle_config.item_drop_equip_min < 1)
		battle_config.item_drop_equip_min = 1;
	if(battle_config.item_drop_equip_max > 10000)
		battle_config.item_drop_equip_max = 10000;
	if(battle_config.item_drop_card_min < 1)
		battle_config.item_drop_card_min = 1;
	if(battle_config.item_drop_card_max > 10000)
		battle_config.item_drop_card_max = 10000;
	if(battle_config.item_drop_mvp_min < 1)
		battle_config.item_drop_mvp_min = 1;
	if(battle_config.item_drop_mvp_max > 10000)
		battle_config.item_drop_mvp_max = 10000;	// End Addition

/*	if (battle_config.night_at_start < 0) // added by [Yor]
		battle_config.night_at_start = 0;
	else if (battle_config.night_at_start > 1) // added by [Yor]
		battle_config.night_at_start = 1; */
	if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
		battle_config.day_duration = 60000;
	if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
		battle_config.night_duration = 60000;
	
/*	if (battle_config.ban_spoof_namer < 0) // added by [Yor]
		battle_config.ban_spoof_namer = 0;
	else*/ if (battle_config.ban_spoof_namer > 32767)
		battle_config.ban_spoof_namer = 32767;

/*	if (battle_config.hack_info_GM_level < 0) // added by [Yor]
		battle_config.hack_info_GM_level = 0;
	else*/ if (battle_config.hack_info_GM_level > 100)
		battle_config.hack_info_GM_level = 100;

/*	if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
		battle_config.any_warp_GM_min_level = 0;
	else*/ if (battle_config.any_warp_GM_min_level > 100)
		battle_config.any_warp_GM_min_level = 100;

/*	//This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
	// at least 1 client must be accepted
	if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
		battle_config.packet_ver_flag = 255; // accept all clients
*/
/* Deprecated by dynamix's new night system (using SI_NIGHT)
	if (battle_config.night_darkness_level <= 0)
		battle_config.night_darkness_level = 9;
	else if (battle_config.night_darkness_level > 10) // Celest
		battle_config.night_darkness_level = 10;
*/
/*	if (battle_config.motd_type < 0)
		battle_config.motd_type = 0;
	else if (battle_config.motd_type > 1)
		battle_config.motd_type = 1;
*/
//	if (battle_config.finding_ore_rate < 0)
//		battle_config.finding_ore_rate = 0;

	if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
		battle_config.vending_max_value = MAX_ZENY;

	if (battle_config.min_skill_delay_limit < 10)
		battle_config.min_skill_delay_limit = 10;	// minimum delay of 10ms

	//Spawn delays [Skotlex]
/*	if (battle_config.mob_spawn_delay < 0)
		battle_config.mob_spawn_delay = 0;
	if (battle_config.boss_spawn_delay < 0)
		battle_config.boss_spawn_delay = 0;
	if (battle_config.plant_spawn_delay < 0)
		battle_config.plant_spawn_delay = 0;
*/	
	if (battle_config.no_spawn_on_player > 50)
		battle_config.no_spawn_on_player = 50;
	if (battle_config.mob_remove_delay < 15000)	//Min 15 sec
		battle_config.mob_remove_delay = 15000;
	if (battle_config.dynamic_mobs > 1)
		battle_config.dynamic_mobs = 1;	//The flag will be used in assignations
	if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
		battle_config.mob_max_skilllvl = 11;

	if (battle_config.firewall_hits_on_undead < 1)
		battle_config.firewall_hits_on_undead = 1;
	else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
		battle_config.firewall_hits_on_undead = 255;

	if (battle_config.prevent_logout > 60000)
		battle_config.prevent_logout = 60000;

	if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
		battle_config.mobs_level_up_exp_rate = 1;

	if (battle_config.pc_max_sc_def > 10000)
		battle_config.pc_max_sc_def = 10000;
	if (battle_config.mob_max_sc_def > 10000)
		battle_config.mob_max_sc_def = 10000;
	if (battle_config.sg_miracle_skill_ratio > 10000)
		battle_config.sg_miracle_skill_ratio = 10000;

#ifdef CELL_NOSTACK
	if (battle_config.cell_stack_limit < 1)
	  	battle_config.cell_stack_limit = 1;
	else 
	if (battle_config.cell_stack_limit > 255)
	  	battle_config.cell_stack_limit = 255;
#else 
	if (battle_config.cell_stack_limit != 1)
		ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
}

/*==========================================
 * ?ݒ�t�@�C����ǂ�?���
 *------------------------------------------
 */
int battle_config_read(const char *cfgName)
{
	char line[1024], w1[1024], w2[1024];
	FILE *fp;
	static int count = 0;

	if ((count++) == 0)
		battle_set_defaults();

	fp = fopen(cfgName,"r");
	if (fp == NULL) {
		ShowError("File not found: %s\n", cfgName);
		return 1;
	}
	while(fgets(line,1020,fp)){
		if (line[0] == '/' && line[1] == '/')
			continue;
		if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
			continue;
		if (strcmpi(w1, "import") == 0)
			battle_config_read(w2);
		else
			battle_set_value(w1, w2);
	}
	fclose(fp);

	if (--count == 0) {
		battle_validate_conf();
		add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
		add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub");
	}

	return 0;
}

void do_init_battle(void) {
	delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
}

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