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authorBen Longbons <b.r.longbons@gmail.com>2012-08-30 16:16:25 -0700
committerBen Longbons <b.r.longbons@gmail.com>2012-08-30 17:03:31 -0700
commit41974ae5265fbc23a06f276f9e008d5dad020e0b (patch)
tree9d595215172e87e2d83b74f7bf3430b3040e780e /src/map/battle.cpp
parent21742909143df9159b2401c3e2a39cc0b2bad620 (diff)
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Rename files for C++ conversion. Does not compile.
After updating, you can remove these files, as shown in 'git status': Untracked files: (use "git add <file>..." to include in what will be committed) src/map/magic-interpreter-lexer.c src/map/magic-interpreter-parser.c src/map/magic-interpreter-parser.h
Diffstat (limited to 'src/map/battle.cpp')
-rw-r--r--src/map/battle.cpp6282
1 files changed, 6282 insertions, 0 deletions
diff --git a/src/map/battle.cpp b/src/map/battle.cpp
new file mode 100644
index 0000000..a46db13
--- /dev/null
+++ b/src/map/battle.cpp
@@ -0,0 +1,6282 @@
+// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "battle.hpp"
+
+#include "../common/timer.hpp"
+#include "../common/nullpo.hpp"
+
+#include "clif.hpp"
+#include "guild.hpp"
+#include "itemdb.hpp"
+#include "map.hpp"
+#include "mob.hpp"
+#include "pc.hpp"
+#include "skill.hpp"
+#include "../common/socket.hpp"
+#include "../common/mt_rand.hpp"
+
+#ifdef MEMWATCH
+#include "memwatch.hpp"
+#endif
+
+int attr_fix_table[4][10][10];
+
+struct Battle_Config battle_config;
+
+/*==========================================
+ * 二点間の距離を返す
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+static int distance (int x0, int y0, int x1, int y1)
+{
+ int dx, dy;
+
+ dx = abs (x0 - x1);
+ dy = abs (y0 - y1);
+ return dx > dy ? dx : dy;
+}
+
+/*==========================================
+ * 自分をロックしている対象の数を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_counttargeted (struct block_list *bl, struct block_list *src,
+ int target_lv)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC)
+ return pc_counttargeted ((struct map_session_data *) bl, src,
+ target_lv);
+ else if (bl->type == BL_MOB)
+ return mob_counttargeted ((struct mob_data *) bl, src, target_lv);
+ return 0;
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_class (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->mob_class;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->status.pc_class;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象の方向を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_dir (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->dir;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->dir;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_lv (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->stats[MOB_LV];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->status.base_level;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象の射程を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_range (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return mob_db[((struct mob_data *) bl)->mob_class].range;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->attackrange;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_hp (struct block_list *bl)
+{
+ nullpo_retr (1, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->hp;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->status.hp;
+ else
+ return 1;
+}
+
+/*==========================================
+ * 対象のMHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_max_hp (struct block_list *bl)
+{
+ nullpo_retr (1, bl);
+ if (bl->type == BL_PC && ((struct map_session_data *) bl))
+ return ((struct map_session_data *) bl)->status.max_hp;
+ else
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int max_hp = 1;
+ if (bl->type == BL_MOB && ((struct mob_data *) bl))
+ {
+ max_hp = ((struct mob_data *) bl)->stats[MOB_MAX_HP];
+ if (mob_db[((struct mob_data *) bl)->mob_class].mexp > 0)
+ {
+ if (battle_config.mvp_hp_rate != 100)
+ max_hp = (max_hp * battle_config.mvp_hp_rate) / 100;
+ }
+ else
+ {
+ if (battle_config.monster_hp_rate != 100)
+ max_hp = (max_hp * battle_config.monster_hp_rate) / 100;
+ }
+ }
+ if (sc_data)
+ {
+ if (sc_data[SC_APPLEIDUN].timer != -1)
+ max_hp +=
+ ((5 + sc_data[SC_APPLEIDUN].val1 * 2 +
+ ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
+ sc_data[SC_APPLEIDUN].val3 / 10) * max_hp) / 100;
+ }
+ if (max_hp < 1)
+ max_hp = 1;
+ return max_hp;
+ }
+ return 1;
+}
+
+/*==========================================
+ * 対象のStrを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_str (struct block_list *bl)
+{
+ int str = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && ((struct mob_data *) bl))
+ str = ((struct mob_data *) bl)->stats[MOB_STR];
+ else if (bl->type == BL_PC && ((struct map_session_data *) bl))
+ return ((struct map_session_data *) bl)->paramc[0];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1
+ && bl->type != BL_PC)
+ str += 4;
+ if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
+ { // ブレッシング
+ int race = battle_get_race (bl);
+ if (battle_check_undead (race, battle_get_elem_type (bl))
+ || race == 6)
+ str >>= 1; // 悪 魔/不死
+ else
+ str += sc_data[SC_BLESSING].val1; // その他
+ }
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ str += 5;
+ }
+ if (str < 0)
+ str = 0;
+ return str;
+}
+
+/*==========================================
+ * 対象のAgiを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+
+int battle_get_agi (struct block_list *bl)
+{
+ int agi = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ agi = ((struct mob_data *) bl)->stats[MOB_AGI];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ agi = ((struct map_session_data *) bl)->paramc[1];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCはpc.cで)
+ agi += 2 + sc_data[SC_INCREASEAGI].val1;
+
+ if (sc_data[SC_CONCENTRATE].timer != -1
+ && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
+
+ if (sc_data[SC_DECREASEAGI].timer != -1) // 速度減少
+ agi -= 2 + sc_data[SC_DECREASEAGI].val1;
+
+ if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
+ agi >>= 1;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ agi += 5;
+ }
+ if (agi < 0)
+ agi = 0;
+ return agi;
+}
+
+/*==========================================
+ * 対象のVitを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_vit (struct block_list *bl)
+{
+ int vit = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ vit = ((struct mob_data *) bl)->stats[MOB_VIT];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ vit = ((struct map_session_data *) bl)->paramc[2];
+ if (sc_data)
+ {
+ if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC)
+ vit = vit * 60 / 100;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ vit += 5;
+ }
+
+ if (vit < 0)
+ vit = 0;
+ return vit;
+}
+
+/*==========================================
+ * 対象のIntを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_int (struct block_list *bl)
+{
+ int int_ = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ int_ = ((struct mob_data *) bl)->stats[MOB_INT];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ int_ = ((struct map_session_data *) bl)->paramc[3];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
+ { // ブレッシング
+ int race = battle_get_race (bl);
+ if (battle_check_undead (race, battle_get_elem_type (bl))
+ || race == 6)
+ int_ >>= 1; // 悪 魔/不死
+ else
+ int_ += sc_data[SC_BLESSING].val1; // その他
+ }
+ if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
+ int_ = int_ * 60 / 100;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ int_ += 5;
+ }
+ if (int_ < 0)
+ int_ = 0;
+ return int_;
+}
+
+/*==========================================
+ * 対象のDexを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_dex (struct block_list *bl)
+{
+ int dex = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ dex = ((struct mob_data *) bl)->stats[MOB_DEX];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ dex = ((struct map_session_data *) bl)->paramc[4];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_CONCENTRATE].timer != -1
+ && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
+
+ if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
+ { // ブレッシング
+ int race = battle_get_race (bl);
+ if (battle_check_undead (race, battle_get_elem_type (bl))
+ || race == 6)
+ dex >>= 1; // 悪 魔/不死
+ else
+ dex += sc_data[SC_BLESSING].val1; // その他
+ }
+
+ if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
+ dex >>= 1;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ dex += 5;
+ }
+ if (dex < 0)
+ dex = 0;
+ return dex;
+}
+
+/*==========================================
+ * 対象のLukを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_luk (struct block_list *bl)
+{
+ int luk = 0;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ luk = ((struct mob_data *) bl)->stats[MOB_LUK];
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ luk = ((struct map_session_data *) bl)->paramc[5];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
+ luk += 30;
+ if (sc_data[SC_CURSE].timer != -1) // 呪い
+ luk = 0;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ luk += 5;
+ }
+ if (luk < 0)
+ luk = 0;
+ return luk;
+}
+
+/*==========================================
+ * 対象のFleeを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_flee (struct block_list *bl)
+{
+ int flee = 1;
+ struct status_change *sc_data;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ flee = ((struct map_session_data *) bl)->flee;
+ else
+ flee = battle_get_agi (bl) + battle_get_lv (bl);
+
+ if (sc_data)
+ {
+ if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
+ flee +=
+ flee * (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 +
+ (sc_data[SC_WHISTLE].val3 >> 16)) / 100;
+ if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC)
+ flee -= flee * 25 / 100;
+ if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ウィンドウォーク
+ flee += flee * (sc_data[SC_WINDWALK].val2) / 100;
+ if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ
+ flee -= flee * 50 / 100;
+
+ if (battle_is_unarmed (bl))
+ flee += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200
+ flee += skill_power_bl (bl, TMW_SPEED) >> 3;
+ }
+ if (flee < 1)
+ flee = 1;
+ return flee;
+}
+
+/*==========================================
+ * 対象のHitを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_hit (struct block_list *bl)
+{
+ int hit = 1;
+ struct status_change *sc_data;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ hit = ((struct map_session_data *) bl)->hit;
+ else
+ hit = battle_get_dex (bl) + battle_get_lv (bl);
+
+ if (sc_data)
+ {
+ if (sc_data[SC_HUMMING].timer != -1 && bl->type != BL_PC) //
+ hit +=
+ hit * (sc_data[SC_HUMMING].val1 * 2 +
+ sc_data[SC_HUMMING].val2 +
+ sc_data[SC_HUMMING].val3) / 100;
+ if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪い
+ hit -= hit * 25 / 100;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
+ hit += 3 * (sc_data[SC_TRUESIGHT].val1);
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
+ hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100;
+
+ if (battle_is_unarmed (bl))
+ hit += (skill_power_bl (bl, TMW_BRAWLING) >> 4); // +12 for 200
+ }
+ if (hit < 1)
+ hit = 1;
+ return hit;
+}
+
+/*==========================================
+ * 対象の完全回避を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_flee2 (struct block_list *bl)
+{
+ int flee2 = 1;
+ struct status_change *sc_data;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ flee2 = battle_get_luk (bl) + 10;
+ flee2 +=
+ ((struct map_session_data *) bl)->flee2 -
+ (((struct map_session_data *) bl)->paramc[5] + 10);
+ }
+ else
+ flee2 = battle_get_luk (bl) + 1;
+
+ if (sc_data)
+ {
+ if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
+ flee2 += (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2
+ + (sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
+
+ if (battle_is_unarmed (bl))
+ flee2 += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200
+ flee2 += skill_power_bl (bl, TMW_SPEED) >> 3;
+ }
+ if (flee2 < 1)
+ flee2 = 1;
+ return flee2;
+}
+
+/*==========================================
+ * 対象のクリティカルを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_critical (struct block_list *bl)
+{
+ int critical = 1;
+ struct status_change *sc_data;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ critical = battle_get_luk (bl) * 2 + 10;
+ critical +=
+ ((struct map_session_data *) bl)->critical -
+ ((((struct map_session_data *) bl)->paramc[5] * 3) + 10);
+ }
+ else
+ critical = battle_get_luk (bl) * 3 + 1;
+
+ if (sc_data)
+ {
+ if (sc_data[SC_FORTUNE].timer != -1 && bl->type != BL_PC)
+ critical +=
+ (10 + sc_data[SC_FORTUNE].val1 + sc_data[SC_FORTUNE].val2 +
+ sc_data[SC_FORTUNE].val3) * 10;
+ if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC)
+ critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト
+ critical += critical * sc_data[SC_TRUESIGHT].val1 / 100;
+ }
+ if (critical < 1)
+ critical = 1;
+ return critical;
+}
+
+/*==========================================
+ * base_atkの取得
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_baseatk (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int batk = 1;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ batk = ((struct map_session_data *) bl)->base_atk; //設定されているbase_atk
+ else
+ { //それ以外なら
+ int str, dstr;
+ str = battle_get_str (bl); //STR
+ dstr = str / 10;
+ batk = dstr * dstr + str; //base_atkを計算する
+ }
+ if (sc_data)
+ { //状態異常あり
+ if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
+ batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk増加
+ if (sc_data[SC_CURSE].timer != -1) //呪われていたら
+ batk -= batk * 25 / 100; //base_atkが25%減少
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
+ batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
+ }
+ if (batk < 1)
+ batk = 1; //base_atkは最低でも1
+ return batk;
+}
+
+/*==========================================
+ * 対象のAtkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int atk = 0;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ atk = ((struct map_session_data *) bl)->watk;
+ else if (bl->type == BL_MOB && (struct mob_data *) bl)
+ atk = ((struct mob_data *) bl)->stats[MOB_ATK1];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
+ atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
+ if (sc_data[SC_CURSE].timer != -1)
+ atk -= atk * 25 / 100;
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
+ atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
+ }
+ if (atk < 0)
+ atk = 0;
+ return atk;
+}
+
+/*==========================================
+ * 対象の左手Atkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk_ (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ int atk = ((struct map_session_data *) bl)->watk_;
+
+ if (((struct map_session_data *) bl)->sc_data[SC_CURSE].timer != -1)
+ atk -= atk * 25 / 100;
+ return atk;
+ }
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk2 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->watk2;
+ else
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int atk2 = 0;
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2];
+ if (sc_data)
+ {
+ if (sc_data[SC_IMPOSITIO].timer != -1)
+ atk2 += sc_data[SC_IMPOSITIO].val1 * 5;
+ if (sc_data[SC_PROVOKE].timer != -1)
+ atk2 = atk2 * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
+ if (sc_data[SC_CURSE].timer != -1)
+ atk2 -= atk2 * 25 / 100;
+ if (sc_data[SC_DRUMBATTLE].timer != -1)
+ atk2 += sc_data[SC_DRUMBATTLE].val2;
+ if (sc_data[SC_NIBELUNGEN].timer != -1
+ && (battle_get_element (bl) / 10) >= 8)
+ atk2 += sc_data[SC_NIBELUNGEN].val2;
+ if (sc_data[SC_STRIPWEAPON].timer != -1)
+ atk2 = atk2 * 90 / 100;
+ if (sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
+ atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
+ }
+
+ if (atk2 < 0)
+ atk2 = 0;
+ return atk2;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 対象の左手Atk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_atk_2 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC)
+ return ((struct map_session_data *) bl)->watk_2;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のMAtk1を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_matk1 (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB)
+ {
+ int matk, int_ = battle_get_int (bl);
+ matk = int_ + (int_ / 5) * (int_ / 5);
+
+ if (sc_data)
+ if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
+ matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
+ return matk;
+ }
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->matk1;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のMAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_matk2 (struct block_list *bl)
+{
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB)
+ {
+ int matk, int_ = battle_get_int (bl);
+ matk = int_ + (int_ / 7) * (int_ / 7);
+
+ if (sc_data)
+ if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
+ matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
+ return matk;
+ }
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->matk2;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象のDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_def (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def = 0, skilltimer = -1, skillid = 0;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ def = ((struct map_session_data *) bl)->def;
+ skilltimer = ((struct map_session_data *) bl)->skilltimer;
+ skillid = ((struct map_session_data *) bl)->skillid;
+ }
+ else if (bl->type == BL_MOB && (struct mob_data *) bl)
+ {
+ def = ((struct mob_data *) bl)->stats[MOB_DEF];
+ skilltimer = ((struct mob_data *) bl)->skilltimer;
+ skillid = ((struct mob_data *) bl)->skillid;
+ }
+
+ if (def < 1000000)
+ {
+ if (sc_data)
+ {
+ //キーピング時はDEF100
+ if (sc_data[SC_KEEPING].timer != -1)
+ def = 100;
+ //プロボック時は減算
+ if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
+ def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
+ //戦太鼓の響き時は加算
+ if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC)
+ def += sc_data[SC_DRUMBATTLE].val3;
+ //毒にかかっている時は減算
+ if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
+ def = def * 75 / 100;
+ //ストリップシールド時は減算
+ if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC)
+ def = def * 85 / 100;
+ //シグナムクルシス時は減算
+ if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC)
+ def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100;
+ //永遠の混沌時はDEF0になる
+ if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC)
+ def = 0;
+ //凍結、石化時は右シフト
+ if (sc_data[SC_FREEZE].timer != -1
+ || (sc_data[SC_STONE].timer != -1
+ && sc_data[SC_STONE].val2 == 0))
+ def >>= 1;
+ //コンセントレーション時は減算
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
+ def =
+ (def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100;
+ }
+ //詠唱中は詠唱時減算率に基づいて減算
+ if (skilltimer != -1)
+ {
+ int def_rate = skill_get_castdef (skillid);
+ if (def_rate != 0)
+ def = (def * (100 - def_rate)) / 100;
+ }
+ }
+ if (def < 0)
+ def = 0;
+ return def;
+}
+
+/*==========================================
+ * 対象のMDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_mdef (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int mdef = 0;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ mdef = ((struct map_session_data *) bl)->mdef;
+ else if (bl->type == BL_MOB && (struct mob_data *) bl)
+ mdef = ((struct mob_data *) bl)->stats[MOB_MDEF];
+
+ if (mdef < 1000000)
+ {
+ if (sc_data)
+ {
+ //バリアー状態時はMDEF100
+ if (mdef < 90 && sc_data[SC_MBARRIER].timer != -1)
+ {
+ mdef += sc_data[SC_MBARRIER].val1;
+ if (mdef > 90)
+ mdef = 90;
+ }
+ if (sc_data[SC_BARRIER].timer != -1)
+ mdef = 100;
+ //凍結、石化時は1.25倍
+ if (sc_data[SC_FREEZE].timer != -1
+ || (sc_data[SC_STONE].timer != -1
+ && sc_data[SC_STONE].val2 == 0))
+ mdef = mdef * 125 / 100;
+ if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
+ mdef -= (mdef * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
+ }
+ }
+ if (mdef < 0)
+ mdef = 0;
+ return mdef;
+}
+
+/*==========================================
+ * 対象のDef2を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int battle_get_def2 (struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def2 = 1;
+
+ nullpo_retr (1, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_PC)
+ def2 = ((struct map_session_data *) bl)->def2;
+ else if (bl->type == BL_MOB)
+ def2 = ((struct mob_data *) bl)->stats[MOB_VIT];
+
+ if (sc_data)
+ {
+ if (sc_data[SC_ANGELUS].timer != -1 && bl->type != BL_PC)
+ def2 = def2 * (110 + 5 * sc_data[SC_ANGELUS].val1) / 100;
+ if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
+ def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
+ if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
+ def2 = def2 * 75 / 100;
+ //コンセントレーション時は減算
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
+ def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100;
+ }
+ if (def2 < 1)
+ def2 = 1;
+ return def2;
+}
+
+/*==========================================
+ * 対象のMDef2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int battle_get_mdef2 (struct block_list *bl)
+{
+ int mdef2 = 0;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB)
+ mdef2 =
+ ((struct mob_data *) bl)->stats[MOB_INT] +
+ (((struct mob_data *) bl)->stats[MOB_VIT] >> 1);
+ else if (bl->type == BL_PC)
+ mdef2 =
+ ((struct map_session_data *) bl)->mdef2 +
+ (((struct map_session_data *) bl)->paramc[2] >> 1);
+ if (sc_data)
+ {
+ if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
+ mdef2 -= (mdef2 * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
+ }
+ if (mdef2 < 0)
+ mdef2 = 0;
+ return mdef2;
+}
+
+/*==========================================
+ * 対象のSpeed(移動速度)を返す(汎用)
+ * 戻りは整数で1以上
+ * Speedは小さいほうが移動速度が速い
+ *------------------------------------------
+ */
+int battle_get_speed (struct block_list *bl)
+{
+ nullpo_retr (1000, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->speed;
+ else
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int speed = 1000;
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ speed = ((struct mob_data *) bl)->stats[MOB_SPEED];
+
+ if (sc_data)
+ {
+ //速度増加時は25%減算
+ if (sc_data[SC_INCREASEAGI].timer != -1
+ && sc_data[SC_DONTFORGETME].timer == -1)
+ speed -= speed * 25 / 100;
+ //速度減少時は25%加算
+ if (sc_data[SC_DECREASEAGI].timer != -1)
+ speed = speed * 125 / 100;
+ //クァグマイア時は50%加算
+ if (sc_data[SC_QUAGMIRE].timer != -1)
+ speed = speed * 3 / 2;
+ //私を忘れないで…時は加算
+ if (sc_data[SC_DONTFORGETME].timer != -1)
+ speed =
+ speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 +
+ sc_data[SC_DONTFORGETME].val2 +
+ (sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100;
+ //金剛時は25%加算
+ if (sc_data[SC_STEELBODY].timer != -1)
+ speed = speed * 125 / 100;
+ //ディフェンダー時は加算
+ if (sc_data[SC_DEFENDER].timer != -1)
+ speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100;
+ //踊り状態は4倍遅い
+ if (sc_data[SC_DANCING].timer != -1)
+ speed *= 4;
+ //呪い時は450加算
+ if (sc_data[SC_CURSE].timer != -1)
+ speed = speed + 450;
+ //ウィンドウォーク時はLv*2%減算
+ if (sc_data[SC_WINDWALK].timer != -1)
+ speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100;
+ }
+ if (speed < 1)
+ speed = 1;
+ return speed;
+ }
+
+ return 1000;
+}
+
+/*==========================================
+ * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
+ * aDelayは小さいほうが攻撃速度が速い
+ *------------------------------------------
+ */
+int battle_get_adelay (struct block_list *bl)
+{
+ nullpo_retr (4000, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return (((struct map_session_data *) bl)->aspd << 1);
+ else
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int adelay = 4000, aspd_rate = 100, i;
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ adelay = ((struct mob_data *) bl)->stats[MOB_ADELAY];
+
+ if (sc_data)
+ {
+ //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
+ if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
+ if (sc_data[SC_ADRENALINE].timer != -1
+ && sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sc_data[SC_QUAGMIRE].timer == -1
+ && sc_data[SC_DONTFORGETME].timer == -1)
+ { // アドレナリンラッシュ
+ //使用者とパーティメンバーで格差が出る設定でなければ3割減算
+ if (sc_data[SC_ADRENALINE].val2
+ || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ //そうでなければ2.5割減算
+ else
+ aspd_rate -= 25;
+ }
+ //スピアクィッケン時は減算
+ if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ //夕日のアサシンクロス時は減算
+ if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sc_data[SC_ADRENALINE].timer == -1
+ && sc_data[SC_SPEARSQUICKEN].timer == -1
+ && sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -=
+ 5 + sc_data[SC_ASSNCROS].val1 +
+ sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
+ //私を忘れないで…時は加算
+ if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
+ aspd_rate +=
+ sc_data[SC_DONTFORGETME].val1 * 3 +
+ sc_data[SC_DONTFORGETME].val2 +
+ (sc_data[SC_DONTFORGETME].val3 >> 16);
+ //金剛時25%加算
+ if (sc_data[SC_STEELBODY].timer != -1) // 金剛
+ aspd_rate += 25;
+ //増速ポーション使用時は減算
+ if (sc_data[i = SC_SPEEDPOTION2].timer != -1
+ || sc_data[i = SC_SPEEDPOTION1].timer != -1
+ || sc_data[i = SC_SPEEDPOTION0].timer != -1)
+ aspd_rate -= sc_data[i].val1;
+ // Fate's `haste' spell works the same as the above
+ if (sc_data[SC_HASTE].timer != -1)
+ aspd_rate -= sc_data[SC_HASTE].val1;
+ //ディフェンダー時は加算
+ if (sc_data[SC_DEFENDER].timer != -1)
+ adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100);
+ }
+
+ if (aspd_rate != 100)
+ adelay = adelay * aspd_rate / 100;
+ if (adelay < battle_config.monster_max_aspd << 1)
+ adelay = battle_config.monster_max_aspd << 1;
+ return adelay;
+ }
+ return 4000;
+}
+
+int battle_get_amotion (struct block_list *bl)
+{
+ nullpo_retr (2000, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->amotion;
+ else
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int amotion = 2000, aspd_rate = 100, i;
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ amotion = mob_db[((struct mob_data *) bl)->mob_class].amotion;
+
+ if (sc_data)
+ {
+ if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if (sc_data[SC_ADRENALINE].timer != -1
+ && sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sc_data[SC_QUAGMIRE].timer == -1
+ && sc_data[SC_DONTFORGETME].timer == -1)
+ { // アドレナリンラッシュ
+ if (sc_data[SC_ADRENALINE].val2
+ || !battle_config.party_skill_penaly)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer == -1
+ && sc_data[SC_ADRENALINE].timer == -1
+ && sc_data[SC_SPEARSQUICKEN].timer == -1
+ && sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -=
+ 5 + sc_data[SC_ASSNCROS].val1 +
+ sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
+ if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
+ aspd_rate +=
+ sc_data[SC_DONTFORGETME].val1 * 3 +
+ sc_data[SC_DONTFORGETME].val2 +
+ (sc_data[SC_DONTFORGETME].val3 >> 16);
+ if (sc_data[SC_STEELBODY].timer != -1) // 金剛
+ aspd_rate += 25;
+ if (sc_data[i = SC_SPEEDPOTION2].timer != -1
+ || sc_data[i = SC_SPEEDPOTION1].timer != -1
+ || sc_data[i = SC_SPEEDPOTION0].timer != -1)
+ aspd_rate -= sc_data[i].val1;
+ if (sc_data[SC_HASTE].timer != -1)
+ aspd_rate -= sc_data[SC_HASTE].val1;
+ if (sc_data[SC_DEFENDER].timer != -1)
+ amotion += (550 - sc_data[SC_DEFENDER].val1 * 50);
+ }
+
+ if (aspd_rate != 100)
+ amotion = amotion * aspd_rate / 100;
+ if (amotion < battle_config.monster_max_aspd)
+ amotion = battle_config.monster_max_aspd;
+ return amotion;
+ }
+ return 2000;
+}
+
+int battle_get_dmotion (struct block_list *bl)
+{
+ int ret;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ {
+ ret = mob_db[((struct mob_data *) bl)->mob_class].dmotion;
+ if (battle_config.monster_damage_delay_rate != 100)
+ ret = ret * battle_config.monster_damage_delay_rate / 400;
+ }
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ ret = ((struct map_session_data *) bl)->dmotion;
+ if (battle_config.pc_damage_delay_rate != 100)
+ ret = ret * battle_config.pc_damage_delay_rate / 400;
+ }
+ else
+ return 2000;
+
+ if ((sc_data && sc_data[SC_ENDURE].timer != -1) ||
+ (bl->type == BL_PC
+ && ((struct map_session_data *) bl)->special_state.infinite_endure))
+ ret = 0;
+
+ return ret;
+}
+
+int battle_get_element (struct block_list *bl)
+{
+ int ret = 20;
+ struct status_change *sc_data;
+
+ nullpo_retr (ret, bl);
+ sc_data = battle_get_sc_data (bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl) // 10の位=Lv*2、1の位=属性
+ ret = ((struct mob_data *) bl)->def_ele;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ ret = 20 + ((struct map_session_data *) bl)->def_ele; // 防御属性Lv1
+
+ if (sc_data)
+ {
+ if (sc_data[SC_BENEDICTIO].timer != -1) // 聖体降福
+ ret = 26;
+ if (sc_data[SC_FREEZE].timer != -1) // 凍結
+ ret = 21;
+ if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
+ ret = 22;
+ }
+
+ return ret;
+}
+
+int battle_get_attack_element (struct block_list *bl)
+{
+ int ret = 0;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ ret = 0;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ ret = ((struct map_session_data *) bl)->atk_ele;
+
+ if (sc_data)
+ {
+ if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン
+ ret = 1;
+ if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン
+ ret = 2;
+ if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー
+ ret = 3;
+ if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
+ ret = 4;
+ if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン
+ ret = 5;
+ if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
+ ret = 6;
+ }
+
+ return ret;
+}
+
+int battle_get_attack_element2 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ {
+ int ret = ((struct map_session_data *) bl)->atk_ele_;
+ struct status_change *sc_data =
+ ((struct map_session_data *) bl)->sc_data;
+
+ if (sc_data)
+ {
+ if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン
+ ret = 1;
+ if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン
+ ret = 2;
+ if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー
+ ret = 3;
+ if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
+ ret = 4;
+ if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン
+ ret = 5;
+ if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
+ ret = 6;
+ }
+ return ret;
+ }
+ return 0;
+}
+
+int battle_get_party_id (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->status.party_id;
+ else if (bl->type == BL_MOB && (struct mob_data *) bl)
+ {
+ struct mob_data *md = (struct mob_data *) bl;
+ if (md->master_id > 0)
+ return -md->master_id;
+ return -md->bl.id;
+ }
+ else if (bl->type == BL_SKILL && (struct skill_unit *) bl)
+ return ((struct skill_unit *) bl)->group->party_id;
+ else
+ return 0;
+}
+
+int battle_get_guild_id (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->status.guild_id;
+ else if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->mob_class;
+ else if (bl->type == BL_SKILL && (struct skill_unit *) bl)
+ return ((struct skill_unit *) bl)->group->guild_id;
+ else
+ return 0;
+}
+
+int battle_get_race (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return mob_db[((struct mob_data *) bl)->mob_class].race;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return 7;
+ else
+ return 0;
+}
+
+int battle_get_size (struct block_list *bl)
+{
+ nullpo_retr (1, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return mob_db[((struct mob_data *) bl)->mob_class].size;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return 1;
+ else
+ return 1;
+}
+
+int battle_get_mode (struct block_list *bl)
+{
+ nullpo_retr (0x01, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return mob_db[((struct mob_data *) bl)->mob_class].mode;
+ else
+ return 0x01; // とりあえず動くということで1
+}
+
+int battle_get_mexp (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ {
+ const struct mob_data *mob = (struct mob_data *) bl;
+ const int retval =
+ (mob_db[mob->mob_class].mexp *
+ (int) (mob->stats[MOB_XP_BONUS])) >> MOB_XP_BONUS_SHIFT;
+ fprintf (stderr, "Modifier of %x: -> %d\n", mob->stats[MOB_XP_BONUS],
+ retval);
+ return retval;
+ }
+ else
+ return 0;
+}
+
+int battle_get_stat (int stat_id /* SP_VIT or similar */ ,
+ struct block_list *bl)
+{
+ switch (stat_id)
+ {
+ case SP_STR:
+ return battle_get_str (bl);
+ case SP_AGI:
+ return battle_get_agi (bl);
+ case SP_DEX:
+ return battle_get_dex (bl);
+ case SP_VIT:
+ return battle_get_vit (bl);
+ case SP_INT:
+ return battle_get_int (bl);
+ case SP_LUK:
+ return battle_get_luk (bl);
+ default:
+ return 0;
+ }
+}
+
+// StatusChange系の所得
+struct status_change *battle_get_sc_data (struct block_list *bl)
+{
+ nullpo_retr (NULL, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return ((struct mob_data *) bl)->sc_data;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return ((struct map_session_data *) bl)->sc_data;
+ return NULL;
+}
+
+short *battle_get_sc_count (struct block_list *bl)
+{
+ nullpo_retr (NULL, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return &((struct mob_data *) bl)->sc_count;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return &((struct map_session_data *) bl)->sc_count;
+ return NULL;
+}
+
+short *battle_get_opt1 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return &((struct mob_data *) bl)->opt1;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return &((struct map_session_data *) bl)->opt1;
+ else if (bl->type == BL_NPC && (struct npc_data *) bl)
+ return &((struct npc_data *) bl)->opt1;
+ return 0;
+}
+
+short *battle_get_opt2 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return &((struct mob_data *) bl)->opt2;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return &((struct map_session_data *) bl)->opt2;
+ else if (bl->type == BL_NPC && (struct npc_data *) bl)
+ return &((struct npc_data *) bl)->opt2;
+ return 0;
+}
+
+short *battle_get_opt3 (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return &((struct mob_data *) bl)->opt3;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return &((struct map_session_data *) bl)->opt3;
+ else if (bl->type == BL_NPC && (struct npc_data *) bl)
+ return &((struct npc_data *) bl)->opt3;
+ return 0;
+}
+
+short *battle_get_option (struct block_list *bl)
+{
+ nullpo_retr (0, bl);
+ if (bl->type == BL_MOB && (struct mob_data *) bl)
+ return &((struct mob_data *) bl)->option;
+ else if (bl->type == BL_PC && (struct map_session_data *) bl)
+ return &((struct map_session_data *) bl)->status.option;
+ else if (bl->type == BL_NPC && (struct npc_data *) bl)
+ return &((struct npc_data *) bl)->option;
+ return 0;
+}
+
+//-------------------------------------------------------------------
+
+// ダメージの遅延
+struct battle_delay_damage_
+{
+ struct block_list *src, *target;
+ int damage;
+ int flag;
+};
+void battle_delay_damage_sub (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct battle_delay_damage_ *dat = (struct battle_delay_damage_ *) data;
+ if (dat && map_id2bl (id) == dat->src && dat->target->prev != NULL)
+ battle_damage (dat->src, dat->target, dat->damage, dat->flag);
+ free (dat);
+}
+
+int battle_delay_damage (unsigned int tick, struct block_list *src,
+ struct block_list *target, int damage, int flag)
+{
+ struct battle_delay_damage_ *dat;
+ CREATE (dat, struct battle_delay_damage_, 1);
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, target);
+
+ dat->src = src;
+ dat->target = target;
+ dat->damage = damage;
+ dat->flag = flag;
+ add_timer (tick, battle_delay_damage_sub, src->id, (int) dat);
+ return 0;
+}
+
+// 実際にHPを操作
+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_data = battle_get_sc_data (target);
+ short *sc_count;
+ int i;
+
+ nullpo_retr (0, target); //blはNULLで呼ばれることがあるので他でチェック
+
+ if (damage == 0)
+ return 0;
+
+ if (target->prev == NULL)
+ return 0;
+
+ if (bl)
+ {
+ if (bl->prev == NULL)
+ return 0;
+
+ if (bl->type == BL_PC)
+ sd = (struct map_session_data *) bl;
+ }
+
+ if (damage < 0)
+ return battle_heal (bl, target, -damage, 0, flag);
+
+ if (!flag && (sc_count = battle_get_sc_count (target)) != NULL
+ && *sc_count > 0)
+ {
+ // 凍結、石化、睡眠を消去
+ if (sc_data[SC_FREEZE].timer != -1)
+ skill_status_change_end (target, SC_FREEZE, -1);
+ if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
+ skill_status_change_end (target, SC_STONE, -1);
+ if (sc_data[SC_SLEEP].timer != -1)
+ skill_status_change_end (target, SC_SLEEP, -1);
+ }
+
+ if (target->type == BL_MOB)
+ { // MOB
+ struct mob_data *md = (struct mob_data *) target;
+ if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠唱妨害
+ 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 && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1)
+ { // ディボーションをかけられている
+ struct map_session_data *md =
+ map_id2sd (tsd->sc_data[SC_DEVOTION].val1);
+ if (md && skill_devotion3 (&md->bl, target->id))
+ {
+ skill_devotion (md, target->id);
+ }
+ else if (md && bl)
+ for (i = 0; i < 5; i++)
+ if (md->dev.val1[i] == target->id)
+ {
+ clif_damage (bl, &md->bl, gettick (), 0, 0,
+ damage, 0, 0, 0);
+ pc_damage (&md->bl, md, damage);
+
+ return 0;
+ }
+ }
+
+ if (tsd && tsd->skilltimer != -1)
+ { // 詠唱妨害
+ // フェンカードや妨害されないスキルかの検査
+ if ((!tsd->special_state.no_castcancel || map[bl->m].flag.gvg)
+ && 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はNULLで呼ばれることがあるので他でチェック
+
+ if (target->type == BL_PC
+ && pc_isdead ((struct map_session_data *) target))
+ return 0;
+ if (hp == 0 && sp == 0)
+ return 0;
+
+ 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;
+}
+
+// 攻撃停止
+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);
+ return 0;
+}
+
+// 移動停止
+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);
+ return 0;
+}
+
+/*==========================================
+ * ダメージの属性修正
+ *------------------------------------------
+ */
+int battle_attr_fix (int damage, int atk_elem, int def_elem)
+{
+ int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
+
+ if (atk_elem < 0 || atk_elem > 9 || def_type < 0 || def_type > 9 ||
+ def_lv < 1 || def_lv > 4)
+ { // 属 性値がおかしいのでとりあえずそのまま返す
+ if (battle_config.error_log)
+ printf
+ ("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",
+ atk_elem, def_type, def_lv);
+ return damage;
+ }
+
+ return damage * attr_fix_table[def_lv - 1][atk_elem][def_type] / 100;
+}
+
+/*==========================================
+ * ダメージ最終計算
+ *------------------------------------------
+ */
+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_data, *sc;
+ short *sc_count;
+ int class_;
+
+ nullpo_retr (0, bl);
+
+ class_ = battle_get_class (bl);
+ if (bl->type == BL_MOB)
+ md = (struct mob_data *) bl;
+ else
+ sd = (struct map_session_data *) bl;
+
+ sc_data = battle_get_sc_data (bl);
+ sc_count = battle_get_sc_count (bl);
+
+ if (sc_count != NULL && *sc_count > 0)
+ {
+
+ if (sc_data[SC_SAFETYWALL].timer != -1 && damage > 0
+ && flag & BF_WEAPON && flag & BF_SHORT
+ && skill_num != NPC_GUIDEDATTACK)
+ {
+ // セーフティウォール
+ struct skill_unit *unit =
+ (struct skill_unit *) sc_data[SC_SAFETYWALL].val2;
+ if (unit && unit->alive && (--unit->group->val2) <= 0)
+ skill_delunit (unit);
+ skill_unit_move (bl, gettick (), 1); // 重ね掛けチェック
+ damage = 0;
+ }
+ if (sc_data[SC_PNEUMA].timer != -1 && damage > 0 && flag & BF_WEAPON
+ && flag & BF_LONG && skill_num != NPC_GUIDEDATTACK)
+ {
+ // ニューマ
+ damage = 0;
+ }
+
+ if (sc_data[SC_ROKISWEIL].timer != -1 && damage > 0 &&
+ flag & BF_MAGIC)
+ {
+ // ニューマ
+ damage = 0;
+ }
+
+ if (sc_data[SC_AETERNA].timer != -1 && damage > 0)
+ { // レックスエーテルナ
+ damage <<= 1;
+ skill_status_change_end (bl, SC_AETERNA, -1);
+ }
+
+ //属性場のダメージ増加
+ if (sc_data[SC_VOLCANO].timer != -1)
+ { // ボルケーノ
+ if (flag & BF_SKILL && skill_get_pl (skill_num) == 3)
+ damage += damage * sc_data[SC_VOLCANO].val4 / 100;
+ else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 3))
+ damage += damage * sc_data[SC_VOLCANO].val4 / 100;
+ }
+
+ if (sc_data[SC_VIOLENTGALE].timer != -1)
+ { // バイオレントゲイル
+ if (flag & BF_SKILL && skill_get_pl (skill_num) == 4)
+ damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
+ else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 4))
+ damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
+ }
+
+ if (sc_data[SC_DELUGE].timer != -1)
+ { // デリュージ
+ if (flag & BF_SKILL && skill_get_pl (skill_num) == 1)
+ damage += damage * sc_data[SC_DELUGE].val4 / 100;
+ else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 1))
+ damage += damage * sc_data[SC_DELUGE].val4 / 100;
+ }
+
+ if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0
+ && flag & BF_WEAPON)
+ { // エナジーコート
+ if (sd)
+ {
+ if (sd->status.sp > 0)
+ {
+ int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
+ sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
+ if (sd->status.sp < 0)
+ sd->status.sp = 0;
+ damage -= damage * ((per + 1) * 6) / 100;
+ clif_updatestatus (sd, SP_SP);
+ }
+ if (sd->status.sp <= 0)
+ skill_status_change_end (bl, SC_ENERGYCOAT, -1);
+ }
+ else
+ damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
+ }
+
+ if (sc_data[SC_KYRIE].timer != -1 && damage > 0)
+ { // キリエエレイソン
+ sc = &sc_data[SC_KYRIE];
+ sc->val2 -= damage;
+ if (flag & BF_WEAPON)
+ {
+ if (sc->val2 >= 0)
+ damage = 0;
+ else
+ damage = -sc->val2;
+ }
+ if ((--sc->val3) <= 0 || (sc->val2 <= 0)
+ || skill_num == AL_HOLYLIGHT)
+ skill_status_change_end (bl, SC_KYRIE, -1);
+ }
+
+ if (sc_data[SC_BASILICA].timer != -1 && damage > 0)
+ {
+ // ニューマ
+ damage = 0;
+ }
+ if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0
+ && flag & BF_MAGIC)
+ {
+ // ニューマ
+ damage = 0;
+ }
+
+ if (sc_data[SC_AUTOGUARD].timer != -1 && damage > 0
+ && flag & BF_WEAPON)
+ {
+ if (MRAND (100) < sc_data[SC_AUTOGUARD].val2)
+ {
+ damage = 0;
+ clif_skill_nodamage (bl, bl, CR_AUTOGUARD,
+ sc_data[SC_AUTOGUARD].val1, 1);
+ if (sd)
+ sd->canmove_tick = gettick () + 300;
+ else if (md)
+ md->canmove_tick = gettick () + 300;
+ }
+ }
+// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
+//
+ if (sc_data[SC_PARRYING].timer != -1 && damage > 0
+ && flag & BF_WEAPON)
+ {
+ if (MRAND (100) < sc_data[SC_PARRYING].val2)
+ {
+ damage = 0;
+ clif_skill_nodamage (bl, bl, LK_PARRYING,
+ sc_data[SC_PARRYING].val1, 1);
+ }
+ }
+ // リジェクトソード
+ if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0
+ && flag & BF_WEAPON
+ &&
+ ((src->type == BL_PC
+ && ((struct map_session_data *) src)->status.weapon == (1 || 2
+ || 3))
+ || src->type == BL_MOB))
+ {
+ if (MRAND (100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1))
+ { //反射確率は10+5*Lv
+ damage = damage * 50 / 100;
+ battle_damage (bl, src, damage, 0);
+ //ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ
+ //エフェクトもこれでいいのかわかんねぇ
+ clif_skill_nodamage (bl, bl, ST_REJECTSWORD,
+ sc_data[SC_REJECTSWORD].val1, 1);
+ if ((--sc_data[SC_REJECTSWORD].val2) <= 0)
+ skill_status_change_end (bl, SC_REJECTSWORD, -1);
+ }
+ }
+ }
+
+ if (class_ == 1288 || class_ == 1287 || class_ == 1286 || class_ == 1285)
+ {
+// if(class == 1288) {
+ if (class_ == 1288 && flag & BF_SKILL)
+ damage = 0;
+ if (src->type == BL_PC)
+ {
+ struct guild *g =
+ guild_search (((struct map_session_data *) src)->
+ status.guild_id);
+ struct guild_castle *gc = guild_mapname2gc (map[bl->m].name);
+ if (!((struct map_session_data *) src)->status.guild_id)
+ damage = 0;
+ if (gc && agit_flag == 0 && class_ != 1288) // guardians cannot be damaged during non-woe [Valaris]
+ damage = 0; // end woe check [Valaris]
+ if (g == NULL)
+ damage = 0; //ギルド未加入ならダメージ無し
+ else if ((gc != NULL) && guild_isallied (g, gc))
+ damage = 0; //自占領ギルドのエンペならダメージ無し
+ else if (g && guild_checkskill (g, GD_APPROVAL) <= 0)
+ damage = 0; //正規ギルド承認がないとダメージ無し
+ else if (battle_config.guild_max_castles != 0
+ && guild_checkcastles (g) >=
+ battle_config.guild_max_castles)
+ damage = 0; // [MouseJstr]
+ }
+ else
+ damage = 0;
+ }
+
+ if (map[bl->m].flag.gvg && damage > 0)
+ { //GvG
+ if (flag & BF_WEAPON)
+ {
+ 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 (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;
+ if (damage < 1)
+ damage = 1;
+ }
+
+ if (battle_config.skill_min_damage || flag & BF_MISC)
+ {
+ if (div_ < 255)
+ {
+ if (damage > 0 && damage < div_)
+ damage = div_;
+ }
+ else if (damage > 0 && damage < 3)
+ damage = 3;
+ }
+
+ if (md != NULL && md->hp > 0 && damage > 0) // 反撃などのMOBスキル判定
+ mobskill_event (md, flag);
+
+ return damage;
+}
+
+/*==========================================
+ * 修練ダメージ
+ *------------------------------------------
+ */
+int battle_addmastery (struct map_session_data *sd, struct block_list *target,
+ int dmg, int type)
+{
+ int damage, skill;
+ int race = battle_get_race (target);
+ int weapon;
+ damage = 0;
+
+ nullpo_retr (0, sd);
+
+ // デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?)
+ if ((skill = pc_checkskill (sd, AL_DEMONBANE)) > 0
+ && (battle_check_undead (race, battle_get_elem_type (target))
+ || race == 6))
+ damage += (skill * 3);
+
+ // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫
+ if ((skill = pc_checkskill (sd, HT_BEASTBANE)) > 0
+ && (race == 2 || race == 4))
+ damage += (skill * 4);
+
+ if (type == 0)
+ weapon = sd->weapontype1;
+ else
+ weapon = sd->weapontype2;
+ switch (weapon)
+ {
+ case 0x01: // 短剣 (Updated By AppleGirl)
+ case 0x02: // 1HS
+ {
+ // 剣修練(+4 〜 +40) 片手剣 短剣含む
+ if ((skill = pc_checkskill (sd, SM_SWORD)) > 0)
+ {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x03: // 2HS
+ {
+ // 両手剣修練(+4 〜 +40) 両手剣
+ if ((skill = pc_checkskill (sd, SM_TWOHAND)) > 0)
+ {
+ damage += (skill * 4);
+ }
+ break;
+ }
+ case 0x04: // 1HL
+ {
+ // 槍修練(+4 〜 +40,+5 〜 +50) 槍
+ if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
+ {
+ if (!pc_isriding (sd))
+ damage += (skill * 4); // ペコに乗ってない
+ else
+ damage += (skill * 5); // ペコに乗ってる
+ }
+ break;
+ }
+ case 0x05: // 2HL
+ {
+ // 槍修練(+4 〜 +40,+5 〜 +50) 槍
+ if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
+ {
+ if (!pc_isriding (sd))
+ damage += (skill * 4); // ペコに乗ってない
+ else
+ damage += (skill * 5); // ペコに乗ってる
+ }
+ break;
+ }
+ case 0x06: // 片手斧
+ {
+ if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0)
+ {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x07: // Axe by Tato
+ {
+ if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0)
+ {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x08: // メイス
+ {
+ // メイス修練(+3 〜 +30) メイス
+ if ((skill = pc_checkskill (sd, PR_MACEMASTERY)) > 0)
+ {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x09: // なし?
+ break;
+ case 0x0a: // 杖
+ break;
+ case 0x0b: // 弓
+ break;
+ case 0x00: // 素手
+ case 0x0c: // Knuckles
+ {
+ // 鉄拳(+3 〜 +30) 素手,ナックル
+ if ((skill = pc_checkskill (sd, MO_IRONHAND)) > 0)
+ {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0d: // Musical Instrument
+ {
+ // 楽器の練習(+3 〜 +30) 楽器
+ if ((skill = pc_checkskill (sd, BA_MUSICALLESSON)) > 0)
+ {
+ damage += (skill * 3);
+ }
+ break;
+ }
+ case 0x0e: // Dance Mastery
+ {
+ // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭
+ 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
+ {
+ // カタール修練(+3 〜 +30) カタール
+ if ((skill = pc_checkskill (sd, AS_KATAR)) > 0)
+ {
+ //ソニックブロー時は別処理(1撃に付き1/8適応)
+ damage += (skill * 3);
+ }
+ break;
+ }
+ }
+ damage = dmg + damage;
+ return (damage);
+}
+
+static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
+ struct block_list *target,
+ int skill_num,
+ int skill_lv, int wflag)
+{
+ struct map_session_data *tsd = NULL;
+ struct mob_data *md = (struct mob_data *) src, *tmd = NULL;
+ int hitrate, flee, cri = 0, atkmin, atkmax;
+ int luk, target_count = 1;
+ int def1 = battle_get_def (target);
+ int def2 = battle_get_def2 (target);
+ int t_vit = battle_get_vit (target);
+ struct Damage wd;
+ int damage, damage2 = 0, type, div_, blewcount =
+ skill_get_blewcount (skill_num, skill_lv);
+ int flag, skill, ac_flag = 0, dmg_lv = 0;
+ int t_mode = 0, t_race = 0, t_size = 1, s_race = 0, s_ele = 0;
+ struct status_change *sc_data, *t_sc_data;
+ short *sc_count;
+ short *option, *opt1, *opt2;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (src == NULL || target == NULL || md == NULL)
+ {
+ nullpo_info (NLP_MARK);
+ memset (&wd, 0, sizeof (wd));
+ return wd;
+ }
+
+ s_race = battle_get_race (src);
+ s_ele = battle_get_attack_element (src);
+ sc_data = battle_get_sc_data (src);
+ sc_count = battle_get_sc_count (src);
+ option = battle_get_option (src);
+ opt1 = battle_get_opt1 (src);
+ opt2 = battle_get_opt2 (src);
+
+ // ターゲット
+ if (target->type == BL_PC)
+ tsd = (struct map_session_data *) target;
+ else if (target->type == BL_MOB)
+ tmd = (struct mob_data *) target;
+ t_race = battle_get_race (target);
+ t_size = battle_get_size (target);
+ t_mode = battle_get_mode (target);
+ t_sc_data = battle_get_sc_data (target);
+
+ if ((skill_num == 0
+ || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2)
+ || (target->type == BL_MOB
+ && battle_config.monster_auto_counter_type & 2))
+ && skill_lv >= 0)
+ {
+ if (skill_num != CR_GRANDCROSS && t_sc_data
+ && t_sc_data[SC_AUTOCOUNTER].timer != -1)
+ {
+ int dir = map_calc_dir (src, target->x, target->y), t_dir =
+ battle_get_dir (target);
+ int dist = distance (src->x, src->y, target->x, target->y);
+ if (dist <= 0 || map_check_dir (dir, t_dir))
+ {
+ memset (&wd, 0, sizeof (wd));
+ t_sc_data[SC_AUTOCOUNTER].val3 = 0;
+ t_sc_data[SC_AUTOCOUNTER].val4 = 1;
+ if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1)
+ {
+ int range = battle_get_range (target);
+ if ((target->type == BL_PC
+ && ((struct map_session_data *) target)->
+ status.weapon != 11 && dist <= range + 1)
+ || (target->type == BL_MOB && range <= 3
+ && dist <= range + 1))
+ t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
+ }
+ return wd;
+ }
+ else
+ ac_flag = 1;
+ }
+ }
+ flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定
+
+ // 回避率計算、回避判定は後で
+ flee = battle_get_flee (target);
+ if (battle_config.agi_penaly_type > 0
+ || battle_config.vit_penaly_type > 0)
+ target_count +=
+ battle_counttargeted (target, src,
+ battle_config.agi_penaly_count_lv);
+ if (battle_config.agi_penaly_type > 0)
+ {
+ if (target_count >= battle_config.agi_penaly_count)
+ {
+ if (battle_config.agi_penaly_type == 1)
+ flee =
+ (flee *
+ (100 -
+ (target_count -
+ (battle_config.agi_penaly_count -
+ 1)) * battle_config.agi_penaly_num)) / 100;
+ else if (battle_config.agi_penaly_type == 2)
+ flee -=
+ (target_count -
+ (battle_config.agi_penaly_count -
+ 1)) * battle_config.agi_penaly_num;
+ if (flee < 1)
+ flee = 1;
+ }
+ }
+ hitrate = battle_get_hit (src) - flee + 80;
+
+ type = 0; // normal
+ div_ = 1; // single attack
+
+ luk = battle_get_luk (src);
+
+ if (battle_config.enemy_str)
+ damage = battle_get_baseatk (src);
+ else
+ damage = 0;
+ if (skill_num == HW_MAGICCRASHER)
+ { /* マジッククラッシャーはMATKで殴る */
+ atkmin = battle_get_matk1 (src);
+ atkmax = battle_get_matk2 (src);
+ }
+ else
+ {
+ atkmin = battle_get_atk (src);
+ atkmax = battle_get_atk2 (src);
+ }
+ if (mob_db[md->mob_class].range > 3)
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+
+ if (atkmin > atkmax)
+ atkmin = atkmax;
+
+ if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
+ { // マキシマイズパワー
+ atkmin = atkmax;
+ }
+
+ cri = battle_get_critical (src);
+ cri -= battle_get_luk (target) * 3;
+ if (battle_config.enemy_critical_rate != 100)
+ {
+ cri = cri * battle_config.enemy_critical_rate / 100;
+ if (cri < 1)
+ cri = 1;
+ }
+ if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に
+ cri <<= 1;
+
+ if (ac_flag)
+ cri = 1000;
+
+ if (skill_num == KN_AUTOCOUNTER)
+ {
+ if (!(battle_config.monster_auto_counter_type & 1))
+ cri = 1000;
+ else
+ cri <<= 1;
+ }
+
+ if (tsd && tsd->critical_def)
+ cri = cri * (100 - tsd->critical_def) / 100;
+
+ if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND (1000)) < cri) // 判定(スキルの場合は無視)
+ // 敵の判定
+ {
+ damage += atkmax;
+ type = 0x0a;
+ }
+ else
+ {
+ int vitbonusmax;
+
+ if (atkmax > atkmin)
+ damage += atkmin + MRAND ((atkmax - atkmin + 1));
+ else
+ damage += atkmin;
+ // スキル修正1(攻撃力倍化系)
+ // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
+ // バッシュ,マグナムブレイク,
+ // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,チャージアロー,
+ // ソニックブロー
+ if (sc_data)
+ { //状態異常中のダメージ追加
+ if (sc_data[SC_OVERTHRUST].timer != -1) // オーバートラスト
+ damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
+ if (sc_data[SC_TRUESIGHT].timer != -1) // トゥルーサイト
+ damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
+ if (sc_data[SC_BERSERK].timer != -1) // バーサーク
+ damage += damage * 50 / 100;
+ }
+
+ if (skill_num > 0)
+ {
+ int i;
+ if ((i = skill_get_pl (skill_num)) > 0)
+ s_ele = i;
+
+ flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
+ switch (skill_num)
+ {
+ case SM_BASH: // バッシュ
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
+ break;
+ case SM_MAGNUM: // マグナムブレイク
+ damage =
+ damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
+ break;
+ case MC_MAMMONITE: // メマーナイト
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ break;
+ case AC_DOUBLE: // ダブルストレイフィング
+ damage = damage * (180 + 20 * skill_lv) / 100;
+ div_ = 2;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case AC_SHOWER: // アローシャワー
+ damage = damage * (75 + 5 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case AC_CHARGEARROW: // チャージアロー
+ damage = damage * 150 / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case KN_PIERCE: // ピアース
+ damage = damage * (100 + 10 * skill_lv) / 100;
+ hitrate = hitrate * (100 + 5 * skill_lv) / 100;
+ div_ = t_size + 1;
+ damage *= div_;
+ break;
+ case KN_SPEARSTAB: // スピアスタブ
+ damage = damage * (100 + 15 * skill_lv) / 100;
+ break;
+ case KN_SPEARBOOMERANG: // スピアブーメラン
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ if (skill_lv > 3 && wflag == 1)
+ damage2 += damage / 2;
+ if (skill_lv > 6 && wflag == 1)
+ damage2 += damage / 4;
+ if (skill_lv > 9 && wflag == 1)
+ damage2 += damage / 8;
+ if (skill_lv > 6 && wflag == 2)
+ damage2 += damage / 2;
+ if (skill_lv > 9 && wflag == 2)
+ damage2 += damage / 4;
+ if (skill_lv > 9 && wflag == 3)
+ damage2 += damage / 2;
+ damage += damage2;
+ blewcount = 0;
+ break;
+ case KN_BOWLINGBASH: // ボウリングバッシュ
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ blewcount = 0;
+ break;
+ case KN_AUTOCOUNTER:
+ if (battle_config.monster_auto_counter_type & 1)
+ hitrate += 20;
+ else
+ hitrate = 1000000;
+ flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
+ break;
+ case AS_SONICBLOW: // ソニックブロウ
+ damage = damage * (300 + 50 * skill_lv) / 100;
+ div_ = 8;
+ break;
+ case TF_SPRINKLESAND: // 砂まき
+ damage = damage * 125 / 100;
+ break;
+ case MC_CARTREVOLUTION: // カートレボリューション
+ damage = (damage * 150) / 100;
+ break;
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
+ div_ = skill_get_num (skill_num, skill_lv);
+ damage *= div_;
+ break;
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
+ damage = damage * (MPRAND (50, 150)) / 100;
+ break;
+ // 属性攻撃(適当)
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ damage = damage * (100 + 25 * (skill_lv - 1)) / 100;
+ break;
+ case NPC_GUIDEDATTACK:
+ hitrate = 1000000;
+ break;
+ case NPC_RANGEATTACK:
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case NPC_PIERCINGATT:
+ flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
+ break;
+ case RG_BACKSTAP: // バックスタブ
+ damage = damage * (300 + 40 * skill_lv) / 100;
+ hitrate = 1000000;
+ break;
+ case RG_RAID: // サプライズアタック
+ damage = damage * (100 + 40 * skill_lv) / 100;
+ break;
+ case RG_INTIMIDATE: // インティミデイト
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ break;
+ case CR_SHIELDCHARGE: // シールドチャージ
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
+ s_ele = 0;
+ break;
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ s_ele = 0;
+ break;
+ case CR_HOLYCROSS: // ホーリークロス
+ damage = damage * (100 + 35 * skill_lv) / 100;
+ div_ = 2;
+ break;
+ case CR_GRANDCROSS:
+ hitrate = 1000000;
+ break;
+ case AM_DEMONSTRATION: // デモンストレーション
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ break;
+ case AM_ACIDTERROR: // アシッドテラー
+ damage = damage * (100 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 40 * skill_lv) / 100;
+ break;
+ case MO_FINGEROFFENSIVE: //指弾
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ div_ = 1;
+ break;
+ case MO_INVESTIGATE: // 発 勁
+ if (def1 < 1000000)
+ damage =
+ damage * (100 + 75 * skill_lv) / 100 * (def1 +
+ def2) /
+ 100;
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ damage = damage * 8 + 250 + (skill_lv * 150);
+ hitrate = 1000000;
+ s_ele = 0;
+ break;
+ case MO_CHAINCOMBO: // 連打掌
+ damage = damage * (150 + 50 * skill_lv) / 100;
+ div_ = 4;
+ break;
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case DC_THROWARROW: // 矢撃ち
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case MO_COMBOFINISH: // 猛龍拳
+ damage = damage * (240 + 60 * skill_lv) / 100;
+ break;
+ case CH_TIGERFIST: // 伏虎拳
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ break;
+ case CH_CHAINCRUSH: // 連柱崩撃
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ div_ = skill_get_num (skill_num, skill_lv);
+ break;
+ case CH_PALMSTRIKE: // 猛虎硬派山
+ damage = damage * (50 + 100 * skill_lv) / 100;
+ break;
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
+ div_ = 5;
+ if (tsd)
+ tsd->canmove_tick = gettick () + 1000;
+ else if (tmd)
+ tmd->canmove_tick = gettick () + 1000;
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ break;
+ case LK_JOINTBEAT: /* ジョイントビート */
+ damage = damage * (50 + 10 * skill_lv) / 100;
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ damage = damage * (40 + 40 * skill_lv) / 100;
+ break;
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ damage += damage * (30 * skill_lv) / 100;
+ break;
+ case CG_ARROWVULCAN: /* アローバルカン */
+ damage = damage * (160 + 40 * skill_lv) / 100;
+ div_ = 9;
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ damage = damage * (200 + 20 * skill_lv) / 100;
+ break;
+ }
+ }
+
+ if (skill_num != NPC_CRITICALSLASH)
+ {
+ // 対 象の防御力によるダメージの減少
+ // ディバインプロテクション(ここでいいのかな?)
+ if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
+ && skill_num != KN_AUTOCOUNTER && def1 < 1000000)
+ { //DEF, VIT無視
+ int t_def;
+ target_count =
+ 1 + battle_counttargeted (target, src,
+ battle_config.vit_penaly_count_lv);
+ if (battle_config.vit_penaly_type > 0)
+ {
+ if (target_count >= battle_config.vit_penaly_count)
+ {
+ if (battle_config.vit_penaly_type == 1)
+ {
+ def1 =
+ (def1 *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ def2 =
+ (def2 *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ t_vit =
+ (t_vit *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ }
+ else if (battle_config.vit_penaly_type == 2)
+ {
+ def1 -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ def2 -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ t_vit -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ }
+ if (def1 < 0)
+ def1 = 0;
+ if (def2 < 1)
+ def2 = 1;
+ if (t_vit < 1)
+ t_vit = 1;
+ }
+ }
+ t_def = def2 * 8 / 10;
+ if (battle_check_undead (s_race, battle_get_elem_type (src))
+ || s_race == 6)
+ if (tsd && (skill = pc_checkskill (tsd, AL_DP)) > 0)
+ t_def += skill * 3;
+
+ vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
+ if (battle_config.monster_defense_type)
+ {
+ damage =
+ damage - (def1 * battle_config.monster_defense_type) -
+ t_def -
+ ((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ else
+ {
+ damage =
+ damage * (100 - def1) / 100 - t_def -
+ ((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ }
+ }
+ }
+
+ // 0未満だった場合1に補正
+ if (damage < 1)
+ damage = 1;
+
+ // 回避修正
+ if (hitrate < 1000000)
+ hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
+ if (hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中
+ t_sc_data[SC_STAN].timer != -1 || // スタンは必中
+ t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中
+ hitrate = 1000000;
+ if (type == 0 && MRAND (100) >= hitrate)
+ {
+ damage = damage2 = 0;
+ dmg_lv = ATK_FLEE;
+ }
+ else
+ {
+ dmg_lv = ATK_DEF;
+ }
+
+ if (tsd)
+ {
+ int cardfix = 100, i;
+ cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属 性によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性
+ if (mob_db[md->mob_class].mode & 0x20)
+ cardfix = cardfix * (100 - tsd->subrace[10]) / 100;
+ else
+ cardfix = cardfix * (100 - tsd->subrace[11]) / 100;
+ for (i = 0; i < tsd->add_def_class_count; i++)
+ {
+ if (tsd->add_def_classid[i] == md->mob_class)
+ {
+ cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100;
+ break;
+ }
+ }
+ if (flag & BF_LONG)
+ cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100;
+ if (flag & BF_SHORT)
+ cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100;
+ damage = damage * cardfix / 100;
+ }
+ if (t_sc_data)
+ {
+ int cardfix = 100;
+ if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG)
+ cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100;
+ if (cardfix != 100)
+ damage = damage * cardfix / 100;
+ }
+ if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1)
+ { //アシャンプティオ
+ if (!map[target->m].flag.pvp)
+ damage = damage / 3;
+ else
+ damage = damage / 2;
+ }
+
+ if (damage < 0)
+ damage = 0;
+
+ // 属 性の適用
+ if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_element (target) == 8) && (target->type == BL_PC))) // [MouseJstr]
+ if (skill_num != 0 || s_ele != 0
+ || !battle_config.mob_attack_attr_none)
+ damage =
+ battle_attr_fix (damage, s_ele, battle_get_element (target));
+
+ if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* オーラブレード 必中 */
+ damage += sc_data[SC_AURABLADE].val1 * 10;
+ if (skill_num == PA_PRESSURE) /* プレッシャー 必中? */
+ damage = 700 + 100 * skill_lv;
+
+ // インベナム修正
+ if (skill_num == TF_POISON)
+ {
+ damage =
+ battle_attr_fix (damage + 15 * skill_lv, s_ele,
+ battle_get_element (target));
+ }
+ if (skill_num == MC_CARTREVOLUTION)
+ {
+ damage = battle_attr_fix (damage, 0, battle_get_element (target));
+ }
+
+ // 完全回避の判定
+ if (skill_num == 0 && skill_lv >= 0 && tsd != NULL
+ && MRAND (1000) < battle_get_flee2 (target))
+ {
+ damage = 0;
+ type = 0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+
+ if (battle_config.enemy_perfect_flee)
+ {
+ if (skill_num == 0 && skill_lv >= 0 && tmd != NULL
+ && MRAND (1000) < battle_get_flee2 (target))
+ {
+ damage = 0;
+ type = 0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+ }
+
+// if(def1 >= 1000000 && damage > 0)
+ if (t_mode & 0x40 && damage > 0)
+ damage = 1;
+
+ if (tsd && tsd->special_state.no_weapon_damage)
+ damage = 0;
+
+ if (skill_num != CR_GRANDCROSS)
+ damage =
+ battle_calc_damage (src, target, damage, div_, skill_num,
+ skill_lv, flag);
+
+ wd.damage = damage;
+ wd.damage2 = 0;
+ wd.type = type;
+ wd.div_ = div_;
+ wd.amotion = battle_get_amotion (src);
+ if (skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion = battle_get_dmotion (target);
+ wd.blewcount = blewcount;
+ wd.flag = flag;
+ wd.dmg_lv = dmg_lv;
+ return wd;
+}
+
+int battle_is_unarmed (struct block_list *bl)
+{
+ if (!bl)
+ return 0;
+ if (bl->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) bl;
+
+ return (sd->equip_index[EQUIP_SHIELD] == -1
+ && sd->equip_index[EQUIP_WEAPON] == -1);
+ }
+ else
+ return 0;
+}
+
+/*
+ * =========================================================================
+ * PCの武器による攻撃
+ *-------------------------------------------------------------------------
+ */
+static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
+ struct block_list *target,
+ int skill_num,
+ int skill_lv, int wflag)
+{
+ struct map_session_data *sd = (struct map_session_data *) src, *tsd =
+ NULL;
+ struct mob_data *tmd = NULL;
+ int hitrate, flee, cri = 0, atkmin, atkmax;
+ int dex, luk, target_count = 1;
+ int def1 = battle_get_def (target);
+ int def2 = battle_get_def2 (target);
+ int t_vit = battle_get_vit (target);
+ struct Damage wd;
+ int damage, damage2, damage3 = 0, damage4 = 0, type, div_, blewcount =
+ skill_get_blewcount (skill_num, skill_lv);
+ int flag, skill, dmg_lv = 0;
+ int t_mode = 0, t_race = 0, t_size = 1, s_race = 7, s_ele = 0;
+ struct status_change *sc_data, *t_sc_data;
+ short *sc_count;
+ short *option, *opt1, *opt2;
+ int atkmax_ = 0, atkmin_ = 0, s_ele_; //二刀流用
+ int watk, watk_, cardfix, t_ele;
+ int da = 0, i, t_class, ac_flag = 0;
+ int idef_flag = 0, idef_flag_ = 0;
+ int target_distance;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (src == NULL || target == NULL || sd == NULL)
+ {
+ nullpo_info (NLP_MARK);
+ memset (&wd, 0, sizeof (wd));
+ return wd;
+ }
+
+ // アタッカー
+ s_race = battle_get_race (src); //種族
+ s_ele = battle_get_attack_element (src); //属性
+ s_ele_ = battle_get_attack_element2 (src); //左手属性
+ sc_data = battle_get_sc_data (src); //ステータス異常
+ sc_count = battle_get_sc_count (src); //ステータス異常の数
+ option = battle_get_option (src); //鷹とかペコとかカートとか
+ opt1 = battle_get_opt1 (src); //石化、凍結、スタン、睡眠、暗闇
+ opt2 = battle_get_opt2 (src); //毒、呪い、沈黙、暗闇?
+
+ if (skill_num != CR_GRANDCROSS) //グランドクロスでないなら
+ sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃
+
+ // ターゲット
+ if (target->type == BL_PC) //対象がPCなら
+ tsd = (struct map_session_data *) target; //tsdに代入(tmdはNULL)
+ else if (target->type == BL_MOB) //対象がMobなら
+ tmd = (struct mob_data *) target; //tmdに代入(tsdはNULL)
+ t_race = battle_get_race (target); //対象の種族
+ t_ele = battle_get_elem_type (target); //対象の属性
+ t_size = battle_get_size (target); //対象のサイズ
+ t_mode = battle_get_mode (target); //対象のMode
+ t_sc_data = battle_get_sc_data (target); //対象のステータス異常
+
+//オートカウンター処理ここから
+ if ((skill_num == 0
+ || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2)
+ || (target->type == BL_MOB
+ && battle_config.monster_auto_counter_type & 2))
+ && skill_lv >= 0)
+ {
+ if (skill_num != CR_GRANDCROSS && t_sc_data
+ && t_sc_data[SC_AUTOCOUNTER].timer != -1)
+ { //グランドクロスでなく、対象がオートカウンター状態の場合
+ int dir = map_calc_dir (src, target->x, target->y), t_dir =
+ battle_get_dir (target);
+ int dist = distance (src->x, src->y, target->x, target->y);
+ if (dist <= 0 || map_check_dir (dir, t_dir))
+ { //対象との距離が0以下、または対象の正面?
+ memset (&wd, 0, sizeof (wd));
+ t_sc_data[SC_AUTOCOUNTER].val3 = 0;
+ t_sc_data[SC_AUTOCOUNTER].val4 = 1;
+ if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1)
+ { //自分がオートカウンター状態
+ int range = battle_get_range (target);
+ if ((target->type == BL_PC && ((struct map_session_data *) target)->status.weapon != 11 && dist <= range + 1) || //対象がPCで武器が弓矢でなく射程内
+ (target->type == BL_MOB && range <= 3 && dist <= range + 1)) //または対象がMobで射程が3以下で射程内
+ t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
+ }
+ return wd; //ダメージ構造体を返して終了
+ }
+ else
+ ac_flag = 1;
+ }
+ }
+//オートカウンター処理ここまで
+
+ flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定
+
+ // 回避率計算、回避判定は後で
+ flee = battle_get_flee (target);
+ if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効
+ target_count += battle_counttargeted (target, src, battle_config.agi_penaly_count_lv); //対象の数を算出
+ if (battle_config.agi_penaly_type > 0)
+ {
+ if (target_count >= battle_config.agi_penaly_count)
+ { //ペナルティ設定より対象が多い
+ if (battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少
+ flee =
+ (flee *
+ (100 -
+ (target_count -
+ (battle_config.agi_penaly_count -
+ 1)) * battle_config.agi_penaly_num)) / 100;
+ else if (battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少
+ flee -=
+ (target_count -
+ (battle_config.agi_penaly_count -
+ 1)) * battle_config.agi_penaly_num;
+ if (flee < 1)
+ flee = 1; //回避率は最低でも1
+ }
+ }
+ hitrate = battle_get_hit (src) - flee + 80; //命中率計算
+
+ { // [fate] Reduce hit chance by distance
+ int dx = abs (src->x - target->x);
+ int dy = abs (src->y - target->y);
+ int malus_dist;
+
+ target_distance = MAX (dx, dy);
+ malus_dist =
+ MAX (0, target_distance - (skill_power (sd, AC_OWL) / 75));
+ hitrate -= (malus_dist * (malus_dist + 1));
+ }
+
+ dex = battle_get_dex (src); //DEX
+ luk = battle_get_luk (src); //LUK
+ watk = battle_get_atk (src); //ATK
+ watk_ = battle_get_atk_ (src); //ATK左手
+
+ type = 0; // normal
+ div_ = 1; // single attack
+
+ if (skill_num == HW_MAGICCRASHER)
+ { /* マジッククラッシャーはMATKで殴る */
+ damage = damage2 = battle_get_matk1 (src); //damega,damega2初登場、base_atkの取得
+ }
+ else
+ {
+ damage = damage2 = battle_get_baseatk (&sd->bl); //damega,damega2初登場、base_atkの取得
+ }
+ if (sd->attackrange > 2)
+ { // [fate] ranged weapon?
+ const int range_damage_bonus = 80; // up to 31.25% bonus for long-range hit
+ damage =
+ damage * (256 +
+ ((range_damage_bonus * target_distance) /
+ sd->attackrange)) >> 8;
+ damage2 =
+ damage2 * (256 +
+ ((range_damage_bonus * target_distance) /
+ sd->attackrange)) >> 8;
+ }
+
+ atkmin = atkmin_ = dex; //最低ATKはDEXで初期化?
+ sd->state.arrow_atk = 0; //arrow_atk初期化
+ 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 (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 (sd->status.weapon == 11)
+ { //武器が弓矢の場合
+ atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100; //弓用最低ATK計算
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG; //遠距離攻撃フラグを有効
+ if (sd->arrow_ele > 0) //属性矢なら属性を矢の属性に変更
+ s_ele = sd->arrow_ele;
+ sd->state.arrow_atk = 1; //arrow_atk有効化
+ }
+
+ // サイズ修正
+ // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする
+ // ウェポンパーフェクション,ドレイクC
+ if (((sd->special_state.no_sizefix)
+ || (pc_isriding (sd)
+ && (sd->status.weapon == 4 || sd->status.weapon == 5)
+ && t_size == 1) || skill_num == MO_EXTREMITYFIST))
+ { //ペコ騎乗していて、槍で中型を攻撃
+ atkmax = watk;
+ atkmax_ = watk_;
+ }
+ else
+ {
+ atkmax = (watk * sd->atkmods[t_size]) / 100;
+ atkmin = (atkmin * sd->atkmods[t_size]) / 100;
+ atkmax_ = (watk_ * sd->atkmods_[t_size]) / 100;
+ atkmin_ = (atkmin_ * sd->atkmods[t_size]) / 100;
+ }
+ if ((sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer != -1)
+ || (sd->special_state.no_sizefix))
+ { // ウェポンパーフェクション || ドレイクカード
+ atkmax = watk;
+ atkmax_ = watk_;
+ }
+
+ if (atkmin > atkmax && !(sd->state.arrow_atk))
+ atkmin = atkmax; //弓は最低が上回る場合あり
+ if (atkmin_ > atkmax_)
+ atkmin_ = atkmax_;
+
+ if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
+ { // マキシマイズパワー
+ atkmin = atkmax;
+ atkmin_ = atkmax_;
+ }
+
+ //ダブルアタック判定
+ if (sd->weapontype1 == 0x01)
+ {
+ if (skill_num == 0 && skill_lv >= 0
+ && (skill = pc_checkskill (sd, TF_DOUBLE)) > 0)
+ da = (MRAND (100) < (skill * 5)) ? 1 : 0;
+ }
+
+ //三段掌
+ if (skill_num == 0 && skill_lv >= 0
+ && (skill = pc_checkskill (sd, MO_TRIPLEATTACK)) > 0
+ && sd->status.weapon <= 16 && !sd->state.arrow_atk)
+ {
+ da = (MRAND (100) < (30 - skill)) ? 2 : 0;
+ }
+
+ if (sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
+ da = (MRAND (100) < sd->double_rate) ? 1 : 0;
+
+ // 過剰精錬ボーナス
+ if (sd->overrefine > 0)
+ damage += MPRAND (1, sd->overrefine);
+ if (sd->overrefine_ > 0)
+ damage2 += MPRAND (1, sd->overrefine_);
+
+ if (da == 0)
+ { //ダブルアタックが発動していない
+ // クリティカル計算
+ cri = battle_get_critical (src);
+
+ if (sd->state.arrow_atk)
+ cri += sd->arrow_cri;
+ if (sd->status.weapon == 16)
+ // カタールの場合、クリティカルを倍に
+ cri <<= 1;
+ cri -= battle_get_luk (target) * 3;
+ if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に
+ cri <<= 1;
+ if (ac_flag)
+ cri = 1000;
+
+ if (skill_num == KN_AUTOCOUNTER)
+ {
+ if (!(battle_config.pc_auto_counter_type & 1))
+ cri = 1000;
+ else
+ cri <<= 1;
+ }
+
+ if (skill_num == SN_SHARPSHOOTING && MRAND (100) < 50)
+ cri = 1000;
+ }
+
+ if (tsd && tsd->critical_def)
+ cri = cri * (100 - tsd->critical_def) / 100;
+
+ if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない
+ (MRAND (1000)) < cri) // 判定(スキルの場合は無視)
+ {
+ damage += atkmax;
+ damage2 += atkmax_;
+ if (sd->atk_rate != 100)
+ {
+ damage = (damage * sd->atk_rate) / 100;
+ damage2 = (damage2 * sd->atk_rate) / 100;
+ }
+ if (sd->state.arrow_atk)
+ damage += sd->arrow_atk;
+ type = 0x0a;
+
+/* if(def1 < 1000000) {
+ if(sd->def_ratio_atk_ele & (1<<t_ele) || sd->def_ratio_atk_race & (1<<t_race)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(sd->def_ratio_atk_ele_ & (1<<t_ele) || sd->def_ratio_atk_race_ & (1<<t_race)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ if(t_mode & 0x20) {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<10)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ else {
+ if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) {
+ damage = (damage * (def1 + def2))/100;
+ idef_flag = 1;
+ }
+ if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) {
+ damage2 = (damage2 * (def1 + def2))/100;
+ idef_flag_ = 1;
+ }
+ }
+ }*/
+ }
+ else
+ {
+ int vitbonusmax;
+
+ if (atkmax > atkmin)
+ damage += atkmin + MRAND ((atkmax - atkmin + 1));
+ else
+ damage += atkmin;
+ if (atkmax_ > atkmin_)
+ damage2 += atkmin_ + MRAND ((atkmax_ - atkmin_ + 1));
+ else
+ damage2 += atkmin_;
+ if (sd->atk_rate != 100)
+ {
+ damage = (damage * sd->atk_rate) / 100;
+ damage2 = (damage2 * sd->atk_rate) / 100;
+ }
+
+ if (sd->state.arrow_atk)
+ {
+ if (sd->arrow_atk > 0)
+ damage += MRAND ((sd->arrow_atk + 1));
+ hitrate += sd->arrow_hit;
+ }
+
+ if (skill_num != MO_INVESTIGATE && def1 < 1000000)
+ {
+ if (sd->def_ratio_atk_ele & (1 << t_ele)
+ || sd->def_ratio_atk_race & (1 << t_race))
+ {
+ damage = (damage * (def1 + def2)) / 100;
+ idef_flag = 1;
+ }
+ if (sd->def_ratio_atk_ele_ & (1 << t_ele)
+ || sd->def_ratio_atk_race_ & (1 << t_race))
+ {
+ damage2 = (damage2 * (def1 + def2)) / 100;
+ idef_flag_ = 1;
+ }
+ if (t_mode & 0x20)
+ {
+ if (!idef_flag && sd->def_ratio_atk_race & (1 << 10))
+ {
+ damage = (damage * (def1 + def2)) / 100;
+ idef_flag = 1;
+ }
+ if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 10))
+ {
+ damage2 = (damage2 * (def1 + def2)) / 100;
+ idef_flag_ = 1;
+ }
+ }
+ else
+ {
+ if (!idef_flag && sd->def_ratio_atk_race & (1 << 11))
+ {
+ damage = (damage * (def1 + def2)) / 100;
+ idef_flag = 1;
+ }
+ if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 11))
+ {
+ damage2 = (damage2 * (def1 + def2)) / 100;
+ idef_flag_ = 1;
+ }
+ }
+ }
+
+ // スキル修正1(攻撃力倍化系)
+ // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
+ // バッシュ,マグナムブレイク,
+ // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,チャージアロー,
+ // ソニックブロー
+ if (sc_data)
+ { //状態異常中のダメージ追加
+ if (sc_data[SC_OVERTHRUST].timer != -1)
+ { // オーバートラスト
+ damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
+ damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
+ }
+ if (sc_data[SC_TRUESIGHT].timer != -1)
+ { // トゥルーサイト
+ damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
+ damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
+ }
+ if (sc_data[SC_BERSERK].timer != -1)
+ { // バーサーク
+ damage += damage * 50 / 100;
+ damage2 += damage2 * 50 / 100;
+ }
+ }
+
+ if (skill_num > 0)
+ {
+ int i;
+ if ((i = skill_get_pl (skill_num)) > 0)
+ s_ele = s_ele_ = i;
+
+ flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
+ switch (skill_num)
+ {
+ case SM_BASH: // バッシュ
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 30 * skill_lv) / 100;
+ hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
+ break;
+ case SM_MAGNUM: // マグナムブレイク
+ damage =
+ damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
+ damage2 =
+ damage2 * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
+ break;
+ case MC_MAMMONITE: // メマーナイト
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ break;
+ case AC_DOUBLE: // ダブルストレイフィング
+ if (!sd->state.arrow_atk && sd->arrow_atk > 0)
+ {
+ int arr = MRAND ((sd->arrow_atk + 1));
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage * (180 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (180 + 20 * skill_lv) / 100;
+ div_ = 2;
+ if (sd->arrow_ele > 0)
+ {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case AC_SHOWER: // アローシャワー
+ if (!sd->state.arrow_atk && sd->arrow_atk > 0)
+ {
+ int arr = MRAND ((sd->arrow_atk + 1));
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage * (75 + 5 * skill_lv) / 100;
+ damage2 = damage2 * (75 + 5 * skill_lv) / 100;
+ if (sd->arrow_ele > 0)
+ {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case AC_CHARGEARROW: // チャージアロー
+ if (!sd->state.arrow_atk && sd->arrow_atk > 0)
+ {
+ int arr = MRAND ((sd->arrow_atk + 1));
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage * 150 / 100;
+ damage2 = damage2 * 150 / 100;
+ if (sd->arrow_ele > 0)
+ {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case KN_PIERCE: // ピアース
+ damage = damage * (100 + 10 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 10 * skill_lv) / 100;
+ hitrate = hitrate * (100 + 5 * skill_lv) / 100;
+ div_ = t_size + 1;
+ damage *= div_;
+ damage2 *= div_;
+ break;
+ case KN_SPEARSTAB: // スピアスタブ
+ damage = damage * (100 + 15 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 15 * skill_lv) / 100;
+ break;
+ case KN_SPEARBOOMERANG: // スピアブーメラン
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ if (skill_lv > 3 && wflag == 1)
+ damage3 += damage / 2;
+ if (skill_lv > 6 && wflag == 1)
+ damage3 += damage / 4;
+ if (skill_lv > 9 && wflag == 1)
+ damage3 += damage / 8;
+ if (skill_lv > 6 && wflag == 2)
+ damage3 += damage / 2;
+ if (skill_lv > 9 && wflag == 2)
+ damage3 += damage / 4;
+ if (skill_lv > 9 && wflag == 3)
+ damage3 += damage / 2;
+ damage += damage3;
+ if (skill_lv > 3 && wflag == 1)
+ damage4 += damage2 / 2;
+ if (skill_lv > 6 && wflag == 1)
+ damage4 += damage2 / 4;
+ if (skill_lv > 9 && wflag == 1)
+ damage4 += damage2 / 8;
+ if (skill_lv > 6 && wflag == 2)
+ damage4 += damage2 / 2;
+ if (skill_lv > 9 && wflag == 2)
+ damage4 += damage2 / 4;
+ if (skill_lv > 9 && wflag == 3)
+ damage4 += damage2 / 2;
+ damage2 += damage4;
+ blewcount = 0;
+ break;
+ case KN_BOWLINGBASH: // ボウリングバッシュ
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ blewcount = 0;
+ break;
+ case KN_AUTOCOUNTER:
+ if (battle_config.pc_auto_counter_type & 1)
+ hitrate += 20;
+ else
+ hitrate = 1000000;
+ flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
+ break;
+ case AS_SONICBLOW: // ソニックブロウ
+ hitrate += 30; // hitrate +30, thanks to midas
+ damage = damage * (300 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (300 + 50 * skill_lv) / 100;
+ div_ = 8;
+ break;
+ case TF_SPRINKLESAND: // 砂まき
+ damage = damage * 125 / 100;
+ damage2 = damage2 * 125 / 100;
+ break;
+ case MC_CARTREVOLUTION: // カートレボリューション
+ if (sd->cart_max_weight > 0 && sd->cart_weight > 0)
+ {
+ damage =
+ (damage *
+ (150 + pc_checkskill (sd, BS_WEAPONRESEARCH) +
+ (sd->cart_weight * 100 /
+ sd->cart_max_weight))) / 100;
+ damage2 =
+ (damage2 *
+ (150 + pc_checkskill (sd, BS_WEAPONRESEARCH) +
+ (sd->cart_weight * 100 /
+ sd->cart_max_weight))) / 100;
+ }
+ else
+ {
+ damage = (damage * 150) / 100;
+ damage2 = (damage2 * 150) / 100;
+ }
+ break;
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
+ div_ = skill_get_num (skill_num, skill_lv);
+ damage *= div_;
+ damage2 *= div_;
+ break;
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
+ damage = damage * (MPRAND (50, 150)) / 100;
+ damage2 = damage2 * (MPRAND (50, 150)) / 100;
+ break;
+ // 属性攻撃(適当)
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ damage = damage * (100 + 25 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 25 * skill_lv) / 100;
+ break;
+ case NPC_GUIDEDATTACK:
+ hitrate = 1000000;
+ break;
+ case NPC_RANGEATTACK:
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ break;
+ case NPC_PIERCINGATT:
+ flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
+ break;
+ case RG_BACKSTAP: // バックスタブ
+ if (battle_config.backstab_bow_penalty == 1
+ && sd->status.weapon == 11)
+ {
+ damage = (damage * (300 + 40 * skill_lv) / 100) / 2;
+ damage2 = (damage2 * (300 + 40 * skill_lv) / 100) / 2;
+ }
+ else
+ {
+ damage = damage * (300 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (300 + 40 * skill_lv) / 100;
+ }
+ hitrate = 1000000;
+ break;
+ case RG_RAID: // サプライズアタック
+ damage = damage * (100 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 40 * skill_lv) / 100;
+ break;
+ case RG_INTIMIDATE: // インティミデイト
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 30 * skill_lv) / 100;
+ break;
+ case CR_SHIELDCHARGE: // シールドチャージ
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
+ s_ele = 0;
+ break;
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
+ damage = damage * (100 + 30 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 30 * skill_lv) / 100;
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ s_ele = 0;
+ break;
+ case CR_HOLYCROSS: // ホーリークロス
+ damage = damage * (100 + 35 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 35 * skill_lv) / 100;
+ div_ = 2;
+ break;
+ case CR_GRANDCROSS:
+ hitrate = 1000000;
+ break;
+ case AM_DEMONSTRATION: // デモンストレーション
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ break;
+ case AM_ACIDTERROR: // アシッドテラー
+ damage = damage * (100 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 40 * skill_lv) / 100;
+ break;
+ case MO_FINGEROFFENSIVE: //指弾
+ if (battle_config.finger_offensive_type == 0)
+ {
+ damage =
+ damage * (100 +
+ 50 * skill_lv) / 100 *
+ sd->spiritball_old;
+ damage2 =
+ damage2 * (100 +
+ 50 * skill_lv) / 100 *
+ sd->spiritball_old;
+ div_ = sd->spiritball_old;
+ }
+ else
+ {
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ div_ = 1;
+ }
+ break;
+ case MO_INVESTIGATE: // 発 勁
+ if (def1 < 1000000)
+ {
+ damage =
+ damage * (100 + 75 * skill_lv) / 100 * (def1 +
+ def2) /
+ 100;
+ damage2 =
+ damage2 * (100 + 75 * skill_lv) / 100 * (def1 +
+ def2) /
+ 100;
+ }
+ hitrate = 1000000;
+ s_ele = 0;
+ s_ele_ = 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
+ damage =
+ damage * (8 + ((sd->status.sp) / 10)) + 250 +
+ (skill_lv * 150);
+ damage2 =
+ damage2 * (8 + ((sd->status.sp) / 10)) + 250 +
+ (skill_lv * 150);
+ sd->status.sp = 0;
+ clif_updatestatus (sd, SP_SP);
+ hitrate = 1000000;
+ s_ele = 0;
+ s_ele_ = 0;
+ break;
+ case MO_CHAINCOMBO: // 連打掌
+ damage = damage * (150 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (150 + 50 * skill_lv) / 100;
+ div_ = 4;
+ break;
+ case MO_COMBOFINISH: // 猛龍拳
+ damage = damage * (240 + 60 * skill_lv) / 100;
+ damage2 = damage2 * (240 + 60 * skill_lv) / 100;
+ break;
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
+ if (!sd->state.arrow_atk && sd->arrow_atk > 0)
+ {
+ int arr = MRAND ((sd->arrow_atk + 1));
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ if (sd->arrow_ele > 0)
+ {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case DC_THROWARROW: // 矢撃ち
+ if (!sd->state.arrow_atk && sd->arrow_atk > 0)
+ {
+ int arr = MRAND ((sd->arrow_atk + 1));
+ damage += arr;
+ damage2 += arr;
+ }
+ damage = damage * (100 + 50 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100;
+ if (sd->arrow_ele > 0)
+ {
+ s_ele = sd->arrow_ele;
+ s_ele_ = sd->arrow_ele;
+ }
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG;
+ sd->state.arrow_atk = 1;
+ break;
+ case CH_TIGERFIST: // 伏虎拳
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ break;
+ case CH_CHAINCRUSH: // 連柱崩撃
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ div_ = skill_get_num (skill_num, skill_lv);
+ break;
+ case CH_PALMSTRIKE: // 猛虎硬派山
+ damage = damage * (50 + 100 * skill_lv) / 100;
+ damage2 = damage2 * (50 + 100 * skill_lv) / 100;
+ break;
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
+ div_ = 5;
+ if (tsd)
+ tsd->canmove_tick = gettick () + 1000;
+ else if (tmd)
+ tmd->canmove_tick = gettick () + 1000;
+ break;
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ damage = damage * (100 + 20 * skill_lv) / 100;
+ damage2 = damage2 * (100 + 20 * skill_lv) / 100;
+ break;
+ case LK_JOINTBEAT: /* ジョイントビート */
+ damage = damage * (50 + 10 * skill_lv) / 100;
+ damage2 = damage2 * (50 + 10 * skill_lv) / 100;
+ break;
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ damage = damage * (40 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (40 + 40 * skill_lv) / 100;
+ break;
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ damage += damage * (30 * skill_lv) / 100;
+ damage2 += damage2 * (30 * skill_lv) / 100;
+ break;
+ case CG_ARROWVULCAN: /* アローバルカン */
+ damage = damage * (160 + 40 * skill_lv) / 100;
+ damage2 = damage2 * (160 + 40 * skill_lv) / 100;
+ div_ = 9;
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ damage =
+ damage * (200 + 20 * skill_lv +
+ 20 * pc_checkskill (sd,
+ AS_POISONREACT)) / 100;
+ damage2 =
+ damage2 * (200 + 20 * skill_lv +
+ 20 * pc_checkskill (sd,
+ AS_POISONREACT)) / 100;
+ break;
+ case PA_SACRIFICE:
+ if (sd)
+ {
+ int hp, mhp, damage3;
+ hp = battle_get_hp (src);
+ mhp = battle_get_max_hp (src);
+ damage3 = mhp * ((skill_lv / 2) + (50 / 100)) / 100;
+ damage =
+ (((skill_lv * 15) + 90) / 100) * damage3 / 100;
+ damage2 =
+ (((skill_lv * 15) + 90) / 100) * damage3 / 100;
+ }
+ break;
+ case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
+ if (sd)
+ {
+ int damage3;
+ int mdef1 = battle_get_mdef (target);
+ int mdef2 = battle_get_mdef2 (target);
+ int imdef_flag = 0;
+
+ damage =
+ ((damage * 5) +
+ (skill_lv * battle_get_int (src) * 5) +
+ MRAND (500) + 500) / 2;
+ damage2 =
+ ((damage2 * 5) +
+ (skill_lv * battle_get_int (src) * 5) +
+ MRAND (500) + 500) / 2;
+ damage3 = damage;
+ hitrate = 1000000;
+
+ if (sd->ignore_mdef_ele & (1 << t_ele)
+ || sd->ignore_mdef_race & (1 << t_race))
+ imdef_flag = 1;
+ if (t_mode & 0x20)
+ {
+ if (sd->ignore_mdef_race & (1 << 10))
+ imdef_flag = 1;
+ }
+ else
+ {
+ if (sd->ignore_mdef_race & (1 << 11))
+ imdef_flag = 1;
+ }
+ if (!imdef_flag)
+ {
+ if (battle_config.magic_defense_type)
+ {
+ damage3 =
+ damage3 -
+ (mdef1 *
+ battle_config.magic_defense_type) -
+ mdef2;
+ }
+ else
+ {
+ damage3 =
+ (damage3 * (100 - mdef1)) / 100 - mdef2;
+ }
+ }
+
+ if (damage3 < 1)
+ damage3 = 1;
+
+ damage3 =
+ battle_attr_fix (damage2, s_ele_,
+ battle_get_element (target));
+ }
+ break;
+ }
+ }
+ if (da == 2)
+ { //三段掌が発動しているか
+ type = 0x08;
+ div_ = 255; //三段掌用に…
+ damage =
+ damage * (100 +
+ 20 * pc_checkskill (sd, MO_TRIPLEATTACK)) / 100;
+ }
+
+ if (skill_num != NPC_CRITICALSLASH)
+ {
+ // 対 象の防御力によるダメージの減少
+ // ディバインプロテクション(ここでいいのかな?)
+ if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
+ && skill_num != KN_AUTOCOUNTER && def1 < 1000000)
+ { //DEF, VIT無視
+ int t_def;
+ target_count =
+ 1 + battle_counttargeted (target, src,
+ battle_config.vit_penaly_count_lv);
+ if (battle_config.vit_penaly_type > 0)
+ {
+ if (target_count >= battle_config.vit_penaly_count)
+ {
+ if (battle_config.vit_penaly_type == 1)
+ {
+ def1 =
+ (def1 *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ def2 =
+ (def2 *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ t_vit =
+ (t_vit *
+ (100 -
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num)) /
+ 100;
+ }
+ else if (battle_config.vit_penaly_type == 2)
+ {
+ def1 -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ def2 -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ t_vit -=
+ (target_count -
+ (battle_config.vit_penaly_count -
+ 1)) * battle_config.vit_penaly_num;
+ }
+ if (def1 < 0)
+ def1 = 0;
+ if (def2 < 1)
+ def2 = 1;
+ if (t_vit < 1)
+ t_vit = 1;
+ }
+ }
+ t_def = def2 * 8 / 10;
+ vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
+ if (sd->ignore_def_ele & (1 << t_ele)
+ || sd->ignore_def_race & (1 << t_race))
+ idef_flag = 1;
+ if (sd->ignore_def_ele_ & (1 << t_ele)
+ || sd->ignore_def_race_ & (1 << t_race))
+ idef_flag_ = 1;
+ if (t_mode & 0x20)
+ {
+ if (sd->ignore_def_race & (1 << 10))
+ idef_flag = 1;
+ if (sd->ignore_def_race_ & (1 << 10))
+ idef_flag_ = 1;
+ }
+ else
+ {
+ if (sd->ignore_def_race & (1 << 11))
+ idef_flag = 1;
+ if (sd->ignore_def_race_ & (1 << 11))
+ idef_flag_ = 1;
+ }
+
+ if (!idef_flag)
+ {
+ if (battle_config.player_defense_type)
+ {
+ damage =
+ damage -
+ (def1 * battle_config.player_defense_type) -
+ t_def -
+ ((vitbonusmax <
+ 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ else
+ {
+ damage =
+ damage * (100 - def1) / 100 - t_def -
+ ((vitbonusmax <
+ 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ }
+ if (!idef_flag_)
+ {
+ if (battle_config.player_defense_type)
+ {
+ damage2 =
+ damage2 -
+ (def1 * battle_config.player_defense_type) -
+ t_def -
+ ((vitbonusmax <
+ 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ else
+ {
+ damage2 =
+ damage2 * (100 - def1) / 100 - t_def -
+ ((vitbonusmax <
+ 1) ? 0 : MRAND ((vitbonusmax + 1)));
+ }
+ }
+ }
+ }
+ }
+ // 精錬ダメージの追加
+ if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST)
+ { //DEF, VIT無視
+ damage += battle_get_atk2 (src);
+ damage2 += battle_get_atk_2 (src);
+ }
+ if (skill_num == CR_SHIELDBOOMERANG)
+ {
+ if (sd->equip_index[8] >= 0)
+ {
+ int index = sd->equip_index[8];
+ if (sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 5)
+ {
+ damage += sd->inventory_data[index]->weight / 10;
+ damage +=
+ sd->status.inventory[index].refine * pc_getrefinebonus (0,
+ 1);
+ }
+ }
+ }
+ if (skill_num == LK_SPIRALPIERCE)
+ { /* スパイラルピアース */
+ if (sd->equip_index[9] >= 0)
+ { //重量で追加ダメージらしいのでシールドブーメランを参考に追加
+ int index = sd->equip_index[9];
+ if (sd->inventory_data[index]
+ && sd->inventory_data[index]->type == 4)
+ {
+ damage +=
+ (int) (double) (sd->inventory_data[index]->weight *
+ (0.8 * skill_lv * 4 / 10));
+ damage +=
+ sd->status.inventory[index].refine * pc_getrefinebonus (0,
+ 1);
+ }
+ }
+ }
+
+ // 0未満だった場合1に補正
+ if (damage < 1)
+ damage = 1;
+ if (damage2 < 1)
+ damage2 = 1;
+
+ // スキル修正2(修練系)
+ // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応)
+ if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
+ && skill_num != CR_GRANDCROSS)
+ { //修練ダメージ無視
+ damage = battle_addmastery (sd, target, damage, 0);
+ damage2 = battle_addmastery (sd, target, damage2, 1);
+ }
+
+ if (sd->perfect_hit > 0)
+ {
+ if (MRAND (100) < sd->perfect_hit)
+ hitrate = 1000000;
+ }
+
+ // 回避修正
+ hitrate = (hitrate < 5) ? 5 : hitrate;
+ if (hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中
+ t_sc_data[SC_STAN].timer != -1 || // スタンは必中
+ t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中
+ hitrate = 1000000;
+ if (type == 0 && MRAND (100) >= hitrate)
+ {
+ damage = damage2 = 0;
+ dmg_lv = ATK_FLEE;
+ }
+ else
+ {
+ dmg_lv = ATK_DEF;
+ }
+ // スキル修正3(武器研究)
+ if ((skill = pc_checkskill (sd, BS_WEAPONRESEARCH)) > 0)
+ {
+ damage += skill * 2;
+ damage2 += skill * 2;
+ }
+ //Advanced Katar Research by zanetheinsane
+ if (sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10)
+ {
+ if ((skill = pc_checkskill (sd, ASC_KATAR)) > 0)
+ {
+ damage += (damage * ((skill * 2) + 10)) / 100;
+ }
+ }
+
+//スキルによるダメージ補正ここまで
+
+//カードによるダメージ追加処理ここから
+ cardfix = 100;
+ if (!sd->state.arrow_atk)
+ { //弓矢以外
+ if (!battle_config.left_cardfix_to_right)
+ { //左手カード補正設定無し
+ cardfix = cardfix * (100 + sd->addrace[t_race]) / 100; // 種族によるダメージ修正
+ cardfix = cardfix * (100 + sd->addele[t_ele]) / 100; // 属性によるダメージ修正
+ cardfix = cardfix * (100 + sd->addsize[t_size]) / 100; // サイズによるダメージ修正
+ }
+ else
+ {
+ cardfix = cardfix * (100 + sd->addrace[t_race] + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正(左手による追加あり)
+ cardfix = cardfix * (100 + sd->addele[t_ele] + sd->addele_[t_ele]) / 100; // 属性によるダメージ修正(左手による追加あり)
+ cardfix = cardfix * (100 + sd->addsize[t_size] + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正(左手による追加あり)
+ }
+ }
+ else
+ { //弓矢
+ cardfix = cardfix * (100 + sd->addrace[t_race] + sd->arrow_addrace[t_race]) / 100; // 種族によるダメージ修正(弓矢による追加あり)
+ cardfix = cardfix * (100 + sd->addele[t_ele] + sd->arrow_addele[t_ele]) / 100; // 属性によるダメージ修正(弓矢による追加あり)
+ cardfix = cardfix * (100 + sd->addsize[t_size] + sd->arrow_addsize[t_size]) / 100; // サイズによるダメージ修正(弓矢による追加あり)
+ }
+ if (t_mode & 0x20)
+ { //ボス
+ if (!sd->state.arrow_atk)
+ { //弓矢攻撃以外なら
+ if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し
+ cardfix = cardfix * (100 + sd->addrace[10]) / 100; //ボスモンスターに追加ダメージ
+ else //左手カード補正設定あり
+ cardfix = cardfix * (100 + sd->addrace[10] + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ(左手による追加あり)
+ }
+ else //弓矢攻撃
+ cardfix = cardfix * (100 + sd->addrace[10] + sd->arrow_addrace[10]) / 100; //ボスモンスターに追加ダメージ(弓矢による追加あり)
+ }
+ else
+ { //ボスじゃない
+ if (!sd->state.arrow_atk)
+ { //弓矢攻撃以外
+ if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し
+ cardfix = cardfix * (100 + sd->addrace[11]) / 100; //ボス以外モンスターに追加ダメージ
+ else //左手カード補正設定あり
+ cardfix = cardfix * (100 + sd->addrace[11] + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ(左手による追加あり)
+ }
+ else
+ cardfix = cardfix * (100 + sd->addrace[11] + sd->arrow_addrace[11]) / 100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり)
+ }
+ //特定Class用補正処理(少女の日記→ボンゴン用?)
+ t_class = battle_get_class (target);
+ for (i = 0; i < sd->add_damage_class_count; i++)
+ {
+ if (sd->add_damage_classid[i] == t_class)
+ {
+ cardfix = cardfix * (100 + sd->add_damage_classrate[i]) / 100;
+ break;
+ }
+ }
+ if (skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix)
+ damage = damage * cardfix / 100; //カード補正によるダメージ増加
+//カードによるダメージ増加処理ここまで
+
+//カードによるダメージ追加処理(左手)ここから
+ cardfix = 100;
+ if (!battle_config.left_cardfix_to_right)
+ { //左手カード補正設定無し
+ cardfix = cardfix * (100 + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正左手
+ cardfix = cardfix * (100 + sd->addele_[t_ele]) / 100; // 属 性によるダメージ修正左手
+ cardfix = cardfix * (100 + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正左手
+ if (t_mode & 0x20) //ボス
+ cardfix = cardfix * (100 + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ左手
+ else
+ cardfix = cardfix * (100 + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ左手
+ }
+ //特定Class用補正処理左手(少女の日記→ボンゴン用?)
+ for (i = 0; i < sd->add_damage_class_count_; i++)
+ {
+ if (sd->add_damage_classid_[i] == t_class)
+ {
+ cardfix = cardfix * (100 + sd->add_damage_classrate_[i]) / 100;
+ break;
+ }
+ }
+ if (skill_num != CR_GRANDCROSS)
+ damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ増加
+//カードによるダメージ増加処理(左手)ここまで
+
+// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
+ if (skill_num == ASC_BREAKER)
+ damage3 = damage3 * cardfix / 100;
+
+//カードによるダメージ減衰処理ここから
+ if (tsd)
+ { //対象がPCの場合
+ cardfix = 100;
+ cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属性によるダメージ耐性
+ if (battle_get_mode (src) & 0x20)
+ cardfix = cardfix * (100 - tsd->subrace[10]) / 100; //ボスからの攻撃はダメージ減少
+ else
+ cardfix = cardfix * (100 - tsd->subrace[11]) / 100; //ボス以外からの攻撃はダメージ減少
+ //特定Class用補正処理左手(少女の日記→ボンゴン用?)
+ for (i = 0; i < tsd->add_def_class_count; i++)
+ {
+ if (tsd->add_def_classid[i] == sd->status.pc_class)
+ {
+ cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100;
+ break;
+ }
+ }
+ if (flag & BF_LONG)
+ cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; //遠距離攻撃はダメージ減少(ホルンCとか)
+ if (flag & BF_SHORT)
+ cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; //近距離攻撃はダメージ減少(該当無し?)
+ damage = damage * cardfix / 100; //カード補正によるダメージ減少
+ damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ減少
+ }
+//カードによるダメージ減衰処理ここまで
+
+//対象にステータス異常がある場合のダメージ減算処理ここから
+ if (t_sc_data)
+ {
+ cardfix = 100;
+ if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) //ディフェンダー状態で遠距離攻撃
+ cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ディフェンダーによる減衰
+ if (cardfix != 100)
+ {
+ damage = damage * cardfix / 100; //ディフェンダー補正によるダメージ減少
+ damage2 = damage2 * cardfix / 100; //ディフェンダー補正による左手ダメージ減少
+ }
+ if (t_sc_data[SC_ASSUMPTIO].timer != -1)
+ { //アスムプティオ
+ if (!map[target->m].flag.pvp)
+ {
+ damage = damage / 3;
+ damage2 = damage2 / 3;
+ }
+ else
+ {
+ damage = damage / 2;
+ damage2 = damage2 / 2;
+ }
+ }
+ }
+//対象にステータス異常がある場合のダメージ減算処理ここまで
+
+ if (damage < 0)
+ damage = 0;
+ if (damage2 < 0)
+ damage2 = 0;
+
+ // 属 性の適用
+ damage = battle_attr_fix (damage, s_ele, battle_get_element (target));
+ damage2 = battle_attr_fix (damage2, s_ele_, battle_get_element (target));
+
+ // 星のかけら、気球の適用
+ damage += sd->star;
+ damage2 += sd->star_;
+ damage += sd->spiritball * 3;
+ damage2 += sd->spiritball * 3;
+
+ if (sc_data && sc_data[SC_AURABLADE].timer != -1)
+ { /* オーラブレード 必中 */
+ damage += sc_data[SC_AURABLADE].val1 * 10;
+ damage2 += sc_data[SC_AURABLADE].val1 * 10;
+ }
+ if (skill_num == PA_PRESSURE)
+ { /* プレッシャー 必中? */
+ damage = 700 + 100 * skill_lv;
+ damage2 = 700 + 100 * skill_lv;
+ }
+
+ // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
+ // >map_session_data に左手ダメージ(atk,atk2)追加して
+ // >pc_calcstatus()でやるべきかな?
+ // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して
+ // pc_calcstatus()でデータを入力しています
+
+ //左手のみ武器装備
+ if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
+ {
+ damage = damage2;
+ damage2 = 0;
+ }
+ // 右手、左手修練の適用
+ if (sd->status.weapon > 16)
+ { // 二刀流か?
+ int dmg = damage, dmg2 = damage2;
+ // 右手修練(60% 〜 100%) 右手全般
+ skill = pc_checkskill (sd, AS_RIGHT);
+ damage = damage * (50 + (skill * 10)) / 100;
+ if (dmg > 0 && damage < 1)
+ damage = 1;
+ // 左手修練(40% 〜 80%) 左手全般
+ skill = pc_checkskill (sd, AS_LEFT);
+ damage2 = damage2 * (30 + (skill * 10)) / 100;
+ if (dmg2 > 0 && damage2 < 1)
+ damage2 = 1;
+ }
+ else //二刀流でなければ左手ダメージは0
+ damage2 = 0;
+
+ // 右手,短剣のみ
+ if (da == 1)
+ { //ダブルアタックが発動しているか
+ div_ = 2;
+ damage += damage;
+ type = 0x08;
+ }
+
+ if (sd->status.weapon == 16)
+ {
+ // カタール追撃ダメージ
+ skill = pc_checkskill (sd, TF_DOUBLE);
+ damage2 = damage * (1 + (skill * 2)) / 100;
+ if (damage > 0 && damage2 < 1)
+ damage2 = 1;
+ }
+
+ // インベナム修正
+ if (skill_num == TF_POISON)
+ {
+ damage =
+ battle_attr_fix (damage + 15 * skill_lv, s_ele,
+ battle_get_element (target));
+ }
+ if (skill_num == MC_CARTREVOLUTION)
+ {
+ damage = battle_attr_fix (damage, 0, battle_get_element (target));
+ }
+
+ // 完全回避の判定
+ if (skill_num == 0 && skill_lv >= 0 && tsd != NULL && div_ < 255
+ && MRAND (1000) < battle_get_flee2 (target))
+ {
+ damage = damage2 = 0;
+ type = 0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+
+ // 対象が完全回避をする設定がONなら
+ if (battle_config.enemy_perfect_flee)
+ {
+ if (skill_num == 0 && skill_lv >= 0 && tmd != NULL && div_ < 255
+ && MRAND (1000) < battle_get_flee2 (target))
+ {
+ damage = damage2 = 0;
+ type = 0x0b;
+ dmg_lv = ATK_LUCKY;
+ }
+ }
+
+ //MobのModeに頑強フラグが立っているときの処理
+ if (t_mode & 0x40)
+ {
+ if (damage > 0)
+ damage = 1;
+ if (damage2 > 0)
+ damage2 = 1;
+ }
+
+ //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0
+ if (tsd && tsd->special_state.no_weapon_damage
+ && skill_num != CR_GRANDCROSS)
+ damage = damage2 = 0;
+
+ if (skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0))
+ {
+ if (damage2 < 1) // ダメージ最終修正
+ damage =
+ battle_calc_damage (src, target, damage, div_, skill_num,
+ skill_lv, flag);
+ else if (damage < 1) // 右手がミス?
+ damage2 =
+ battle_calc_damage (src, target, damage2, div_, skill_num,
+ skill_lv, flag);
+ else
+ { // 両 手/カタールの場合はちょっと計算ややこしい
+ int d1 = damage + damage2, d2 = damage2;
+ damage =
+ battle_calc_damage (src, target, damage + damage2, div_,
+ skill_num, skill_lv, flag);
+ damage2 = (d2 * 100 / d1) * damage / 100;
+ if (damage > 1 && damage2 < 1)
+ damage2 = 1;
+ damage -= damage2;
+ }
+ }
+
+ /* For executioner card [Valaris] */
+ if (src->type == BL_PC && sd->random_attack_increase_add > 0
+ && sd->random_attack_increase_per > 0 && skill_num == 0)
+ {
+ if (MRAND (100) < sd->random_attack_increase_per)
+ {
+ if (damage > 0)
+ damage *= sd->random_attack_increase_add / 100;
+ if (damage2 > 0)
+ damage2 *= sd->random_attack_increase_add / 100;
+ }
+ }
+ /* End addition */
+
+// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER)
+ if (skill_num == ASC_BREAKER)
+ {
+ damage += damage3;
+ damage2 += damage3;
+ }
+
+ wd.damage = damage;
+ wd.damage2 = damage2;
+ wd.type = type;
+ wd.div_ = div_;
+ wd.amotion = battle_get_amotion (src);
+ if (skill_num == KN_AUTOCOUNTER)
+ wd.amotion >>= 1;
+ wd.dmotion = battle_get_dmotion (target);
+ wd.blewcount = blewcount;
+ wd.flag = flag;
+ wd.dmg_lv = dmg_lv;
+
+ return wd;
+}
+
+/*==========================================
+ * 武器ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_weapon_attack (struct block_list *src,
+ struct block_list *target,
+ int skill_num, int skill_lv,
+ int wflag)
+{
+ struct Damage wd;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (src == NULL || target == NULL)
+ {
+ nullpo_info (NLP_MARK);
+ memset (&wd, 0, sizeof (wd));
+ return wd;
+ }
+
+ else if (src->type == BL_PC)
+ wd = battle_calc_pc_weapon_attack (src, target, skill_num, skill_lv, wflag); // weapon breaking [Valaris]
+ else if (src->type == BL_MOB)
+ wd = battle_calc_mob_weapon_attack (src, target, skill_num, skill_lv,
+ wflag);
+ else
+ memset (&wd, 0, sizeof (wd));
+
+ if (battle_config.equipment_breaking && src->type == BL_PC
+ && (wd.damage > 0 || wd.damage2 > 0))
+ {
+ struct map_session_data *sd = (struct map_session_data *) src;
+ if (sd->status.weapon && sd->status.weapon != 11)
+ {
+ int breakrate = 1;
+ if (target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer != -1)
+ {
+ breakrate += 100 * sd->sc_data[SC_MELTDOWN].val1;
+ if (MRAND (10000) <
+ breakrate * battle_config.equipment_break_rate / 100
+ || breakrate >= 10000)
+ pc_breakweapon ((struct map_session_data *) target);
+ }
+ if (sd->sc_data[SC_OVERTHRUST].timer != -1)
+ breakrate += 20 * sd->sc_data[SC_OVERTHRUST].val1;
+ if (wd.type == 0x0a)
+ breakrate *= 2;
+ if (MRAND (10000) <
+ breakrate * battle_config.equipment_break_rate / 100
+ || breakrate >= 10000)
+ {
+ pc_breakweapon (sd);
+ memset (&wd, 0, sizeof (wd));
+ }
+ }
+ }
+
+ if (battle_config.equipment_breaking && target->type == BL_PC
+ && (wd.damage > 0 || wd.damage2 > 0))
+ {
+ int breakrate = 1;
+ if (src->type == BL_PC
+ && ((struct map_session_data *) src)->
+ sc_data[SC_MELTDOWN].timer != -1)
+ breakrate +=
+ 70 *
+ ((struct map_session_data *) src)->sc_data[SC_MELTDOWN].val1;
+ if (wd.type == 0x0a)
+ breakrate *= 2;
+ if (MRAND (10000) <
+ breakrate * battle_config.equipment_break_rate / 100
+ || breakrate >= 10000)
+ {
+ pc_breakarmor ((struct map_session_data *) target);
+ }
+ }
+
+ return wd;
+}
+
+/*==========================================
+ * 魔法ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_magic_attack (struct block_list *bl,
+ struct block_list *target,
+ int skill_num, int skill_lv, int flag)
+{
+ int mdef1 = battle_get_mdef (target);
+ int mdef2 = battle_get_mdef2 (target);
+ int matk1, matk2, damage = 0, div_ = 1, blewcount =
+ skill_get_blewcount (skill_num, skill_lv), rdamage = 0;
+ struct Damage md;
+ int aflag;
+ int normalmagic_flag = 1;
+ int ele = 0, race = 7, t_ele = 0, t_race = 7, t_mode =
+ 0, cardfix, t_class, i;
+ struct map_session_data *sd = NULL, *tsd = NULL;
+ struct mob_data *tmd = NULL;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (bl == NULL || target == NULL)
+ {
+ nullpo_info (NLP_MARK);
+ memset (&md, 0, sizeof (md));
+ return md;
+ }
+
+ matk1 = battle_get_matk1 (bl);
+ matk2 = battle_get_matk2 (bl);
+ ele = skill_get_pl (skill_num);
+ race = battle_get_race (bl);
+ t_ele = battle_get_elem_type (target);
+ t_race = battle_get_race (target);
+ t_mode = battle_get_mode (target);
+
+#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); }
+
+ if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
+ {
+ sd->state.attack_type = BF_MAGIC;
+ if (sd->matk_rate != 100)
+ MATK_FIX (sd->matk_rate, 100);
+ sd->state.arrow_atk = 0;
+ }
+ if (target->type == BL_PC)
+ tsd = (struct map_session_data *) target;
+ else if (target->type == BL_MOB)
+ tmd = (struct mob_data *) target;
+
+ aflag = BF_MAGIC | BF_LONG | BF_SKILL;
+
+ if (skill_num > 0)
+ {
+ switch (skill_num)
+ { // 基本ダメージ計算(スキルごとに処理)
+ // ヒールor聖体
+ case AL_HEAL:
+ case PR_BENEDICTIO:
+ damage = skill_calc_heal (bl, skill_lv) / 2;
+ normalmagic_flag = 0;
+ break;
+ case PR_ASPERSIO: /* アスペルシオ */
+ damage = 40; //固定ダメージ
+ normalmagic_flag = 0;
+ break;
+ case PR_SANCTUARY: // サンクチュアリ
+ damage = (skill_lv > 6) ? 388 : skill_lv * 50;
+ normalmagic_flag = 0;
+ blewcount |= 0x10000;
+ break;
+ case ALL_RESURRECTION:
+ case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド
+ if (target->type != BL_PC
+ && battle_check_undead (t_race, t_ele))
+ {
+ int hp, mhp, thres;
+ hp = battle_get_hp (target);
+ mhp = battle_get_max_hp (target);
+ thres = (skill_lv * 20) + battle_get_luk (bl) +
+ battle_get_int (bl) + battle_get_lv (bl) +
+ ((200 - hp * 200 / mhp));
+ if (thres > 700)
+ thres = 700;
+// if(battle_config.battle_log)
+// printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres);
+ if (MRAND (1000) < thres && !(t_mode & 0x20)) // 成功
+ damage = hp;
+ else // 失敗
+ damage =
+ battle_get_lv (bl) + battle_get_int (bl) +
+ skill_lv * 10;
+ }
+ normalmagic_flag = 0;
+ break;
+
+ case MG_NAPALMBEAT: // ナパームビート(分散計算込み)
+ MATK_FIX (70 + skill_lv * 10, 100);
+ if (flag > 0)
+ {
+ MATK_FIX (1, flag);
+ }
+ else
+ {
+ if (battle_config.error_log)
+ printf
+ ("battle_calc_magic_attack(): napam enemy count=0 !\n");
+ }
+ break;
+ case MG_FIREBALL: // ファイヤーボール
+ {
+ const int drate[] = { 100, 90, 70 };
+ if (flag > 2)
+ matk1 = matk2 = 0;
+ else
+ MATK_FIX ((95 + skill_lv * 5) * drate[flag], 10000);
+ }
+ break;
+ case MG_FIREWALL: // ファイヤーウォール
+/*
+ if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける?
+ blewcount |= 0x10000;
+ else
+ blewcount = 0;
+*/
+ if ((t_ele == 3 || battle_check_undead (t_race, t_ele))
+ && target->type != BL_PC)
+ blewcount = 0;
+ else
+ blewcount |= 0x10000;
+ MATK_FIX (1, 2);
+ break;
+ case MG_THUNDERSTORM: // サンダーストーム
+ MATK_FIX (80, 100);
+ break;
+ case MG_FROSTDIVER: // フロストダイバ
+ MATK_FIX (100 + skill_lv * 10, 100);
+ break;
+ case WZ_FROSTNOVA: // フロストダイバ
+ MATK_FIX (((100 + skill_lv * 10) * (2 / 3)), 100);
+ break;
+ case WZ_FIREPILLAR: // ファイヤーピラー
+ if (mdef1 < 1000000)
+ mdef1 = mdef2 = 0; // MDEF無視
+ MATK_FIX (1, 5);
+ matk1 += 50;
+ matk2 += 50;
+ break;
+ case WZ_SIGHTRASHER:
+ MATK_FIX (100 + skill_lv * 20, 100);
+ break;
+ case WZ_METEOR:
+ case WZ_JUPITEL: // ユピテルサンダー
+ break;
+ case WZ_VERMILION: // ロードオブバーミリオン
+ MATK_FIX (skill_lv * 20 + 80, 100);
+ break;
+ case WZ_WATERBALL: // ウォーターボール
+ matk1 += skill_lv * 30;
+ matk2 += skill_lv * 30;
+ break;
+ case WZ_STORMGUST: // ストームガスト
+ MATK_FIX (skill_lv * 40 + 100, 100);
+ blewcount |= 0x10000;
+ break;
+ case AL_HOLYLIGHT: // ホーリーライト
+ MATK_FIX (125, 100);
+ break;
+ case AL_RUWACH:
+ MATK_FIX (145, 100);
+ break;
+ case HW_NAPALMVULCAN: // ナパームビート(分散計算込み)
+ MATK_FIX (70 + skill_lv * 10, 100);
+ if (flag > 0)
+ {
+ MATK_FIX (1, flag);
+ }
+ else
+ {
+ if (battle_config.error_log)
+ printf
+ ("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n");
+ }
+ break;
+ }
+ }
+
+ if (normalmagic_flag)
+ { // 一般魔法ダメージ計算
+ int imdef_flag = 0;
+ if (matk1 > matk2)
+ damage = matk2 + MRAND ((matk1 - matk2 + 1));
+ else
+ damage = matk2;
+ if (sd)
+ {
+ if (sd->ignore_mdef_ele & (1 << t_ele)
+ || sd->ignore_mdef_race & (1 << t_race))
+ imdef_flag = 1;
+ if (t_mode & 0x20)
+ {
+ if (sd->ignore_mdef_race & (1 << 10))
+ imdef_flag = 1;
+ }
+ else
+ {
+ if (sd->ignore_mdef_race & (1 << 11))
+ imdef_flag = 1;
+ }
+ }
+ if (!imdef_flag)
+ {
+ if (battle_config.magic_defense_type)
+ {
+ damage =
+ damage - (mdef1 * battle_config.magic_defense_type) -
+ mdef2;
+ }
+ else
+ {
+ damage = (damage * (100 - mdef1)) / 100 - mdef2;
+ }
+ }
+
+ if (damage < 1)
+ damage = 1;
+ }
+
+ if (sd)
+ {
+ cardfix = 100;
+ cardfix = cardfix * (100 + sd->magic_addrace[t_race]) / 100;
+ cardfix = cardfix * (100 + sd->magic_addele[t_ele]) / 100;
+ if (t_mode & 0x20)
+ cardfix = cardfix * (100 + sd->magic_addrace[10]) / 100;
+ else
+ cardfix = cardfix * (100 + sd->magic_addrace[11]) / 100;
+ t_class = battle_get_class (target);
+ for (i = 0; i < sd->add_magic_damage_class_count; i++)
+ {
+ if (sd->add_magic_damage_classid[i] == t_class)
+ {
+ cardfix =
+ cardfix * (100 + sd->add_magic_damage_classrate[i]) / 100;
+ break;
+ }
+ }
+ damage = damage * cardfix / 100;
+ }
+
+ if (tsd)
+ {
+ int s_class = battle_get_class (bl);
+ cardfix = 100;
+ cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属 性によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->magic_subrace[race]) / 100;
+ if (battle_get_mode (bl) & 0x20)
+ cardfix = cardfix * (100 - tsd->magic_subrace[10]) / 100;
+ else
+ cardfix = cardfix * (100 - tsd->magic_subrace[11]) / 100;
+ for (i = 0; i < tsd->add_mdef_class_count; i++)
+ {
+ if (tsd->add_mdef_classid[i] == s_class)
+ {
+ cardfix = cardfix * (100 - tsd->add_mdef_classrate[i]) / 100;
+ break;
+ }
+ }
+ cardfix = cardfix * (100 - tsd->magic_def_rate) / 100;
+ damage = damage * cardfix / 100;
+ }
+ if (damage < 0)
+ damage = 0;
+
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属 性修正
+
+ if (skill_num == CR_GRANDCROSS)
+ { // グランドクロス
+ struct Damage wd;
+ wd = battle_calc_weapon_attack (bl, target, skill_num, skill_lv,
+ flag);
+ damage = (damage + wd.damage) * (100 + 40 * skill_lv) / 100;
+ if (battle_config.gx_dupele)
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); //属性2回かかる
+ if (bl == target)
+ damage = damage / 2; //反動は半分
+ }
+
+ div_ = skill_get_num (skill_num, skill_lv);
+
+ if (div_ > 1 && skill_num != WZ_VERMILION)
+ damage *= div_;
+
+// if(mdef1 >= 1000000 && damage > 0)
+ if (t_mode & 0x40 && damage > 0)
+ damage = 1;
+
+ if (tsd && tsd->special_state.no_magic_damage)
+ {
+ if (battle_config.gtb_pvp_only != 0)
+ { // [MouseJstr]
+ if ((map[target->m].flag.pvp || map[target->m].flag.gvg)
+ && target->type == BL_PC)
+ damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100;
+ }
+ else
+ damage = 0; // 黄 金蟲カード(魔法ダメージ0)
+ }
+
+ damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
+
+ /* magic_damage_return by [AppleGirl] and [Valaris] */
+ if (target->type == BL_PC && tsd && tsd->magic_damage_return > 0)
+ {
+ rdamage += damage * tsd->magic_damage_return / 100;
+ if (rdamage < 1)
+ rdamage = 1;
+ clif_damage (target, bl, gettick (), 0, 0, rdamage, 0, 0, 0);
+ battle_damage (target, bl, rdamage, 0);
+ }
+ /* end magic_damage_return */
+
+ md.damage = damage;
+ md.div_ = div_;
+ md.amotion = battle_get_amotion (bl);
+ md.dmotion = battle_get_dmotion (target);
+ md.damage2 = 0;
+ md.type = 0;
+ md.blewcount = blewcount;
+ md.flag = aflag;
+
+ return md;
+}
+
+/*==========================================
+ * その他ダメージ計算
+ *------------------------------------------
+ */
+struct Damage battle_calc_misc_attack (struct block_list *bl,
+ struct block_list *target,
+ int skill_num, int skill_lv, int flag)
+{
+ int int_ = battle_get_int (bl);
+// int luk=battle_get_luk(bl);
+ int dex = battle_get_dex (bl);
+ int skill, ele, race, cardfix;
+ 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_LONG | BF_SKILL;
+
+ //return前の処理があるので情報出力部のみ変更
+ if (bl == NULL || target == NULL)
+ {
+ nullpo_info (NLP_MARK);
+ memset (&md, 0, sizeof (md));
+ return md;
+ }
+
+ if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
+ {
+ sd->state.attack_type = BF_MISC;
+ sd->state.arrow_atk = 0;
+ }
+
+ if (target->type == BL_PC)
+ tsd = (struct map_session_data *) target;
+
+ switch (skill_num)
+ {
+
+ case HT_LANDMINE: // ランドマイン
+ damage = skill_lv * (dex + 75) * (100 + int_) / 100;
+ break;
+
+ case HT_BLASTMINE: // ブラストマイン
+ damage = skill_lv * (dex / 2 + 50) * (100 + int_) / 100;
+ break;
+
+ case HT_CLAYMORETRAP: // クレイモアートラップ
+ damage = skill_lv * (dex / 2 + 75) * (100 + int_) / 100;
+ break;
+
+ case HT_BLITZBEAT: // ブリッツビート
+ 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;
+ break;
+
+ case TF_THROWSTONE: // 石投げ
+ damage = 30;
+ damagefix = 0;
+ break;
+
+ case BA_DISSONANCE: // 不協和音
+ damage =
+ (skill_lv) * 20 + pc_checkskill (sd, BA_MUSICALLESSON) * 3;
+ break;
+
+ case NPC_SELFDESTRUCTION: // 自爆
+ damage = battle_get_hp (bl) - (bl == target ? 1 : 0);
+ damagefix = 0;
+ break;
+
+ case NPC_SMOKING: // タバコを吸う
+ damage = 3;
+ damagefix = 0;
+ break;
+
+ case NPC_DARKBREATH:
+ {
+ struct status_change *sc_data = battle_get_sc_data (target);
+ int hitrate =
+ battle_get_hit (bl) - battle_get_flee (target) + 80;
+ hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
+ if (sc_data
+ && (sc_data[SC_SLEEP].timer != -1
+ || sc_data[SC_STAN].timer != -1
+ || sc_data[SC_FREEZE].timer != -1
+ || (sc_data[SC_STONE].timer != -1
+ && sc_data[SC_STONE].val2 == 0)))
+ hitrate = 1000000;
+ if (MRAND (100) < hitrate)
+ {
+ damage = 500 + (skill_lv - 1) * 1000 + MRAND (1000);
+ if (damage > 9999)
+ damage = 9999;
+ }
+ }
+ break;
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
+ skill = pc_checkskill (sd, HT_BLITZBEAT);
+ damage =
+ (100 + 50 * skill_lv +
+ (dex / 10 + int_ / 2 + skill * 3 + 40) * 2);
+ break;
+ }
+
+ ele = skill_get_pl (skill_num);
+ race = battle_get_race (bl);
+
+ if (damagefix)
+ {
+ if (damage < 1 && skill_num != NPC_DARKBREATH)
+ damage = 1;
+
+ if (tsd)
+ {
+ cardfix = 100;
+ cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属性によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性
+ cardfix = cardfix * (100 - tsd->misc_def_rate) / 100;
+ damage = damage * cardfix / 100;
+ }
+ if (damage < 0)
+ damage = 0;
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属性修正
+ }
+
+ div_ = skill_get_num (skill_num, skill_lv);
+ if (div_ > 1)
+ damage *= div_;
+
+ if (damage > 0
+ && (damage < div_
+ || (battle_get_def (target) >= 1000000
+ && battle_get_mdef (target) >= 1000000)))
+ {
+ damage = div_;
+ }
+
+ damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
+
+ md.damage = damage;
+ md.div_ = div_;
+ md.amotion = battle_get_amotion (bl);
+ md.dmotion = battle_get_dmotion (target);
+ md.damage2 = 0;
+ md.type = 0;
+ md.blewcount = blewcount;
+ md.flag = aflag;
+ return md;
+
+}
+
+/*==========================================
+ * ダメージ計算一括処理用
+ *------------------------------------------
+ */
+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;
+ memset (&d, 0, sizeof (d));
+
+ switch (attack_type)
+ {
+ case BF_WEAPON:
+ return battle_calc_weapon_attack (bl, target, skill_num, skill_lv,
+ flag);
+ case BF_MAGIC:
+ return battle_calc_magic_attack (bl, target, skill_num, skill_lv,
+ flag);
+ case BF_MISC:
+ return battle_calc_misc_attack (bl, target, skill_num, skill_lv,
+ flag);
+ default:
+ if (battle_config.error_log)
+ printf ("battle_calc_attack: unknwon attack type ! %d\n",
+ attack_type);
+ break;
+ }
+ return d;
+}
+
+/*==========================================
+ * 通常攻撃処理まとめ
+ *------------------------------------------
+ */
+int battle_weapon_attack (struct block_list *src, struct block_list *target,
+ unsigned int tick, int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change *sc_data = battle_get_sc_data (src), *t_sc_data =
+ battle_get_sc_data (target);
+ short *opt1;
+ int race = 7, ele = 0;
+ int damage, rdamage = 0;
+ struct Damage wd;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, target);
+
+ if (src->type == BL_PC)
+ sd = (struct map_session_data *) src;
+
+ if (src->prev == NULL || target->prev == NULL)
+ return 0;
+ if (src->type == BL_PC && pc_isdead (sd))
+ return 0;
+ if (target->type == BL_PC
+ && pc_isdead ((struct map_session_data *) target))
+ return 0;
+
+ opt1 = battle_get_opt1 (src);
+ if (opt1 && *opt1 > 0)
+ {
+ battle_stopattack (src);
+ return 0;
+ }
+ if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ {
+ battle_stopattack (src);
+ return 0;
+ }
+
+ race = battle_get_race (target);
+ ele = battle_get_elem_type (target);
+ if (battle_check_target (src, target, BCT_ENEMY) > 0 &&
+ battle_check_range (src, target, 0))
+ {
+ // 攻撃対象となりうるので攻撃
+ if (sd && sd->status.weapon == 11)
+ {
+ 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;
+ }
+ }
+ if (flag & 0x8000)
+ {
+ if (sd && battle_config.pc_attack_direction_change)
+ sd->dir = sd->head_dir =
+ map_calc_dir (src, target->x, target->y);
+ else if (src->type == BL_MOB
+ && battle_config.monster_attack_direction_change)
+ ((struct mob_data *) src)->dir =
+ map_calc_dir (src, target->x, target->y);
+ wd = battle_calc_weapon_attack (src, target, KN_AUTOCOUNTER,
+ flag & 0xff, 0);
+ }
+ else
+ wd = battle_calc_weapon_attack (src, target, 0, 0, 0);
+
+ // significantly increase injuries for hasted characters
+ if (wd.damage > 0 && (t_sc_data[SC_HASTE].timer != -1))
+ {
+ wd.damage = (wd.damage * (16 + t_sc_data[SC_HASTE].val1)) >> 4;
+ }
+
+ if (wd.damage > 0
+ && t_sc_data[SC_PHYS_SHIELD].timer != -1 && target->type == BL_PC)
+ {
+ int reduction = t_sc_data[SC_PHYS_SHIELD].val1;
+ if (reduction > wd.damage)
+ reduction = wd.damage;
+
+ wd.damage -= reduction;
+ MAP_LOG_PC (((struct map_session_data *) target),
+ "MAGIC-ABSORB-DMG %d", reduction);
+ }
+
+ if ((damage = wd.damage + wd.damage2) > 0 && src != target)
+ {
+ if (wd.flag & BF_SHORT)
+ {
+ if (target->type == BL_PC)
+ {
+ struct map_session_data *tsd =
+ (struct map_session_data *) target;
+ if (tsd && tsd->short_weapon_damage_return > 0)
+ {
+ rdamage +=
+ damage * tsd->short_weapon_damage_return / 100;
+ if (rdamage < 1)
+ rdamage = 1;
+ }
+ }
+ if (t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1)
+ {
+ rdamage +=
+ damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100;
+ if (rdamage < 1)
+ rdamage = 1;
+ }
+ }
+ else if (wd.flag & BF_LONG)
+ {
+ if (target->type == BL_PC)
+ {
+ struct map_session_data *tsd =
+ (struct map_session_data *) target;
+ if (tsd && tsd->long_weapon_damage_return > 0)
+ {
+ rdamage +=
+ damage * tsd->long_weapon_damage_return / 100;
+ if (rdamage < 1)
+ rdamage = 1;
+ }
+ }
+ }
+
+ if (rdamage > 0)
+ clif_damage (src, src, tick, wd.amotion, 0, rdamage, 1, 4, 0);
+ }
+
+ if (wd.div_ == 255 && sd)
+ { //三段掌
+ int delay =
+ 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
+ int skilllv;
+ if (wd.damage + wd.damage2 < battle_get_hp (target))
+ {
+ if ((skilllv = pc_checkskill (sd, MO_CHAINCOMBO)) > 0)
+ delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
+
+ skill_status_change_start (src, SC_COMBO, MO_TRIPLEATTACK,
+ skilllv, 0, 0, delay, 0);
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay (src, delay);
+ clif_skill_damage (src, target, tick, wd.amotion, wd.dmotion,
+ wd.damage, 3, MO_TRIPLEATTACK,
+ pc_checkskill (sd, MO_TRIPLEATTACK), -1);
+ }
+ else
+ {
+ clif_damage (src, target, tick, wd.amotion, wd.dmotion,
+ wd.damage, wd.div_, wd.type, wd.damage2);
+ //二刀流左手とカタール追撃のミス表示(無理やり〜)
+ if (sd && sd->status.weapon >= 16 && wd.damage2 == 0)
+ clif_damage (src, target, tick + 10, wd.amotion, wd.dmotion,
+ 0, 1, 0, 0);
+ }
+ if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0))
+ skill_castend_damage_id (src, target, 0, -1, tick, 0);
+ map_freeblock_lock ();
+
+ if (src->type == BL_PC)
+ {
+ int weapon_index = sd->equip_index[9];
+ int weapon = 0;
+ if (sd->inventory_data[weapon_index]
+ && sd->status.inventory[weapon_index].equip & 0x2)
+ weapon = sd->inventory_data[weapon_index]->nameid;
+
+ MAP_LOG ("PC%d %d:%d,%d WPNDMG %s%d %d FOR %d WPN %d",
+ sd->status.char_id, src->m, src->x, src->y,
+ (target->type == BL_PC) ? "PC" : "MOB",
+ (target->type ==
+ BL_PC) ? ((struct map_session_data *) target)->
+ status.char_id : target->id,
+ (target->type ==
+ BL_PC) ? 0 : ((struct mob_data *) target)->mob_class,
+ wd.damage + wd.damage2, weapon);
+ }
+
+ if (target->type == BL_PC)
+ {
+ struct map_session_data *sd2 = (struct map_session_data *) target;
+ MAP_LOG ("PC%d %d:%d,%d WPNINJURY %s%d %d FOR %d",
+ sd2->status.char_id, target->m, target->x, target->y,
+ (src->type == BL_PC) ? "PC" : "MOB",
+ (src->type ==
+ BL_PC) ? ((struct map_session_data *) src)->
+ status.char_id : src->id,
+ (src->type ==
+ BL_PC) ? 0 : ((struct mob_data *) src)->mob_class,
+ wd.damage + wd.damage2);
+ }
+
+ battle_damage (src, target, (wd.damage + wd.damage2), 0);
+ if (target->prev != NULL &&
+ (target->type != BL_PC
+ || (target->type == BL_PC
+ && !pc_isdead ((struct map_session_data *) target))))
+ {
+ if (wd.damage > 0 || wd.damage2 > 0)
+ {
+ skill_additional_effect (src, target, 0, 0, BF_WEAPON, tick);
+ if (sd)
+ {
+ if (sd->weapon_coma_ele[ele] > 0
+ && MRAND (10000) < sd->weapon_coma_ele[ele])
+ battle_damage (src, target,
+ battle_get_max_hp (target), 1);
+ if (sd->weapon_coma_race[race] > 0
+ && MRAND (10000) < sd->weapon_coma_race[race])
+ battle_damage (src, target,
+ battle_get_max_hp (target), 1);
+ if (battle_get_mode (target) & 0x20)
+ {
+ if (sd->weapon_coma_race[10] > 0
+ && MRAND (10000) < sd->weapon_coma_race[10])
+ battle_damage (src, target,
+ battle_get_max_hp (target), 1);
+ }
+ else
+ {
+ if (sd->weapon_coma_race[11] > 0
+ && MRAND (10000) < sd->weapon_coma_race[11])
+ battle_damage (src, target,
+ battle_get_max_hp (target), 1);
+ }
+ }
+ }
+ }
+ if (sc_data && sc_data[SC_AUTOSPELL].timer != -1
+ && MRAND (100) < sc_data[SC_AUTOSPELL].val4)
+ {
+ int skilllv = sc_data[SC_AUTOSPELL].val3, i, f = 0;
+ i = MRAND (100);
+ if (i >= 50)
+ skilllv -= 2;
+ else if (i >= 15)
+ skilllv--;
+ if (skilllv < 1)
+ skilllv = 1;
+ if (sd)
+ {
+ int sp = skill_get_sp (sc_data[SC_AUTOSPELL].val2,
+ skilllv) * 2 / 3;
+ if (sd->status.sp >= sp)
+ {
+ if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2)
+ || i == 32)
+ f = skill_castend_pos2 (src, target->x, target->y,
+ sc_data[SC_AUTOSPELL].val2,
+ skilllv, tick, flag);
+ else
+ {
+ switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2))
+ {
+ case 0:
+ case 2:
+ f = skill_castend_damage_id (src, target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv, tick,
+ flag);
+ break;
+ case 1: /* 支援系 */
+ if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
+ || (sc_data[SC_AUTOSPELL].val2 ==
+ ALL_RESURRECTION
+ && target->type != BL_PC))
+ && battle_check_undead (race, ele))
+ f = skill_castend_damage_id (src, target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv,
+ tick, flag);
+ else
+ f = skill_castend_nodamage_id (src,
+ target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv,
+ tick,
+ flag);
+ break;
+ }
+ }
+ if (!f)
+ pc_heal (sd, 0, -sp);
+ }
+ }
+ else
+ {
+ if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2)
+ || i == 32)
+ skill_castend_pos2 (src, target->x, target->y,
+ sc_data[SC_AUTOSPELL].val2, skilllv,
+ tick, flag);
+ else
+ {
+ switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2))
+ {
+ case 0:
+ case 2:
+ skill_castend_damage_id (src, target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv, tick, flag);
+ break;
+ case 1: /* 支援系 */
+ if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
+ || (sc_data[SC_AUTOSPELL].val2 ==
+ ALL_RESURRECTION
+ && target->type != BL_PC))
+ && battle_check_undead (race, ele))
+ skill_castend_damage_id (src, target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv, tick, flag);
+ else
+ skill_castend_nodamage_id (src, target,
+ sc_data
+ [SC_AUTOSPELL].val2,
+ skilllv, tick,
+ flag);
+ break;
+ }
+ }
+ }
+ }
+ if (sd)
+ {
+ if (sd->autospell_id > 0 && sd->autospell_lv > 0
+ && MRAND (100) < sd->autospell_rate)
+ {
+ int skilllv = sd->autospell_lv, i, f = 0, sp;
+ i = MRAND (100);
+ if (i >= 50)
+ skilllv -= 2;
+ else if (i >= 15)
+ skilllv--;
+ if (skilllv < 1)
+ skilllv = 1;
+ sp = skill_get_sp (sd->autospell_id, skilllv) * 2 / 3;
+ if (sd->status.sp >= sp)
+ {
+ if ((i = skill_get_inf (sd->autospell_id) == 2)
+ || i == 32)
+ f = skill_castend_pos2 (src, target->x, target->y,
+ sd->autospell_id, skilllv,
+ tick, flag);
+ else
+ {
+ switch (skill_get_nk (sd->autospell_id))
+ {
+ case 0:
+ case 2:
+ f = skill_castend_damage_id (src, target,
+ sd->autospell_id,
+ skilllv, tick,
+ flag);
+ break;
+ case 1: /* 支援系 */
+ if ((sd->autospell_id == AL_HEAL
+ || (sd->autospell_id == ALL_RESURRECTION
+ && target->type != BL_PC))
+ && battle_check_undead (race, ele))
+ f = skill_castend_damage_id (src, target,
+ sd->autospell_id,
+ skilllv,
+ tick, flag);
+ else
+ f = skill_castend_nodamage_id (src,
+ target,
+ sd->autospell_id,
+ skilllv,
+ tick,
+ flag);
+ break;
+ }
+ }
+ if (!f)
+ pc_heal (sd, 0, -sp);
+ }
+ }
+ if (wd.flag & BF_WEAPON && src != target
+ && (wd.damage > 0 || wd.damage2 > 0))
+ {
+ int hp = 0, sp = 0;
+ if (sd->hp_drain_rate && sd->hp_drain_per > 0 && wd.damage > 0
+ && MRAND (100) < sd->hp_drain_rate)
+ {
+ hp += (wd.damage * sd->hp_drain_per) / 100;
+ if (sd->hp_drain_rate > 0 && hp < 1)
+ hp = 1;
+ else if (sd->hp_drain_rate < 0 && hp > -1)
+ hp = -1;
+ }
+ if (sd->hp_drain_rate_ && sd->hp_drain_per_ > 0
+ && wd.damage2 > 0 && MRAND (100) < sd->hp_drain_rate_)
+ {
+ hp += (wd.damage2 * sd->hp_drain_per_) / 100;
+ if (sd->hp_drain_rate_ > 0 && hp < 1)
+ hp = 1;
+ else if (sd->hp_drain_rate_ < 0 && hp > -1)
+ hp = -1;
+ }
+ if (sd->sp_drain_rate && sd->sp_drain_per > 0 && wd.damage > 0
+ && MRAND (100) < sd->sp_drain_rate)
+ {
+ sp += (wd.damage * sd->sp_drain_per) / 100;
+ if (sd->sp_drain_rate > 0 && sp < 1)
+ sp = 1;
+ else if (sd->sp_drain_rate < 0 && sp > -1)
+ sp = -1;
+ }
+ if (sd->sp_drain_rate_ && sd->sp_drain_per_ > 0
+ && wd.damage2 > 0 && MRAND (100) < sd->sp_drain_rate_)
+ {
+ sp += (wd.damage2 * sd->sp_drain_per_) / 100;
+ if (sd->sp_drain_rate_ > 0 && sp < 1)
+ sp = 1;
+ else if (sd->sp_drain_rate_ < 0 && sp > -1)
+ sp = -1;
+ }
+ if (hp || sp)
+ pc_heal (sd, hp, sp);
+ }
+ }
+
+ if (rdamage > 0)
+ battle_damage (target, src, rdamage, 0);
+ if (t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1
+ && t_sc_data[SC_AUTOCOUNTER].val4 > 0)
+ {
+ if (t_sc_data[SC_AUTOCOUNTER].val3 == src->id)
+ battle_weapon_attack (target, src, tick,
+ 0x8000 |
+ t_sc_data[SC_AUTOCOUNTER].val1);
+ skill_status_change_end (target, SC_AUTOCOUNTER, -1);
+ }
+ if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1)
+ {
+ int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
+ skill_status_change_end (target, SC_BLADESTOP_WAIT, -1);
+ skill_status_change_start (src, SC_BLADESTOP, lv, 1, (int) src,
+ (int) target,
+ skill_get_time2 (MO_BLADESTOP, lv), 0);
+ skill_status_change_start (target, SC_BLADESTOP, lv, 2,
+ (int) target, (int) src,
+ skill_get_time2 (MO_BLADESTOP, lv), 0);
+ }
+ if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //殴ったので対象のベナムスプラッシャー状態を解除
+ skill_status_change_end (target, SC_SPLASHER, -1);
+
+ map_freeblock_unlock ();
+ }
+ return wd.dmg_lv;
+}
+
+int battle_check_undead (int race, int element)
+{
+ if (battle_config.undead_detect_type == 0)
+ {
+ if (element == 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;
+}
+
+/*==========================================
+ * 敵味方判定(1=肯定,0=否定,-1=エラー)
+ * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない)
+ * = 0x10000:パーティー判定(ret:1=パーティーメンバ)
+ * = 0x20000:全て(ret:1=敵味方両方)
+ * = 0x40000:敵か判定(ret:1=敵)
+ * = 0x50000:パーティーじゃないか判定(ret:1=パーティでない)
+ *------------------------------------------
+ */
+int battle_check_target (struct block_list *src, struct block_list *target,
+ int flag)
+{
+ int s_p, s_g, t_p, t_g;
+ struct block_list *ss = src;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, target);
+
+ if (flag & 0x40000)
+ { // 反転フラグ
+ int ret = battle_check_target (src, target, flag & 0x30000);
+ if (ret != -1)
+ return !ret;
+ return -1;
+ }
+
+ if (flag & 0x20000)
+ {
+ if (target->type == BL_MOB || target->type == BL_PC)
+ return 1;
+ else
+ return -1;
+ }
+
+ if (src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定
+ return -1;
+
+ if (target->type == BL_PC
+ && ((struct map_session_data *) target)->invincible_timer != -1)
+ return -1;
+
+ if (target->type == BL_SKILL)
+ {
+ switch (((struct skill_unit *) target)->group->unit_id)
+ {
+ case 0x8d:
+ case 0x8f:
+ case 0x98:
+ return 0;
+ break;
+ }
+ }
+
+ // スキルユニットの場合、親を求める
+ if (src->type == BL_SKILL)
+ {
+ int inf2 =
+ skill_get_inf2 (((struct skill_unit *) src)->group->skill_id);
+ if ((ss =
+ map_id2bl (((struct skill_unit *) src)->group->src_id)) == NULL)
+ return -1;
+ if (ss->prev == NULL)
+ return -1;
+ if (inf2 & 0x80 && (map[src->m].flag.pvp || pc_iskiller ((struct map_session_data *) src, (struct map_session_data *) target)) && // [MouseJstr]
+ !(target->type == BL_PC
+ && pc_isinvisible ((struct map_session_data *) target)))
+ return 0;
+ if (ss == target)
+ {
+ if (inf2 & 0x100)
+ return 0;
+ if (inf2 & 0x200)
+ return -1;
+ }
+ }
+ // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める
+ if (src->type == BL_MOB)
+ {
+ struct mob_data *md = (struct mob_data *) src;
+ if (md && md->master_id > 0)
+ {
+ if (md->master_id == target->id) // 主なら肯定
+ return 1;
+ if (md->state.special_mob_ai)
+ {
+ if (target->type == BL_MOB)
+ { //special_mob_aiで対象がMob
+ struct mob_data *tmd = (struct mob_data *) target;
+ if (tmd)
+ {
+ if (tmd->master_id != md->master_id) //召喚主が一緒でなければ否定
+ return 0;
+ else
+ { //召喚主が一緒なので肯定したいけど自爆は否定
+ if (md->state.special_mob_ai > 2)
+ return 0;
+ else
+ return 1;
+ }
+ }
+ }
+ }
+ if ((ss = map_id2bl (md->master_id)) == NULL)
+ return -1;
+ }
+ }
+
+ if (src == target || ss == target) // 同じなら肯定
+ return 1;
+
+ if (target->type == BL_PC
+ && pc_isinvisible ((struct map_session_data *) target))
+ return -1;
+
+ if (src->prev == NULL || // 死んでるならエラー
+ (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)))
+ return -1;
+
+ if ((ss->type == BL_PC && target->type == BL_MOB) ||
+ (ss->type == BL_MOB && target->type == BL_PC))
+ return 0; // PCvsMOBなら否定
+
+ s_p = battle_get_party_id (ss);
+ s_g = battle_get_guild_id (ss);
+
+ t_p = battle_get_party_id (target);
+ t_g = battle_get_guild_id (target);
+
+ if (flag & 0x10000)
+ {
+ if (s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方)
+ return 1;
+ else // パーティ検索なら同じパーティじゃない時点で否定
+ return 0;
+ }
+
+ if (ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g) // 同じギルド/mobクラスなら肯定(味方)
+ return 1;
+
+//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type);
+//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g);
+
+ if (ss->type == BL_PC && target->type == BL_PC)
+ { // 両方PVPモードなら否定(敵)
+ struct skill_unit *su = NULL;
+ if (src->type == BL_SKILL)
+ su = (struct skill_unit *) src;
+ if (map[ss->m].flag.pvp
+ || pc_iskiller ((struct map_session_data *) ss,
+ (struct map_session_data *) target))
+ { // [MouseJstr]
+ if (su && su->group->target_flag == BCT_NOENEMY)
+ return 1;
+ else if (battle_config.pk_mode
+ && (((struct map_session_data *) ss)->status.pc_class == 0
+ || ((struct map_session_data *) target)->
+ status.pc_class == 0))
+ return 1; // prevent novice engagement in pk_mode [Valaris]
+ else if (map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0
+ && s_p == t_p)
+ return 1;
+ else if (map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0
+ && s_g == t_g)
+ return 1;
+ return 0;
+ }
+ if (map[src->m].flag.gvg)
+ {
+ struct guild *g = NULL;
+ if (su && su->group->target_flag == BCT_NOENEMY)
+ return 1;
+ if (s_g > 0 && s_g == t_g)
+ return 1;
+ if (map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0
+ && s_p == t_p)
+ return 1;
+ if ((g = guild_search (s_g)))
+ {
+ int i;
+ for (i = 0; i < MAX_GUILDALLIANCE; i++)
+ {
+ if (g->alliance[i].guild_id > 0
+ && g->alliance[i].guild_id == t_g)
+ {
+ if (g->alliance[i].opposition)
+ return 0; //敵対ギルドなら無条件に敵
+ else
+ return 1; //同盟ギルドなら無条件に味方
+ }
+ }
+ }
+ return 0;
+ }
+ }
+
+ return 1; // 該当しないので無関係人物(まあ敵じゃないので味方)
+}
+
+/*==========================================
+ * 射程判定
+ *------------------------------------------
+ */
+int battle_check_range (struct block_list *src, struct block_list *bl,
+ int range)
+{
+
+ int dx, dy;
+ struct walkpath_data wpd;
+ int arange;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, bl);
+
+ dx = abs (bl->x - src->x);
+ dy = abs (bl->y - src->y);
+ arange = ((dx > dy) ? dx : dy);
+
+ if (src->m != bl->m) // 違うマップ
+ return 0;
+
+ if (range > 0 && range < arange) // 遠すぎる
+ return 0;
+
+ if (arange < 2) // 同じマスか隣接
+ return 1;
+
+// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
+// return 1;
+
+ // 障害物判定
+ wpd.path_len = 0;
+ wpd.path_pos = 0;
+ wpd.path_half = 0;
+ if (path_search (&wpd, src->m, src->x, src->y, bl->x, bl->y, 0x10001) !=
+ -1)
+ return 1;
+
+ dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
+ dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
+ return (path_search (&wpd, src->m, src->x + dx, src->y + dy,
+ bl->x - dx, bl->y - dy, 0x10001) != -1) ? 1 : 0;
+}
+
+/*==========================================
+ * Return numerical value of a switch configuration (modified by [Yor])
+ * on/off, english, fran軋is, deutsch, espal
+ *------------------------------------------
+ */
+int battle_config_switch (const char *str)
+{
+ if (strcasecmp (str, "on") == 0 || strcasecmp (str, "yes") == 0
+ || strcasecmp (str, "oui") == 0 || strcasecmp (str, "ja") == 0
+ || strcasecmp (str, "si") == 0)
+ return 1;
+ if (strcasecmp (str, "off") == 0 || strcasecmp (str, "no") == 0
+ || strcasecmp (str, "non") == 0 || strcasecmp (str, "nein") == 0)
+ return 0;
+ return atoi (str);
+}
+
+/*==========================================
+ * 設定ファイルを読み込む
+ *------------------------------------------
+ */
+int battle_config_read (const char *cfgName)
+{
+ int i;
+ char line[1024], w1[1024], w2[1024];
+ FILE *fp;
+ static int count = 0;
+
+ if ((count++) == 0)
+ {
+ battle_config.warp_point_debug = 0;
+ battle_config.enemy_critical = 0;
+ battle_config.enemy_critical_rate = 100;
+ 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.pc_damage_delay = 1;
+ battle_config.pc_damage_delay_rate = 100;
+ battle_config.defnotenemy = 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.drop_pickup_safety_zone = 20;
+ 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_item_rate = 100;
+ 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.gm_allskill = 0;
+ battle_config.gm_allequip = 0;
+ battle_config.gm_skilluncond = 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_count_rate = 100;
+ battle_config.quest_skill_learn = 0;
+ battle_config.quest_skill_reset = 1;
+ battle_config.basic_skill_check = 1;
+ battle_config.guild_emperium_check = 1;
+ battle_config.guild_exp_limit = 50;
+ battle_config.pc_invincible_time = 5000;
+ battle_config.skill_min_damage = 0;
+ 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.wedding_modifydisplay = 0;
+ 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.itemheal_regeneration_factor = 1;
+ battle_config.item_name_override_grffile = 1;
+ battle_config.arrow_decrement = 1;
+ battle_config.max_aspd = 199;
+ battle_config.max_hp = 32500;
+ battle_config.max_sp = 32500;
+ battle_config.max_lv = 99; // [MouseJstr]
+ battle_config.max_parameter = 99;
+ battle_config.max_cart_weight = 8000;
+ 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.agi_penaly_type = 0;
+ battle_config.agi_penaly_count = 3;
+ battle_config.agi_penaly_num = 0;
+ battle_config.agi_penaly_count_lv = ATK_FLEE;
+ battle_config.vit_penaly_type = 0;
+ battle_config.vit_penaly_count = 3;
+ battle_config.vit_penaly_num = 0;
+ battle_config.vit_penaly_count_lv = ATK_DEF;
+ battle_config.player_defense_type = 0;
+ battle_config.monster_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 = 0;
+ battle_config.monster_cloak_check_type = 0;
+ battle_config.gvg_short_damage_rate = 100;
+ battle_config.gvg_long_damage_rate = 100;
+ battle_config.gvg_magic_damage_rate = 100;
+ battle_config.gvg_misc_damage_rate = 100;
+ 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_undead_nofreeze = 0;
+ battle_config.pc_land_skill_limit = 1;
+ battle_config.monster_land_skill_limit = 1;
+ battle_config.party_skill_penaly = 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.display_delay_skill_fail = 1;
+ battle_config.chat_warpportal = 0;
+ battle_config.mob_warpportal = 0;
+ battle_config.dead_branch_active = 0;
+ battle_config.show_steal_in_same_party = 0;
+ battle_config.enable_upper_class = 0;
+ battle_config.pc_attack_attr_none = 0;
+ battle_config.mob_attack_attr_none = 1;
+ battle_config.mob_ghostring_fix = 0;
+ battle_config.gx_allhit = 0;
+ battle_config.gx_cardfix = 0;
+ battle_config.gx_dupele = 1;
+ battle_config.gx_disptype = 1;
+ battle_config.player_skill_partner_check = 1;
+ battle_config.hide_GM_session = 0;
+ battle_config.unit_movement_type = 0;
+ battle_config.invite_request_check = 1;
+ battle_config.skill_removetrap_type = 0;
+ battle_config.disp_experience = 0;
+ 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_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.prevent_logout = 1; // Added by RoVeRT
+ battle_config.maximum_level = 255; // Added by Valaris
+ battle_config.drops_by_luk = 0; // [Valaris]
+ battle_config.equipment_breaking = 0; // [Valaris]
+ battle_config.equipment_break_rate = 100; // [Valaris]
+ battle_config.pk_mode = 0; // [Valaris]
+ battle_config.multi_level_up = 0; // [Valaris]
+ 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.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 = 63; // added by [Yor]
+ battle_config.min_hair_style = 0;
+ battle_config.max_hair_style = 20;
+ 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.castrate_dex_scale = 150;
+
+ battle_config.area_size = 14;
+
+ battle_config.chat_lame_penalty = 2;
+ battle_config.chat_spam_threshold = 10;
+ battle_config.chat_spam_flood = 10;
+ battle_config.chat_spam_ban = 1;
+ battle_config.chat_spam_warn = 8;
+ battle_config.chat_maxline = 255;
+
+ battle_config.packet_spam_threshold = 2;
+ battle_config.packet_spam_flood = 30;
+ battle_config.packet_spam_kick = 1;
+
+ battle_config.mask_ip_gms = 1;
+
+ battle_config.mob_splash_radius = -1;
+ }
+
+ fp = fopen_ (cfgName, "r");
+ if (fp == NULL)
+ {
+ printf ("file not found: %s\n", cfgName);
+ return 1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ const struct
+ {
+ char str[128];
+ int *val;
+ } data[] =
+ {
+ {
+ "warp_point_debug", &battle_config.warp_point_debug},
+ {
+ "enemy_critical", &battle_config.enemy_critical},
+ {
+ "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},
+ {
+ "player_damage_delay", &battle_config.pc_damage_delay},
+ {
+ "player_damage_delay_rate",
+ &battle_config.pc_damage_delay_rate},
+ {
+ "defunit_not_enemy", &battle_config.defnotenemy},
+ {
+ "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_pickup_safety_zone",
+ &battle_config.drop_pickup_safety_zone},
+ {
+ "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},
+ {
+ "item_rate", &battle_config.item_rate},
+ {
+ "drop_rate0item", &battle_config.drop_rate0item},
+ {
+ "base_exp_rate", &battle_config.base_exp_rate},
+ {
+ "job_exp_rate", &battle_config.job_exp_rate},
+ {
+ "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},
+ {
+ "zeny_penalty", &battle_config.zeny_penalty},
+ {
+ "restart_hp_rate", &battle_config.restart_hp_rate},
+ {
+ "restart_sp_rate", &battle_config.restart_sp_rate},
+ {
+ "mvp_hp_rate", &battle_config.mvp_hp_rate},
+ {
+ "mvp_item_rate", &battle_config.mvp_item_rate},
+ {
+ "mvp_exp_rate", &battle_config.mvp_exp_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},
+ {
+ "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},
+ {
+ "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},
+ {
+ "mob_count_rate", &battle_config.mob_count_rate},
+ {
+ "quest_skill_learn", &battle_config.quest_skill_learn},
+ {
+ "quest_skill_reset", &battle_config.quest_skill_reset},
+ {
+ "basic_skill_check", &battle_config.basic_skill_check},
+ {
+ "guild_emperium_check", &battle_config.guild_emperium_check},
+ {
+ "guild_exp_limit", &battle_config.guild_exp_limit},
+ {
+ "player_invincible_time", &battle_config.pc_invincible_time},
+ {
+ "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},
+ {
+ "wedding_modifydisplay", &battle_config.wedding_modifydisplay},
+ {
+ "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},
+ {
+ "natural_heal_weight_rate",
+ &battle_config.natural_heal_weight_rate},
+ {
+ "itemheal_regeneration_factor",
+ &battle_config.itemheal_regeneration_factor},
+ {
+ "item_name_override_grffile",
+ &battle_config.item_name_override_grffile},
+ {
+ "arrow_decrement", &battle_config.arrow_decrement},
+ {
+ "max_aspd", &battle_config.max_aspd},
+ {
+ "max_hp", &battle_config.max_hp},
+ {
+ "max_sp", &battle_config.max_sp},
+ {
+ "max_lv", &battle_config.max_lv},
+ {
+ "max_parameter", &battle_config.max_parameter},
+ {
+ "max_cart_weight", &battle_config.max_cart_weight},
+ {
+ "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},
+ {
+ "agi_penaly_type", &battle_config.agi_penaly_type},
+ {
+ "agi_penaly_count", &battle_config.agi_penaly_count},
+ {
+ "agi_penaly_num", &battle_config.agi_penaly_num},
+ {
+ "agi_penaly_count_lv", &battle_config.agi_penaly_count_lv},
+ {
+ "vit_penaly_type", &battle_config.vit_penaly_type},
+ {
+ "vit_penaly_count", &battle_config.vit_penaly_count},
+ {
+ "vit_penaly_num", &battle_config.vit_penaly_num},
+ {
+ "vit_penaly_count_lv", &battle_config.vit_penaly_count_lv},
+ {
+ "player_defense_type", &battle_config.player_defense_type},
+ {
+ "monster_defense_type", &battle_config.monster_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},
+ {
+ "gvg_short_attack_damage_rate",
+ &battle_config.gvg_short_damage_rate},
+ {
+ "gvg_long_attack_damage_rate",
+ &battle_config.gvg_long_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_eliminate_time", &battle_config.gvg_eliminate_time},
+ {
+ "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_penaly", &battle_config.party_skill_penaly},
+ {
+ "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},
+ {
+ "display_delay_skill_fail",
+ &battle_config.display_delay_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},
+ {
+ "enable_upper_class", &battle_config.enable_upper_class},
+ {
+ "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_cardfix", &battle_config.gx_cardfix},
+ {
+ "gx_dupele", &battle_config.gx_dupele},
+ {
+ "gx_disptype", &battle_config.gx_disptype},
+ {
+ "player_skill_partner_check",
+ &battle_config.player_skill_partner_check},
+ {
+ "hide_GM_session", &battle_config.hide_GM_session},
+ {
+ "unit_movement_type", &battle_config.unit_movement_type},
+ {
+ "invite_request_check", &battle_config.invite_request_check},
+ {
+ "skill_removetrap_type", &battle_config.skill_removetrap_type},
+ {
+ "disp_experience", &battle_config.disp_experience},
+ {
+ "castle_defense_rate", &battle_config.castle_defense_rate},
+ {
+ "riding_weight", &battle_config.riding_weight},
+ {
+ "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_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
+ {
+ "prevent_logout", &battle_config.prevent_logout}, // Added by RoVeRT
+ {
+ "alchemist_summon_reward", &battle_config.alchemist_summon_reward}, // [Valaris]
+ {
+ "maximum_level", &battle_config.maximum_level}, // [Valaris]
+ {
+ "drops_by_luk", &battle_config.drops_by_luk}, // [Valaris]
+ {
+ "monsters_ignore_gm", &battle_config.monsters_ignore_gm}, // [Valaris]
+ {
+ "equipment_breaking", &battle_config.equipment_breaking}, // [Valaris]
+ {
+ "equipment_break_rate", &battle_config.equipment_break_rate}, // [Valaris]
+ {
+ "pk_mode", &battle_config.pk_mode}, // [Valaris]
+ {
+ "multi_level_up", &battle_config.multi_level_up}, // [Valaris]
+ {
+ "backstab_bow_penalty", &battle_config.backstab_bow_penalty},
+ {
+ "night_at_start", &battle_config.night_at_start}, // added by [Yor]
+ {
+ "day_duration", &battle_config.day_duration}, // added by [Yor]
+ {
+ "night_duration", &battle_config.night_duration}, // added by [Yor]
+ {
+ "show_mob_hp", &battle_config.show_mob_hp}, // [Valaris]
+ {
+ "hack_info_GM_level", &battle_config.hack_info_GM_level}, // added by [Yor]
+ {
+ "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level}, // added by [Yor]
+ {
+ "packet_ver_flag", &battle_config.packet_ver_flag}, // added by [Yor]
+ {
+ "min_hair_style", &battle_config.min_hair_style}, // added by [MouseJstr]
+ {
+ "max_hair_style", &battle_config.max_hair_style}, // added by [MouseJstr]
+ {
+ "min_hair_color", &battle_config.min_hair_color}, // added by [MouseJstr]
+ {
+ "max_hair_color", &battle_config.max_hair_color}, // added by [MouseJstr]
+ {
+ "min_cloth_color", &battle_config.min_cloth_color}, // added by [MouseJstr]
+ {
+ "max_cloth_color", &battle_config.max_cloth_color}, // added by [MouseJstr]
+ {
+ "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]
+ {
+ "chat_lame_penalty", &battle_config.chat_lame_penalty},
+ {
+ "chat_spam_threshold", &battle_config.chat_spam_threshold},
+ {
+ "chat_spam_flood", &battle_config.chat_spam_flood},
+ {
+ "chat_spam_ban", &battle_config.chat_spam_ban},
+ {
+ "chat_spam_warn", &battle_config.chat_spam_warn},
+ {
+ "chat_maxline", &battle_config.chat_maxline},
+ {
+ "packet_spam_threshold", &battle_config.packet_spam_threshold},
+ {
+ "packet_spam_flood", &battle_config.packet_spam_flood},
+ {
+ "packet_spam_kick", &battle_config.packet_spam_kick},
+ {
+ "mask_ip_gms", &battle_config.mask_ip_gms},
+ {
+ "mob_splash_radius", &battle_config.mob_splash_radius},
+ };
+
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ if (sscanf (line, "%[^:]:%s", w1, w2) != 2)
+ continue;
+ for (i = 0; i < sizeof (data) / (sizeof (data[0])); i++)
+ if (strcasecmp (w1, data[i].str) == 0)
+ *data[i].val = battle_config_switch (w2);
+
+ if (strcasecmp (w1, "import") == 0)
+ battle_config_read (w2);
+ }
+ fclose_ (fp);
+
+ if (--count == 0)
+ {
+ 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_hp > 1000000)
+ battle_config.max_hp = 1000000;
+ if (battle_config.max_hp < 100)
+ battle_config.max_hp = 100;
+ if (battle_config.max_sp > 1000000)
+ battle_config.max_sp = 1000000;
+ 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_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.agi_penaly_count < 2)
+ battle_config.agi_penaly_count = 2;
+ if (battle_config.vit_penaly_count < 2)
+ battle_config.vit_penaly_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.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) // added by [Yor]
+ battle_config.day_duration = 0;
+ if (battle_config.night_duration < 0) // added by [Yor]
+ battle_config.night_duration = 0;
+
+ 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;
+
+ if (battle_config.chat_spam_ban < 0)
+ battle_config.chat_spam_ban = 0;
+ else if (battle_config.chat_spam_ban > 32767)
+ battle_config.chat_spam_ban = 32767;
+
+ if (battle_config.chat_spam_flood < 0)
+ battle_config.chat_spam_flood = 0;
+ else if (battle_config.chat_spam_flood > 32767)
+ battle_config.chat_spam_flood = 32767;
+
+ if (battle_config.chat_spam_warn < 0)
+ battle_config.chat_spam_warn = 0;
+ else if (battle_config.chat_spam_warn > 32767)
+ battle_config.chat_spam_warn = 32767;
+
+ if (battle_config.chat_spam_threshold < 0)
+ battle_config.chat_spam_threshold = 0;
+ else if (battle_config.chat_spam_threshold > 32767)
+ battle_config.chat_spam_threshold = 32767;
+
+ if (battle_config.chat_maxline < 1)
+ battle_config.chat_maxline = 1;
+ else if (battle_config.chat_maxline > 512)
+ battle_config.chat_maxline = 512;
+
+ if (battle_config.packet_spam_threshold < 0)
+ battle_config.packet_spam_threshold = 0;
+ else if (battle_config.packet_spam_threshold > 32767)
+ battle_config.packet_spam_threshold = 32767;
+
+ if (battle_config.packet_spam_flood < 0)
+ battle_config.packet_spam_flood = 0;
+ else if (battle_config.packet_spam_flood > 32767)
+ battle_config.packet_spam_flood = 32767;
+
+ if (battle_config.packet_spam_kick < 0)
+ battle_config.packet_spam_kick = 0;
+ else if (battle_config.packet_spam_kick > 1)
+ battle_config.packet_spam_kick = 1;
+
+ if (battle_config.mask_ip_gms < 0)
+ battle_config.mask_ip_gms = 0;
+ else if (battle_config.mask_ip_gms > 1)
+ battle_config.mask_ip_gms = 1;
+
+ // at least 1 client must be accepted
+ if ((battle_config.packet_ver_flag & 63) == 0) // added by [Yor]
+ battle_config.packet_ver_flag = 63; // accept all clients
+
+ }
+
+ return 0;
+}