summaryrefslogblamecommitdiff
path: root/src/map/battle.c
blob: 1749168d5e12b328e560fd205fe2a03212f4503d (plain) (tree)
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507



































































































                                                                                     
                                                      





















































                                                                              

                                                                                                                                        









































                                                                                                              
                                                         
                                                                 


                                                                                                        































                                                                                                                             
                                                       
                                                               


                                                                                                        

















                                                                                                                                    


                                                                                                                


















                                                                                                 
                                                       
                                                               


                                                                                                        

























                                                                                                 
                                                      
                                                                 


                                                                                                         






























                                                                                                                             
                                                       
                                                               


                                                                                                        
















                                                                                                                             


                                                                                                                


















                                                                                                 
                                                       
                                                               


                                                                                                        




















































































































































                                                                                                                              
                                                              
                                                                                          

                                                                                                                            
                               










                                                                                                       
                                                                                        














































































                                                                                                   
                                                                    
                                                             
                                                                             





























































































































                                                                                      
                                                                           































































































































                                                                                                                            
                                                               
                                                               


                                                                                                                  



















                                                                                                                                                                 


                                                                                              

                                                          
                                           



                                                       
                                                                                               
                                                                                   

                                                          

                                                          
































                                                                                                                                                      
                                                                                                     




















                                                                                                                                                                           
                                                                                                                                                                                             





























                                                                                                                                                      
                                                                                                     














                                                                                                                                                                           
                                                                                                                                                                                             
































                                                                                                      
                                                                                          












































































































































































































































































































































































































































                                                                                                                                     

                                                                                                                                    










































































                                                                                                         

                                          

                                                                                                     
                                                                                    





                                                                                                           
                                      
                                                                             
                                           
                                                                             














                                                                                                                                  
                                                                               





































                                                                                                                                
                                                          




                                                     



                                                                                                           




























                                                                                      


























                                                             


























                                                                                                                                
                                             
















                                                                        










                                                                                   
                                    




















                                                                            
                                                  























































































                                                                                              







                                                                                                                                                 



































































                                                                                                    
                                                                                  















































                                                                                



                                                                       

























                                                                         
                                              







































                                                                             
                                                 



                                                                         
                                                  



                                                                         
                                                                              
                                         
                                                                          



















                                                                                                   
                                                                        


                                                                         
                                                                        


                                                                  
                                                                       

                                                           
                                                                        


                                                                       
                                                                        

































                                                                                                             
                                                                                                                                                                                              
                                          






                                                                                                                                                                           
                                                 



                                                                                                                                                      































































































































































                                                                                                                                                           


                                                                 





                                                                   







                                                                                                                                                 









































































                                                                                                                                                                     
                                                                                     
                                                                                 
                                                                                    
                                                                             
                                                   

                                                                                    













                                                                         
                                                                                 






















































                                                                                



                                                                       

























                                                                         
                                              







































                                                                             
                                                  



                                                                         
                                                  



                                                                         
                                                                              
                                         
                                                                          
















                                                                                                   
                                                                        


                                                                  
                                                                        





                                                                       
                                                                       

                                                           
                                                                        


                                                                       
                                                                        

































                                                                                                      
                                                                                                                                                                                              
                                          






                                                                                                                                                                           
                                                 



                                                                                                                                                      



















































































                                                                                                                                                               




                                                                                           
 

                                                                                         




























































                                                                                                            
                         

                                           
                         
































































                                                                                                                                                                                       


                                                                 







                                                                   







                                                                                                                                                 































































                                                                                                                                                                                                          

                                                                                                                                                                      
































                                                                                                     
                                                                    










                                                                                                                                                         
                                                                     
                                                 

                                                                                                          
                     














































                                                                                                          
                                                                     
                                                     


                                                                                                                  























































                                                                                                          

                                                     
                         



                                                                                            














                                                                         

                                                                                    






































































































                                                                               




                                                                         











                                                                                    

                                                                                                                                                                                     

                                                                                                                                                            























                                                                       
                                              

















































                                                                                                       


                                                             



                                                                         
                                               

                                                                 
                                                  

                                                                         


                                               


                                                                              

                                                                                                             


                                                                  

                                                                                        

                                                 
                                                                          




























                                                                                                        

                                                                          




                                                                  
















































                                                                                                        
                                               








                                                                                            




                                                                  




                                                                                                            















































                                                                                                                               
                                                                                                                                                                                              
                                          






                                                                                                                                                                           
                                                 



                                                                                                                                                      











































                                                                                                                                                                        

                                                                 
                      
                                                 
                                                                                                                              
                                                                                   
                                       
                 

                                                                                            
                                                         
                                              
                                             
                                                                                    







                                                                              

         

































































                                                                                                                                                  
                                                              



















































                                                                                                                                                  

                                                                         



















                                                                                                          



                                            


































































                                                                                                                    



                                                                                         















                                                                         
        














                                                            
                        







































































                                                                                                                                      


























                                                                                                                     


















































                                                                                                       



















                                                                                                                                                                
                         
                                                                  
                                                                               

                                                                                                            



                                                                                                                           


                         
















                                                                                                      
                          











































































































































                                                                                                                                                    
                                           















                                                                                                             








                                                                                            




                                                       





                                                                     











































































































































































                                                                                                                               

                                                  



































                                                                                                                              
               

                                                                              
                                                                          
     


                                                                                        
      



                                                  




































































































                                                                                                                          
                                                            
                                                                  

                                             





















                                                                                                        


                                                                                                               

















































































































































                                                                                                                                                                                                                     
                                                                                                      
                                                  













                                                                                                                                        
                                 

                                                                  














                                                                                                                                                 
                                                                                          







                                                                                              





                                                                                                                                    






































                                                                                                                        

                                       























                                                                                                     






                                                                



































































































                                                                                                                                              



                                                                                                                                          









































                                                                                                           
        









                                             

                                                   


























































































                                                                                                                                                  
                                                                                                          



































                                                                                                          




                                                                                                           
















                                                                                                          







                                                                                                          



















                                                                                                  
                                                                                                  





                                                                                                  
                                                                                                  













                                                                                                          
                                                                                          





                                                                                                  



















                                                                                                                          







































                                                                                                                       
                                                                                                  
                                                                                            
                                                                                           


                                                                                 
                                                                                     
                                                                                     
                                                                          
                                                                                                              
                                                                                 
                                                                           
 





































































                                                                                                
                                   



































                                                        




                                                                        
















                                                    







                                                      










                                                    


                                                 



                                                          

                                                   
                                              





                                                            
                                                      













                                                   
                                                     





                                                     



















                                                 
































                                                                                        
                                                              





                                          
                                         
                                        
                                        

                                             
                                               
                                               
                                    
                                                    
                                             
                                               
                                     
                                        






































                                                                                  



                                          

















                                                        



                                                    



















































                                                                                       

                                                                          


                                                              
 
                                                             
                                                       




                                             
 


                                                   


                                                                                                                  





































                                                                                        
// $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.h"

#include "timer.h"
#include "nullpo.h"
#include "malloc.h"

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

#ifdef MEMWATCH
#include "memwatch.h"
#endif

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

struct Battle_Config battle_config;

/*==========================================
 * ��_�Ԃ̋�����Ԃ�
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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;
}

/*==========================================
 * ���������b�N���Ă���Ώۂ̐���Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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;
}
/*==========================================
 * �Ώۂ�Class��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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)->class;
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		return ((struct map_session_data *)bl)->status.class;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return ((struct pet_data *)bl)->class;
	else
		return 0;
}
/*==========================================
 * �Ώۂ̕�����Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 if(bl->type==BL_PET && (struct pet_data *)bl)
		return ((struct pet_data *)bl)->dir;
	else
		return 0;
}
/*==========================================
 * �Ώۂ̃��x����Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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)->level;
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		return ((struct map_session_data *)bl)->status.base_level;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return ((struct pet_data *)bl)->msd->pet.level;
	else
		return 0;
}
/*==========================================
 * �Ώۂ̎˒���Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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)->class].range;
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		return ((struct map_session_data *)bl)->attackrange;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return mob_db[((struct pet_data *)bl)->class].range;
	else
		return 0;
}
/*==========================================
 * �Ώۂ�HP��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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;
}
/*==========================================
 * �Ώۂ�MHP��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data*)bl)->class].max_hp;
			if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
				max_hp+=(((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv)*battle_get_vit(bl);
			if(mob_db[((struct mob_data*)bl)->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;
			}
		}
		else if(bl->type==BL_PET && ((struct pet_data*)bl)) {
			max_hp = mob_db[((struct pet_data*)bl)->class].max_hp;
			if(mob_db[((struct pet_data*)bl)->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;
}
/*==========================================
 * �Ώۂ�Str��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].str;
		if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
			str+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && ((struct map_session_data *)bl))
		return ((struct map_session_data *)bl)->paramc[0];
	else if(bl->type==BL_PET && ((struct pet_data *)bl))
		str = mob_db[((struct pet_data *)bl)->class].str;

	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){	// �u���b�V���O
			int race=battle_get_race(bl);
			if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 )	str >>= 1;	// �� ��/�s��
			else str += sc_data[SC_BLESSING].val1;	// ���̑�
		}
		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// �g�D���[�T�C�g
			str += 5;
	}
	if(str < 0) str = 0;
	return str;
}
/*==========================================
 * �Ώۂ�Agi��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */

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=mob_db[((struct mob_data *)bl)->class].agi;
		if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
			agi+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		agi=((struct map_session_data *)bl)->paramc[1];
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		agi=mob_db[((struct pet_data *)bl)->class].agi;

	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)	// ���x����(PC��pc.c��)
			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)	// ���x����
			agi -= 2+sc_data[SC_DECREASEAGI].val1;

		if(sc_data[SC_QUAGMIRE].timer!=-1 ) {	// �N�@�O�}�C�A
			//agi >>= 1;
			//int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
			//agi -= agib > 50 ? 50 : agib;
			agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
		}
		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// �g�D���[�T�C�g
			agi += 5;
	}
	if(agi < 0) agi = 0;
	return agi;
}
/*==========================================
 * �Ώۂ�Vit��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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=mob_db[((struct mob_data *)bl)->class].vit;
		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
			vit+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		vit=((struct map_session_data *)bl)->paramc[2];
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		vit=mob_db[((struct pet_data *)bl)->class].vit;
	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)	// �g�D���[�T�C�g
			vit += 5;
	}

	if(vit < 0) vit = 0;
	return vit;
}
/*==========================================
 * �Ώۂ�Int��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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_=mob_db[((struct mob_data *)bl)->class].int_;
		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
			int_+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		int_=((struct map_session_data *)bl)->paramc[3];
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		int_=mob_db[((struct pet_data *)bl)->class].int_;

	if(sc_data) {
		if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){	// �u���b�V���O
			int race=battle_get_race(bl);
			if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 )	int_ >>= 1;	// �� ��/�s��
			else int_ += sc_data[SC_BLESSING].val1;	// ���̑�
		}
		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)	// �g�D���[�T�C�g
			int_ += 5;
	}
	if(int_ < 0) int_ = 0;
	return int_;
}
/*==========================================
 * �Ώۂ�Dex��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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=mob_db[((struct mob_data *)bl)->class].dex;
		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
			dex+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		dex=((struct map_session_data *)bl)->paramc[4];
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		dex=mob_db[((struct pet_data *)bl)->class].dex;

	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){	// �u���b�V���O
			int race=battle_get_race(bl);
			if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 )	dex >>= 1;	// �� ��/�s��
			else dex += sc_data[SC_BLESSING].val1;	// ���̑�
		}

		if(sc_data[SC_QUAGMIRE].timer!=-1 )	{ // �N�@�O�}�C�A
			// dex >>= 1;
			//int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
			//dex -= dexb > 50 ? 50 : dexb;
			dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
		}
		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// �g�D���[�T�C�g
			dex += 5;
	}
	if(dex < 0) dex = 0;
	return dex;
}
/*==========================================
 * �Ώۂ�Luk��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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=mob_db[((struct mob_data *)bl)->class].luk;
		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
			luk+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
	}
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		luk=((struct map_session_data *)bl)->paramc[5];
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		luk=mob_db[((struct pet_data *)bl)->class].luk;

	if(sc_data) {
		if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC)	// �O�����A(PC��pc.c��)
			luk += 30;
		if(sc_data[SC_CURSE].timer!=-1 )		// ��
			luk=0;
		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// �g�D���[�T�C�g
			luk += 5;
	}
	if(luk < 0) luk = 0;
	return luk;
}

/*==========================================
 * �Ώۂ�Flee��Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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) // �E�B���h�E�H�[�N
			flee += flee*(sc_data[SC_WINDWALK].val2)/100;
		if(sc_data[SC_SPIDERWEB].timer!=-1 && bl->type != BL_PC) //�X�p�C�_�[�E�F�u
			flee -= flee*50/100;
	}
	if(flee < 1) flee = 1;
	return flee;
}
/*==========================================
 * �Ώۂ�Hit��Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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)		// ��
			hit -= hit*25/100;
		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)		// �g�D���[�T�C�g
			hit += 3*(sc_data[SC_TRUESIGHT].val1);
		if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //�R���Z���g���[�V����
			hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
	}
	if(hit < 1) hit = 1;
	return hit;
}
/*==========================================
 * �Ώۂ̊��S�����Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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(flee2 < 1) flee2 = 1;
	return flee2;
}
/*==========================================
 * �Ώۂ̃N���e�B�J����Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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)*3 + 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) //�g�D���[�T�C�g
			critical += critical*sc_data[SC_TRUESIGHT].val1/100;
	}
	if(critical < 1) critical = 1;
	return critical;
}
/*==========================================
 * base_atk�̎擾
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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; //�ݒ肳��Ă���base_atk
		if (((struct map_session_data *)bl)->status.weapon < 16)
			batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
	} else { //����ȊO�Ȃ�
		int str,dstr;
		str = battle_get_str(bl); //STR
		dstr = str/10;
		batk = dstr*dstr + str; //base_atk���v�Z����
	}
	if(sc_data) { //��Ԉُ킠��
		if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PC�Ńv���{�b�N(SM_PROVOKE)���
			batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk����
		if(sc_data[SC_CURSE].timer!=-1 ) //���������
			batk -= batk*25/100; //base_atk��25%����
		if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //�R���Z���g���[�V����
			batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;		
	}
	if(batk < 1) batk = 1; //base_atk�͍Œ�ł�1
	return batk;
}
/*==========================================
 * �Ώۂ�Atk��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data*)bl)->class].atk1;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		atk = mob_db[((struct pet_data*)bl)->class].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) //�R���Z���g���[�V����
			atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
	}
	if(atk < 0) atk = 0;
	return atk;
}
/*==========================================
 * �Ώۂ̍���Atk��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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;
}
/*==========================================
 * �Ώۂ�Atk2��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data*)bl)->class].atk2;
		else if(bl->type==BL_PET && (struct pet_data *)bl)
			atk2 = mob_db[((struct pet_data*)bl)->class].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].val3;
			if(sc_data[SC_STRIPWEAPON].timer!=-1)
				atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
			if(sc_data[SC_CONCENTRATION].timer!=-1) //�R���Z���g���[�V����
				atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
		}
		if(atk2 < 0) atk2 = 0;
		return atk2;
	}
	return 0;
}
/*==========================================
 * �Ώۂ̍���Atk2��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
int battle_get_atk_2(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_PC && (struct map_session_data *)bl)
		return ((struct map_session_data*)bl)->watk_2;
	else
		return 0;
}
/*==========================================
 * �Ώۂ�MAtk1��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 if(bl->type==BL_PET){
		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
		return 0;
}
/*==========================================
 * �Ώۂ�MAtk2��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 if(bl->type==BL_PET){
		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
		return 0;
}
/*==========================================
 * �Ώۂ�Def��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].def;
		skilltimer = ((struct mob_data *)bl)->skilltimer;
		skillid = ((struct mob_data *)bl)->skillid;
	}
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		def = mob_db[((struct pet_data *)bl)->class].def;

	if(def < 1000000) {
		if(sc_data) {
			//�L�[�s���O����DEF100
			if( sc_data[SC_KEEPING].timer!=-1)
				def = 100;
			//�v���{�b�N���͌��Z
			if( sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC)
				def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
			//�푾�ۂ̋������͉��Z
			if( sc_data[SC_DRUMBATTLE].timer!=-1 && bl->type != BL_PC)
				def += sc_data[SC_DRUMBATTLE].val3;
			//�łɂ������Ă��鎞�͌��Z
			if(sc_data[SC_POISON].timer!=-1 && bl->type != BL_PC)
				def = def*75/100;
			//�X�g���b�v�V�[���h���͌��Z
			if(sc_data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC)
				def = def*sc_data[SC_STRIPSHIELD].val2/100;
			//�V�O�i���N���V�X���͌��Z
			if(sc_data[SC_SIGNUMCRUCIS].timer!=-1 && bl->type != BL_PC)
				def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
			//�i���̍��׎���DEF0�ɂȂ�
			if(sc_data[SC_ETERNALCHAOS].timer!=-1 && bl->type != BL_PC)
				def = 0;
			//�����A�Ή����͉E�V�t�g
			if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
				def >>= 1;
			//�R���Z���g���[�V�������͌��Z
			if( sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC)
				def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
		}
		//�r�����͉r�������Z���Ɋ�Â��Č��Z
		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;
}
/*==========================================
 * �Ώۂ�MDef��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].mdef;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		mdef = mob_db[((struct pet_data *)bl)->class].mdef;

	if(mdef < 1000000) {
		if(sc_data) {
			//�o���A�[��Ԏ���MDEF100
			if(sc_data[SC_BARRIER].timer != -1)
				mdef = 100;
			//�����A�Ή�����1.25�{
			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;
}
/*==========================================
 * �Ώۂ�Def2��Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].vit;
	else if(bl->type==BL_PET)
		def2 = mob_db[((struct pet_data *)bl)->class].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;
		//�R���Z���g���[�V�������͌��Z
		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;
}
/*==========================================
 * �Ώۂ�MDef2��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].int_ + (mob_db[((struct mob_data *)bl)->class].vit>>1);
	else if(bl->type==BL_PC)
		mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
	else if(bl->type==BL_PET)
		mdef2 = mob_db[((struct pet_data *)bl)->class].int_ + (mob_db[((struct pet_data *)bl)->class].vit>>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;
}
/*==========================================
 * �Ώۂ�Speed(�ړ����x)��Ԃ�(�ėp)
 * �߂�͐�����1�ȏ�
 * Speed�͏������ق����ړ����x������
 *------------------------------------------
 */
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)->speed;
			if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
				speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class].lv;
		}
		else if(bl->type==BL_PET && (struct pet_data *)bl)
			speed = ((struct pet_data *)bl)->msd->petDB->speed;

		if(sc_data) {
			//���x��������25%���Z
			if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
				speed -= speed*25/100;
			//���x��������25%���Z
			if(sc_data[SC_DECREASEAGI].timer!=-1)
				speed = speed*125/100;
			//�N�@�O�}�C�A����50%���Z
			if(sc_data[SC_QUAGMIRE].timer!=-1)
				speed = speed*3/2;
			//����Y��Ȃ��Łc���͉��Z
			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;
			//��������25%���Z
			if(sc_data[SC_STEELBODY].timer!=-1)
				speed = speed*125/100;
			//�f�B�t�F���_�[���͉��Z
			// removed as of 12/14's patch [celest]
			/*if(sc_data[SC_DEFENDER].timer!=-1)
				speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
			//�x���Ԃ�4�{�x��
			if(sc_data[SC_DANCING].timer!=-1 )
				speed *= 6;
			//�􂢎���450���Z
			if(sc_data[SC_CURSE].timer!=-1)
				speed = speed + 450;
			//�E�B���h�E�H�[�N����Lv*2%���Z
			if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1)
				speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
			if(sc_data[SC_SLOWDOWN].timer!=-1)
				speed = speed*150/100;
			if(sc_data[SC_SPEEDUP0].timer!=-1)
				speed -= speed*25/100;
		}
		if(speed < 1) speed = 1;
		return speed;
	}

	return 1000;
}
/*==========================================
 * �Ώۂ�aDelay(�U�����f�B���C)��Ԃ�(�ėp)
 * aDelay�͏������ق����U�����x������
 *------------------------------------------
 */
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 = mob_db[((struct mob_data *)bl)->class].adelay;
		else if(bl->type==BL_PET && (struct pet_data *)bl)
			adelay = mob_db[((struct pet_data *)bl)->class].adelay;

		if(sc_data) {
			//�c�[�n���h�N�C�b�P���g�p���ŃN�@�O�}�C�A�ł�����Y��Ȃ��Łc�ł��Ȃ�����3�����Z
			if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)	// 2HQ
				aspd_rate -= 30;
			//�A�h���i�������b�V���g�p���Ńc�[�n���h�N�C�b�P���ł��N�@�O�}�C�A�ł�����Y��Ȃ��Łc�ł��Ȃ�����
			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) {	// �A�h���i�������b�V��
				//�g�p�҂ƃp�[�e�B�����o�[�Ŋi�����o��ݒ�łȂ����3�����Z
				if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
					aspd_rate -= 30;
				//�����łȂ����2.5�����Z
				else
					aspd_rate -= 25;
			}
			//�X�s�A�N�B�b�P�����͌��Z
			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)	// �X�s�A�N�B�b�P��
				aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
			//�[���̃A�T�V���N���X���͌��Z
			if(sc_data[SC_ASSNCROS].timer!=-1 && // �[�z�̃A�T�V���N���X
				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;
			//����Y��Ȃ��Łc���͉��Z
			if(sc_data[SC_DONTFORGETME].timer!=-1)		// ����Y��Ȃ���
				aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
			//������25%���Z
			if(sc_data[SC_STEELBODY].timer!=-1)	// ����
				aspd_rate += 25;
			//�����|�[�V�����g�p���͌��Z
			if(	sc_data[i=SC_SPEEDPOTION3].timer!=-1 || 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].val2;
			//�f�B�t�F���_�[���͉��Z
			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)->class].amotion;
		else if(bl->type==BL_PET && (struct pet_data *)bl)
			amotion = mob_db[((struct pet_data *)bl)->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) {	// �A�h���i�������b�V��
				if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
					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)	// �X�s�A�N�B�b�P��
				aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
			if(sc_data[SC_ASSNCROS].timer!=-1 && // �[�z�̃A�T�V���N���X
				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)		// ����Y��Ȃ���
				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)	// ����
				aspd_rate += 25;
			if(	sc_data[i=SC_SPEEDPOTION3].timer!=-1 || 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].val2;
			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)->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 if(bl->type==BL_PET && (struct pet_data *)bl)
		ret=mob_db[((struct pet_data *)bl)->class].dmotion;
	else
		return 2000;

	if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].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�̈ʁ�Lv*2�A�P�̈ʁ�����
		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;	// �h�䑮��Lv1
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		ret = mob_db[((struct pet_data *)bl)->class].element;

	if(sc_data) {
		if( sc_data[SC_BENEDICTIO].timer!=-1 )	// ���̍~��
			ret=26;
		if( sc_data[SC_FREEZE].timer!=-1 )	// ����
			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;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		ret=0;

	if(sc_data) {
		if( sc_data[SC_FROSTWEAPON].timer!=-1)	// �t���X�g�E�F�|��
			ret=1;
		if( sc_data[SC_SEISMICWEAPON].timer!=-1)	// �T�C�Y�~�b�N�E�F�|��
			ret=2;
		if( sc_data[SC_FLAMELAUNCHER].timer!=-1)	// �t���[�������`���[
			ret=3;
		if( sc_data[SC_LIGHTNINGLOADER].timer!=-1)	// ���C�g�j���O���[�_�[
			ret=4;
		if( sc_data[SC_ENCPOISON].timer!=-1)	// �G���`�����g�|�C�Y��
			ret=5;
		if( sc_data[SC_ASPERSIO].timer!=-1)		// �A�X�y���V�I
			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)	// �t���X�g�E�F�|��
				ret=1;
			if( sc_data[SC_SEISMICWEAPON].timer!=-1)	// �T�C�Y�~�b�N�E�F�|��
				ret=2;
			if( sc_data[SC_FLAMELAUNCHER].timer!=-1)	// �t���[�������`���[
				ret=3;
			if( sc_data[SC_LIGHTNINGLOADER].timer!=-1)	// ���C�g�j���O���[�_�[
				ret=4;
			if( sc_data[SC_ENCPOISON].timer!=-1)	// �G���`�����g�|�C�Y��
				ret=5;
			if( sc_data[SC_ASPERSIO].timer!=-1)		// �A�X�y���V�I
				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)->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)->class].race;
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		return 7;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return mob_db[((struct pet_data *)bl)->class].race;
	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)->class].size;
	else if(bl->type==BL_PC && (struct map_session_data *)bl)
		return 1;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return mob_db[((struct pet_data *)bl)->class].size;
	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)->class].mode;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return mob_db[((struct pet_data *)bl)->class].mode;
	else
		return 0x01;	// �Ƃ肠���������Ƃ������Ƃ�1
}

int battle_get_mexp(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_MOB && (struct mob_data *)bl)
		return mob_db[((struct mob_data *)bl)->class].mexp;
	else if(bl->type==BL_PET && (struct pet_data *)bl)
		return mob_db[((struct pet_data *)bl)->class].mexp;
	else
		return 0;
}

// StatusChange�n�̏���
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;
}

//-------------------------------------------------------------------

// �_���[�W�̒x��
struct battle_delay_damage_ {
	struct block_list *src,*target;
	int damage;
	int flag;
};
int battle_delay_damage_sub(int tid,unsigned int tick,int id,int 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);
	return 0;
}
int battle_delay_damage(unsigned int tick,struct block_list *src,struct block_list *target,int damage,int flag)
{
	struct battle_delay_damage_ *dat = (struct battle_delay_damage_*)aCalloc(1,sizeof(struct battle_delay_damage_));

	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;
}

// ���ۂ�HP�𑀍�
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��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N

	if(damage==0 || target->type == BL_PET)
		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){
		// �����A�Ή��A����������
		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)	// �r���W�Q
			skill_castcancel(target,0);
		return mob_damage(bl,md,damage,0);
	}
	else if(target->type==BL_PC){	// PC

		struct map_session_data *tsd=(struct map_session_data *)target;

		if(tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1){	// �f�B�{�[�V����������������
			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){	// �r���W�Q
				// �t�F���J�[�h��W�Q����Ȃ��X�L�����̌���
			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��NULL�ŌĂ΂�邱�Ƃ�����̂ő��Ń`�F�b�N

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

	if(hp<0)
		return battle_damage(bl,target,-hp,flag);

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

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


/*==========================================
 * �_���[�W�̑����C��
 *------------------------------------------
 */
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){	// �� ���l�����������̂łƂ肠�������̂܂ܕԂ�
		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;
}


/*==========================================
 * �_���[�W�ŏI�v�Z
 *------------------------------------------
 */
int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
{
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct status_change *sc_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){
			// �Z�[�t�e�B�E�H�[��
			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);	// �d�ˊ|���`�F�b�N
			damage=0;
		}
		if(sc_data[SC_PNEUMA].timer!=-1 && damage>0 && ((flag&BF_WEAPON && flag&BF_LONG && skill_num != NPC_GUIDEDATTACK) ||
			(flag&BF_MISC && (skill_num ==  HT_BLITZBEAT || skill_num == SN_FALCONASSAULT)))){ // [DracoRPG]
			// �j���[�}
			damage=0;
		}

		if(sc_data[SC_ROKISWEIL].timer!=-1 && damage>0 &&
			flag&BF_MAGIC ){
			// �j���[�}
			damage=0;
		}

		if(sc_data[SC_AETERNA].timer!=-1 && damage>0){	// ���b�N�X�G�[�e���i
			damage<<=1;
			skill_status_change_end( bl,SC_AETERNA,-1 );
		}

		//������̃_���[�W����
		if(sc_data[SC_VOLCANO].timer!=-1){	// �{���P�[�m
			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){	// �o�C�I�����g�Q�C��
			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){	// �f�����[�W
			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){	// �G�i�W�[�R�[�g
			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){	// �L���G�G���C�\��
			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){
			// �j���[�}
			damage=0;
		}
		if(sc_data[SC_LANDPROTECTOR].timer!=-1 && damage>0 && flag&BF_MAGIC){
			// �j���[�}
			damage=0;
		}

		if(sc_data[SC_AUTOGUARD].timer != -1 && damage > 0 && flag&BF_WEAPON) {
			if(rand()%100 < sc_data[SC_AUTOGUARD].val2) {
				int delay;

				damage = 0;
				clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
				// different delay depending on skill level [celest]
				if (sc_data[SC_AUTOGUARD].val1 <= 5)
					delay = 300;
				else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9)
					delay = 200;
				else
					delay = 100;
				if(sd)
					sd->canmove_tick = gettick() + delay;
				else if(md)
					md->canmove_tick = gettick() + delay;
			}
		}
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
		if(sc_data[SC_PARRYING].timer != -1 && damage > 0 && flag&BF_WEAPON) {
			if(rand()%100 < sc_data[SC_PARRYING].val2) {
				damage = 0;
				clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1);
			}
		}
		// ���W�F�N�g�\�[�h
		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(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){ //���ˊm����15*Lv
				damage = damage*50/100;
				clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
				battle_damage(bl,src,damage,0);
				//�_���[�W��^�����̂͗ǂ��񂾂��A��������ǂ����ĕ\������񂾂��킩��˂�
				//�G�t�F�N�g������ł����̂��킩��˂�
				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(sc_data[SC_SPIDERWEB].timer!=-1 && damage > 0)	// [Celest]
			if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
				(!flag&BF_SKILL && battle_get_attack_element(src)==3)) {
				damage<<=1;
				skill_status_change_end(bl, SC_SPIDERWEB, -1);
			}
		
		if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC)
			if(rand()%100 < sc_data[SC_FOGWALL].val2)
				damage = 0;
	}

	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;//�M���h�������Ȃ�_���[�W����
			else if((gc != NULL) && guild_isallied(g, gc))
				damage=0;//����̃M���h�̃G���y�Ȃ�_���[�W����
			else if(g && guild_checkskill(g,GD_APPROVAL) <= 0)
				damage=0;//���K�M���h���F���Ȃ��ƃ_���[�W����
			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(bl->type == BL_MOB){	//defense������΃_���[�W������炵���H
			struct guild_castle *gc=guild_mapname2gc(map[bl->m].name);
			if (gc) damage -= damage*(gc->defense/100)*(battle_config.castle_defense_rate/100);
		}
		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 )	// �����Ȃǂ�MOB�X�L������
		mobskill_event(md,flag);

	return damage;
}

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

	if (damage <= 0 || rate <= 0)
		return 0;

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

	if (val && rand()%100 < rate) {
		diff += val;
	}
	return diff;
}

/*==========================================
 * �C���_���[�W
 *------------------------------------------
 */
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
	int damage,skill;
	int race=battle_get_race(target);
	int weapon;
	damage = 0;

	nullpo_retr(0, sd);

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

	// �r�[�X�g�x�C��(+4 �` +40) vs ���� or ����
	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) )
		damage += (skill * 4);

	if(type == 0)
		weapon = sd->weapontype1;
	else
		weapon = sd->weapontype2;
	switch(weapon)
	{
		case 0x01:	// �Z�� Knife
		case 0x02:	// 1HS
		{
			// ���C��(+4 �` +40) �Ў茕 �Z���܂�
			if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x03:	// 2HS
		{
			// ���茕�C��(+4 �` +40) ���茕
			if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
				damage += (skill * 4);
			}
			break;
		}
		case 0x04:	// 1HL
		case 0x05:	// 2HL
		{
			// ���C��(+4 �` +40,+5 �` +50) ��
			if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
				if(!pc_isriding(sd))
					damage += (skill * 4);	// �y�R�ɏ���ĂȂ�
				else
					damage += (skill * 5);	// �y�R�ɏ���Ă�
			}
			break;
		}
		case 0x06: // �Ў蕀
		case 0x07: // Axe by Tato
		{
			if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x08:	// ���C�X
		{
			// ���C�X�C��(+3 �` +30) ���C�X
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x09:	// �Ȃ�?
			break;
		case 0x0a:	// ��
			break;
		case 0x0b:	// �|
			break;
		case 0x00:	// �f�� Bare Hands
		case 0x0c:	// Knuckles
		{
			// �S��(+3 �` +30) �f��,�i�b�N��
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0d:	// Musical Instrument
		{
			// �y��̗��K(+3 �` +30) �y��
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0e:	// Dance Mastery
		{
			// Dance Lesson Skill Effect(+3 damage for every lvl = +30) ��
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x0f:	// Book
		{
			// Advance Book Skill Effect(+3 damage for every lvl = +30) {
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
				damage += (skill * 3);
			}
			break;
		}
		case 0x10:	// Katars
		{
			// �J�^�[���C��(+3 �` +30) �J�^�[��
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
				//�\�j�b�N�u���[���͕ʏ����i1���ɕt��1/8�K��)
				damage += (skill * 3);
			}
			break;
		}
	}
	damage = dmg + damage;
	return (damage);
}

static struct Damage battle_calc_pet_weapon_attack(
	struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
	struct pet_data *pd = (struct pet_data *)src;
	struct mob_data *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,dmg_lv=0;
	int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0;
	struct status_change *t_sc_data;

	//return�O�̏���������̂ŏ��o�͕��̂ݕύX
	if( target == NULL || pd == NULL ){ //src�͓��e�ɒ��ڐG��Ă��Ȃ��̂ŃX���[���Ă݂�
		nullpo_info(NLP_MARK);
		memset(&wd,0,sizeof(wd));
		return wd;
	}

	s_race=battle_get_race(src);
	s_ele=battle_get_attack_element(src);

	// �^�[�Q�b�g
	if(target->type == BL_MOB)
		tmd=(struct mob_data *)target;
	else {
		memset(&wd,0,sizeof(wd));
		return wd;
	}
	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 );

	flag=BF_SHORT|BF_WEAPON|BF_NORMAL;	// �U���̎�ނ̐ݒ�

	// ��𗦌v�Z�A��𔻒�͌��
	flee = battle_get_flee(target);
	if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
		target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
	if(battle_config.agi_penalty_type > 0) {
		if(target_count >= battle_config.agi_penalty_count) {
			if(battle_config.agi_penalty_type == 1)
				flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
			else if(battle_config.agi_penalty_type == 2)
				flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_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.pet_str)
		damage = battle_get_baseatk(src);
	else
		damage = 0;

	if(skill_num==HW_MAGICCRASHER){			/* �}�W�b�N�N���b�V���[��MATK�ʼn��� */
		atkmin = battle_get_matk1(src);
		atkmax = battle_get_matk2(src);
	}else{
	atkmin = battle_get_atk(src);
	atkmax = battle_get_atk2(src);
	}
	if(mob_db[pd->class].range>3 )
		flag=(flag&~BF_RANGEMASK)|BF_LONG;

	if(atkmin > atkmax) atkmin = atkmax;

	cri = battle_get_critical(src);
	cri -= battle_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*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 )
		cri <<=1;

	if(skill_num == 0 && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri)
	{
		damage += atkmax;
		type = 0x0a;
	}
	else {
		int vitbonusmax;

		if(atkmax > atkmin)
			damage += atkmin + rand() % (atkmax-atkmin + 1);
		else
			damage += atkmin ;
		// �X�L���C���P�i�U���͔{���n�j
		// �I�[�o�[�g���X�g(+5% �` +25%),���U���n�X�L���̏ꍇ�����ŕ␳
		// �o�b�V��,�}�O�i���u���C�N,
		// �{�[�����O�o�b�V��,�X�s�A�u�[������,�u�����f�B�b�V���X�s�A,�X�s�A�X�^�b�u,
		// ���}�[�i�C�g,�J�[�g���{�����[�V����
		// �_�u���X�g���C�t�B���O,�A���[�V�����[,�`���[�W�A���[,
		// �\�j�b�N�u���[
		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:		// �o�b�V��
				damage = damage*(100+ 30*skill_lv)/100;
				hitrate = (hitrate*(100+5*skill_lv))/100;
				break;
			case SM_MAGNUM:		// �}�O�i���u���C�N
				damage = damage*(5*skill_lv + (wflag?65:115))/100;
				break;
			case MC_MAMMONITE:	// ���}�[�i�C�g
				damage = damage*(100+ 50*skill_lv)/100;
				break;
			case AC_DOUBLE:	// �_�u���X�g���C�t�B���O
				damage = damage*(180+ 20*skill_lv)/100;
				div_=2;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_SHOWER:	// �A���[�V�����[
				damage = damage*(75 + 5*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_CHARGEARROW:	// �`���[�W�A���[
				damage = damage*150/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_PIERCE:	// �s�A�[�X
				damage = damage*(100+ 10*skill_lv)/100;
				hitrate = hitrate*(100+5*skill_lv)/100;
				div_=t_size+1;
				damage*=div_;
				break;
			case KN_SPEARSTAB:	// �X�s�A�X�^�u
				damage = damage*(100+ 15*skill_lv)/100;
				break;
			case KN_SPEARBOOMERANG:	// �X�s�A�u�[������
				damage = damage*(100+ 50*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_BRANDISHSPEAR: // �u�����f�B�b�V���X�s�A
				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:	// �{�E�����O�o�b�V��
				damage = damage*(100+ 50*skill_lv)/100;
				blewcount=0;
				break;
			case AS_GRIMTOOTH:
				damage = damage*(100+ 20*skill_lv)/100;         
				break;
			case AS_POISONREACT: // celest
				s_ele = 0;
				damage = damage*(100+ 30*skill_lv)/100;
				break;
			case AS_SONICBLOW:	// �\�j�b�N�u���E
				damage = damage*(300+ 50*skill_lv)/100;
				div_=8;
				break;
			case TF_SPRINKLESAND:	// ���܂�
				damage = damage*125/100;
				break;
			case MC_CARTREVOLUTION:	// �J�[�g���{�����[�V����
				damage = (damage*150)/100;
				break;
			// �ȉ�MOB
			case NPC_COMBOATTACK:	// ���i�U��
				div_=skill_get_num(skill_num,skill_lv);
				damage *= div_;
				break;
			case NPC_RANDOMATTACK:	// �����_��ATK�U��
				damage = damage*(50+rand()%150)/100;
				break;
			// �����U���i�K���j
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_UNDEADATTACK:
			case NPC_TELEKINESISATTACK:
				div_= pd->skillduration; // [Valaris]
				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:	// �o�b�N�X�^�u
				damage = damage*(300+ 40*skill_lv)/100;
				hitrate = 1000000;
				break;
			case RG_RAID:	// �T�v���C�Y�A�^�b�N
				damage = damage*(100+ 40*skill_lv)/100;
				break;
			case RG_INTIMIDATE:	// �C���e�B�~�f�C�g
				damage = damage*(100+ 30*skill_lv)/100;
				break;
			case CR_SHIELDCHARGE:	// �V�[���h�`���[�W
				damage = damage*(100+ 20*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_SHORT;
				s_ele = 0;
				break;
			case CR_SHIELDBOOMERANG:	// �V�[���h�u�[������
				damage = damage*(100+ 30*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				s_ele = 0;
				break;
			case CR_HOLYCROSS:	// �z�[���[�N���X
				damage = damage*(100+ 35*skill_lv)/100;
				div_=2;
				break;
			case CR_GRANDCROSS:
				hitrate= 1000000;
				break;
			case AM_DEMONSTRATION:	// �f�����X�g���[�V����
				hitrate= 1000000;
				damage = damage*(100+ 20*skill_lv)/100;
				damage2 = damage2*(100+ 20*skill_lv)/100;
				break;
			case AM_ACIDTERROR:	// �A�V�b�h�e���[
				hitrate = 1000000;
				damage = damage*(100+ 40*skill_lv)/100;
				damage2 = damage2*(100+ 40*skill_lv)/100;
				break;
			case MO_FINGEROFFENSIVE:	//�w�e
				damage = damage * (125 + 25 * skill_lv) / 100;
				div_ = 1;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;   //orn
				break;
			case MO_INVESTIGATE:	// �� ��
				if(def1 < 1000000)
					damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_EXTREMITYFIST:	// ���C���e�P��
				damage = damage * 8 + 250 + (skill_lv * 150);
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_CHAINCOMBO:	// �A�ŏ�
				damage = damage*(150+ 50*skill_lv)/100;
				div_=4;
				break;
			case MO_COMBOFINISH:	// �җ���
				damage = damage*(240+ 60*skill_lv)/100;
				break;
			case DC_THROWARROW:	// ���
				damage = damage*(60+ 40 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case BA_MUSICALSTRIKE:	// �~���[�W�J���X�g���C�N
				damage = damage*(60+ 40 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case CH_TIGERFIST:	// ���Ռ�
				damage = damage*(40+ 100*skill_lv)/100;
				break;
			case CH_CHAINCRUSH:	// �A������
				damage = damage*(400+ 100*skill_lv)/100;
				div_=skill_get_num(skill_num,skill_lv);
				break;
			case CH_PALMSTRIKE:	// �ҌՍd�h�R
				damage = damage*(200+ 100*skill_lv)/100;
				break;
			case LK_SPIRALPIERCE:			/* �X�p�C�����s�A�[�X */
				damage = damage*(100+ 50*skill_lv)/100; //�����ʂ�������Ȃ��̂œK����
				div_=5;
				if(target->type == BL_PC)
					((struct map_session_data *)target)->canmove_tick = gettick() + 1000;
				else if(target->type == BL_MOB)
					((struct mob_data *)target)->canmove_tick = gettick() + 1000;
				break;
			case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
				damage = damage*(100+ 40*skill_lv)/100;
				break;
			case LK_JOINTBEAT:				/* �W���C���g�r�[�g */
				damage = damage*(50+ 10*skill_lv)/100;
				break;
			case ASC_METEORASSAULT:			/* ���e�I�A�T���g */
				damage = damage*(40+ 40*skill_lv)/100;
				break;
			case SN_SHARPSHOOTING:			/* �V���[�v�V���[�e�B���O */
				damage += damage*(30*skill_lv)/100;
				break;
			case CG_ARROWVULCAN:			/* �A���[�o���J�� */
				damage = damage*(200+100*skill_lv)/100;
				div_=9;
				break;
			case AS_SPLASHER:		/* �x�i���X�v���b�V���[ */
				damage = damage*(200+20*skill_lv)/100;
				break;
			}
		}

		if( skill_num!=NPC_CRITICALSLASH ){
			// �� �ۂ̖h��͂ɂ��_���[�W�̌���
			// �f�B�o�C���v���e�N�V�����i�����ł����̂��ȁH�j
			if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000 ) {	//DEF, VIT����
				int t_def;
				target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
				if(battle_config.vit_penalty_type > 0) {
					if(target_count >= battle_config.vit_penalty_count) {
						if(battle_config.vit_penalty_type == 1) {
							def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
						}
						else if(battle_config.vit_penalty_type == 2) {
							def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_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(battle_config.pet_defense_type) {
					damage = damage - (def1 * battle_config.pet_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
				}
				else{
					damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
				}
			}
		}
	}

	// 0�����������ꍇ1�ɕ␳
	if(damage<1) damage=1;

	// ����C��
	if(	hitrate < 1000000 && t_sc_data ) {			// �K���U��
		if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			hitrate -= 50;
		if (t_sc_data[SC_SLEEP].timer!=-1 ||	// �����͕K��
			t_sc_data[SC_STAN].timer!=-1 ||		// �X�^���͕K��
			t_sc_data[SC_FREEZE].timer!=-1 || 
			(t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))	// �����͕K��
			hitrate = 1000000;
	}
	if(hitrate < 1000000)
		hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
	if(type == 0 && rand()%100 >= hitrate) {
		damage = damage2 = 0;
		dmg_lv = ATK_FLEE;
	} else {
		dmg_lv = ATK_DEF;
	}

	
	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(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100;
		if(cardfix != 100)
			damage=damage*cardfix/100;
	}
	if(damage < 0) damage = 0;

	// �� ���̓K�p
	if(skill_num != 0 || s_ele != 0 || !battle_config.pet_attack_attr_none)
	damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );

	if(skill_num==PA_PRESSURE) /* �v���b�V���[ �K��? */
		damage = 500+300*skill_lv;

	// �C���x�i���C��
	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) );
	}

	// ���S����̔���
	if(battle_config.enemy_perfect_flee) {
		if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && rand()%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(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;
}

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�O�̏���������̂ŏ��o�͕��̂ݕύX
	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);

	// �^�[�Q�b�g
	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;
		} else if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_POISONREACT].timer != -1) {   // poison react [Celest]
			t_sc_data[SC_POISONREACT].val3 = 0;
			t_sc_data[SC_POISONREACT].val4 = 1;
			t_sc_data[SC_POISONREACT].val3 = src->id;
		}
	}
	flag=BF_SHORT|BF_WEAPON|BF_NORMAL;	// �U���̎�ނ̐ݒ�

	// ��𗦌v�Z�A��𔻒�͌��
	flee = battle_get_flee(target);
	if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
		target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
	if(battle_config.agi_penalty_type > 0) {
		if(target_count >= battle_config.agi_penalty_count) {
			if(battle_config.agi_penalty_type == 1)
				flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
			else if(battle_config.agi_penalty_type == 2)
				flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_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){			/* �}�W�b�N�N���b�V���[��MATK�ʼn��� */
		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->class].range>3 )
		flag=(flag&~BF_RANGEMASK)|BF_LONG;

	if(atkmin > atkmax) atkmin = atkmax;

	if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){	// �}�L�V�}�C�Y�p���[
		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 )	// �������̓N���e�B�J�����{��
		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 && (rand() % 1000) < cri)	// ����i�X�L���̏ꍇ�͖����j
			// �G�̔���
	{
		damage += atkmax;
		type = 0x0a;
	}
	else {
		int vitbonusmax;

		if(atkmax > atkmin)
			damage += atkmin + rand() % (atkmax-atkmin + 1);
		else
			damage += atkmin ;
		// �X�L���C���P�i�U���͔{���n�j
		// �I�[�o�[�g���X�g(+5% �` +25%),���U���n�X�L���̏ꍇ�����ŕ␳
		// �o�b�V��,�}�O�i���u���C�N,
		// �{�[�����O�o�b�V��,�X�s�A�u�[������,�u�����f�B�b�V���X�s�A,�X�s�A�X�^�b�u,
		// ���}�[�i�C�g,�J�[�g���{�����[�V����
		// �_�u���X�g���C�t�B���O,�A���[�V�����[,�`���[�W�A���[,
		// �\�j�b�N�u���[
		if(sc_data){ //��Ԉُ풆�̃_���[�W�lj�
			if(sc_data[SC_OVERTHRUST].timer!=-1)	// �I�[�o�[�g���X�g
				damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
			if(sc_data[SC_TRUESIGHT].timer!=-1)	// �g�D���[�T�C�g
				damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100;
			if(sc_data[SC_BERSERK].timer!=-1)	// �o�[�T�[�N
				damage += damage*2;
			if(sc_data && sc_data[SC_AURABLADE].timer!=-1)	//[DracoRPG]
				damage += sc_data[SC_AURABLADE].val1 * 20;
		}

		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:		// �o�b�V��
				damage = damage*(100+ 30*skill_lv)/100;
				hitrate = (hitrate*(100+5*skill_lv))/100;
				break;
			case SM_MAGNUM:		// �}�O�i���u���C�N
				damage = damage*(5*skill_lv +(wflag?65:115))/100;
				break;
			case MC_MAMMONITE:	// ���}�[�i�C�g
				damage = damage*(100+ 50*skill_lv)/100;
				break;
			case AC_DOUBLE:	// �_�u���X�g���C�t�B���O
				damage = damage*(180+ 20*skill_lv)/100;
				div_=2;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_SHOWER:	// �A���[�V�����[
				damage = damage*(75 + 5*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_CHARGEARROW:	// �`���[�W�A���[
				damage = damage*150/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_PIERCE:	// �s�A�[�X
				damage = damage*(100+ 10*skill_lv)/100;
				hitrate=hitrate*(100+5*skill_lv)/100;
				div_=t_size+1;
				damage*=div_;
				break;
			case KN_SPEARSTAB:	// �X�s�A�X�^�u
				damage = damage*(100+ 15*skill_lv)/100;
				break;
			case KN_SPEARBOOMERANG:	// �X�s�A�u�[������
				damage = damage*(100+ 50*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_BRANDISHSPEAR: // �u�����f�B�b�V���X�s�A
				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:	// �{�E�����O�o�b�V��
				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_GRIMTOOTH:
				damage = damage*(100+ 20*skill_lv)/100;         
				break;
			case AS_POISONREACT: // celest
				s_ele = 0;
				damage = damage*(100+ 30*skill_lv)/100;
				break;
			case AS_SONICBLOW:	// �\�j�b�N�u���E
				damage = damage*(300+ 50*skill_lv)/100;
				div_=8;
				break;
			case TF_SPRINKLESAND:	// ���܂�
				damage = damage*125/100;
				break;
			case MC_CARTREVOLUTION:	// �J�[�g���{�����[�V����
				damage = (damage*150)/100;
				break;
			// �ȉ�MOB
			case NPC_COMBOATTACK:	// ���i�U��
				div_=skill_get_num(skill_num,skill_lv);
				damage *= div_;
				break;
			case NPC_RANDOMATTACK:	// �����_��ATK�U��
				damage = damage*(50+rand()%150)/100;
				break;
			// �����U���i�K���j
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_UNDEADATTACK:
			case NPC_TELEKINESISATTACK:
				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:	// �o�b�N�X�^�u
				damage = damage*(300+ 40*skill_lv)/100;
				hitrate = 1000000;
				break;
			case RG_RAID:	// �T�v���C�Y�A�^�b�N
				damage = damage*(100+ 40*skill_lv)/100;
				break;
			case RG_INTIMIDATE:	// �C���e�B�~�f�C�g
				damage = damage*(100+ 30*skill_lv)/100;
				break;
			case CR_SHIELDCHARGE:	// �V�[���h�`���[�W
				damage = damage*(100+ 20*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_SHORT;
				s_ele = 0;
				break;
			case CR_SHIELDBOOMERANG:	// �V�[���h�u�[������
				damage = damage*(100+ 30*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				s_ele = 0;
				break;
			case CR_HOLYCROSS:	// �z�[���[�N���X
				damage = damage*(100+ 35*skill_lv)/100;
				div_=2;
				break;
			case CR_GRANDCROSS:
				hitrate= 1000000;
				break;
			case AM_DEMONSTRATION:	// �f�����X�g���[�V����
				hitrate = 1000000;
				damage = damage*(100+ 20*skill_lv)/100;
				damage2 = damage2*(100+ 20*skill_lv)/100;
				break;
			case AM_ACIDTERROR:	// �A�V�b�h�e���[
				hitrate = 1000000;
				damage = damage*(100+ 40*skill_lv)/100;
				damage2 = damage2*(100+ 40*skill_lv)/100;
				break;
			case MO_FINGEROFFENSIVE:	//�w�e
				damage = damage * (125 + 25 * skill_lv) / 100;
				div_ = 1;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;   //orn
				break;
			case MO_INVESTIGATE:	// �� ��
				if(def1 < 1000000)
					damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_EXTREMITYFIST:	// ���C���e�P��
				damage = damage * 8 + 250 + (skill_lv * 150);
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_CHAINCOMBO:	// �A�ŏ�
				damage = damage*(150+ 50*skill_lv)/100;
				div_=4;
				break;
			case BA_MUSICALSTRIKE:	// �~���[�W�J���X�g���C�N
				damage = damage*(60+ 40 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case DC_THROWARROW:	// ���
				damage = damage*(60+ 40 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case MO_COMBOFINISH:	// �җ���
				damage = damage*(240+ 60*skill_lv)/100;
				break;
			case CH_TIGERFIST:	// ���Ռ�
				damage = damage*(40+ 100*skill_lv)/100;
				break;
			case CH_CHAINCRUSH:	// �A������
				damage = damage*(400+ 100*skill_lv)/100;
				div_=skill_get_num(skill_num,skill_lv);
				break;
			case CH_PALMSTRIKE:	// �ҌՍd�h�R
				damage = damage*(200+ 100*skill_lv)/100;
				break;
			case LK_SPIRALPIERCE:			/* �X�p�C�����s�A�[�X */
				damage = damage*(100+ 50*skill_lv)/100; //�����ʂ�������Ȃ��̂œK����
				div_=5;
				if(tsd)
					tsd->canmove_tick = gettick() + 1000;
				else if(tmd)
					tmd->canmove_tick = gettick() + 1000;
				break;
			case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
				damage = damage*(100+ 40*skill_lv)/100;
				break;
			case LK_JOINTBEAT:				/* �W���C���g�r�[�g */
				damage = damage*(50+ 10*skill_lv)/100;
				break;
			case ASC_METEORASSAULT:			/* ���e�I�A�T���g */
				damage = damage*(40+ 40*skill_lv)/100;
				break;
			case SN_SHARPSHOOTING:			/* �V���[�v�V���[�e�B���O */
				damage += damage*(30*skill_lv)/100;
				break;
			case CG_ARROWVULCAN:			/* �A���[�o���J�� */
				damage = damage*(200+100*skill_lv)/100;
				div_=9;
				break;
			case AS_SPLASHER:		/* �x�i���X�v���b�V���[ */
				damage = damage*(200+20*skill_lv)/100;
				break;
			}
		}

		if( skill_num!=NPC_CRITICALSLASH ){
			// �� �ۂ̖h��͂ɂ��_���[�W�̌���
			// �f�B�o�C���v���e�N�V�����i�����ł����̂��ȁH�j
			if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != KN_AUTOCOUNTER && def1 < 1000000) {	//DEF, VIT����
				int t_def;
				target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
				if(battle_config.vit_penalty_type > 0) {
					if(target_count >= battle_config.vit_penalty_count) {
						if(battle_config.vit_penalty_type == 1) {
							def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
						}
						else if(battle_config.vit_penalty_type == 2) {
							def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_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* (int) (3 + (tsd->status.base_level+1)*0.04);	// submitted by orn
						//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: rand()%(vitbonusmax+1) );
				}
				else{
					damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
				}
			}
		}
	}

	// 0�����������ꍇ1�ɕ␳
	if(damage<1) damage=1;

	// ����C��
	if(	hitrate < 1000000 && t_sc_data ) {			// �K���U��
		if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			hitrate -= 50;
		if (t_sc_data[SC_SLEEP].timer!=-1 ||	// �����͕K��
			t_sc_data[SC_STAN].timer!=-1 ||		// �X�^���͕K��
			t_sc_data[SC_FREEZE].timer!=-1 || 
			(t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))	// �����͕K��
			hitrate = 1000000;
	}
	if(hitrate < 1000000)
		hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
	if(type == 0 && rand()%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;	// �� ���ɂ��_���[�W�ϐ�
		cardfix=cardfix*(100-tsd->subrace[s_race])/100;	// �푰�ɂ��_���[�W�ϐ�
		if(mob_db[md->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->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(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100;
		if(cardfix != 100)
			damage=damage*cardfix/100;
	}
	if(t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1){ //�A�V�����v�e�B�I
		if(!map[target->m].flag.pvp)
			damage=damage/3;
		else
			damage=damage/2;
	}

	if(damage < 0) damage = 0;

	// �� ���̓K�p
	if (!((battle_config.mob_ghostring_fix == 1) && 
		(battle_get_elem_type(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)	/* �I�[���u���[�h �K�� */
	//	damage += sc_data[SC_AURABLADE].val1 * 10;
	if(skill_num==PA_PRESSURE) /* �v���b�V���[ �K��? */
		damage = 500+300*skill_lv;

	// �C���x�i���C��
	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) );
	}

	// ���S����̔���
	if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && rand()%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 && rand()%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;
}
/*
 * =========================================================================
 * PC�̕���ɂ��U��
 *-------------------------------------------------------------------------
 */
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 no_cardfix=0;
	int def1 = battle_get_def(target);
	int def2 = battle_get_def2(target);
//	int mdef1, mdef2;
	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_;	//�񓁗��p
	int watk,watk_,cardfix,t_ele;
	int da=0,i,t_class,ac_flag = 0;
	int idef_flag=0,idef_flag_=0;

	//return�O�̏���������̂ŏ��o�͕��̂ݕύX
	if( src == NULL || target == NULL || sd == NULL ){
		nullpo_info(NLP_MARK);
		memset(&wd,0,sizeof(wd));
		return wd;
	}


	// �A�^�b�J�[
	s_race=battle_get_race(src); //�푰
	s_ele=battle_get_attack_element(src); //����
	s_ele_=battle_get_attack_element2(src); //���葮��
	sc_data=battle_get_sc_data(src); //�X�e�[�^�X�ُ�
	sc_count=battle_get_sc_count(src); //�X�e�[�^�X�ُ�̐�
	option=battle_get_option(src); //��Ƃ��y�R�Ƃ��J�[�g�Ƃ�
	opt1=battle_get_opt1(src); //�Ή��A�����A�X�^���A�����A�È�
	opt2=battle_get_opt2(src); //�ŁA�􂢁A���فA�ÈŁH

	if(skill_num != CR_GRANDCROSS) //�O�����h�N���X�łȂ��Ȃ�
		sd->state.attack_type = BF_WEAPON; //�U���^�C�v�͕���U��

	// �^�[�Q�b�g
	if(target->type==BL_PC) //�Ώۂ�PC�Ȃ�
		tsd=(struct map_session_data *)target; //tsd�ɑ��(tmd��NULL)
	else if(target->type==BL_MOB) //�Ώۂ�Mob�Ȃ�
		tmd=(struct mob_data *)target; //tmd�ɑ��(tsd��NULL)
	t_race=battle_get_race( target ); //�Ώۂ̎푰
	t_ele=battle_get_elem_type(target); //�Ώۂ̑���
	t_size=battle_get_size( target ); //�Ώۂ̃T�C�Y
	t_mode=battle_get_mode( target ); //�Ώۂ�Mode
	t_sc_data=battle_get_sc_data( target ); //�Ώۂ̃X�e�[�^�X�ُ�

//�I�[�g�J�E���^�[������������
	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) { //�O�����h�N���X�łȂ��A�Ώۂ��I�[�g�J�E���^�[��Ԃ̏ꍇ
			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) ) { //�ΏۂƂ̋�����0�ȉ��A�܂��͑Ώۂ̐��ʁH
				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) { //�������I�[�g�J�E���^�[���
					int range = battle_get_range(target);
					if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || //�Ώۂ�PC�ŕ��킪�|��łȂ��˒���
						(target->type == BL_MOB && range <= 3 && dist <= range+1) ) //�܂��͑Ώۂ�Mob�Ŏ˒���3�ȉ��Ŏ˒���
						t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
				}
				return wd; //�_���[�W�\���̂�Ԃ��ďI��
			}
			else ac_flag = 1;
		} else if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_POISONREACT].timer != -1) {   // poison react [Celest]
			t_sc_data[SC_POISONREACT].val3 = 0;
			t_sc_data[SC_POISONREACT].val4 = 1;
			t_sc_data[SC_POISONREACT].val3 = src->id;
		}
	}
//�I�[�g�J�E���^�[���������܂�

	flag=BF_SHORT|BF_WEAPON|BF_NORMAL;	// �U���̎�ނ̐ݒ�

	// ��𗦌v�Z�A��𔻒�͌��
	flee = battle_get_flee(target);
	if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) //AGI�AVIT�y�i���e�B�ݒ肪�L��
		target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);	//�Ώۂ̐����Z�o
	if(battle_config.agi_penalty_type > 0) {
		if(target_count >= battle_config.agi_penalty_count) { //�y�i���e�B�ݒ���Ώۂ�����
			if(battle_config.agi_penalty_type == 1) //��𗦂�agi_penalty_num%���Œ���
				flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
			else if(battle_config.agi_penalty_type == 2) //��𗦂�agi_penalty_num������
				flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
			if(flee < 1) flee = 1; //��𗦂͍Œ�ł�1
		}
	}
	hitrate=battle_get_hit(src) - flee + 80; //�������v�Z

	type=0;	// normal
	div_ = 1; // single attack

	dex=battle_get_dex(src); //DEX
	luk=battle_get_luk(src); //LUK
	watk = battle_get_atk(src); //ATK
	watk_ = battle_get_atk_(src); //ATK����

	if(skill_num==HW_MAGICCRASHER){			/* �}�W�b�N�N���b�V���[��MATK�ʼn��� */
		damage = damage2 = battle_get_matk1(src); //damega,damega2���o��Abase_atk�̎擾
	}else{
	damage = damage2 = battle_get_baseatk(&sd->bl); //damega,damega2���o��Abase_atk�̎擾
	}
	atkmin = atkmin_ = dex; //�Œ�ATK��DEX�ŏ������H
	sd->state.arrow_atk = 0; //arrow_atk������
	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) { //���킪�|��̏ꍇ
		atkmin = watk * ((atkmin<watk)? atkmin:watk)/100; //�|�p�Œ�ATK�v�Z
		flag=(flag&~BF_RANGEMASK)|BF_LONG; //�������U���t���O��L��
		if(sd->arrow_ele > 0) //������Ȃ瑮�����̑����ɕύX
			s_ele = sd->arrow_ele;
		sd->state.arrow_atk = 1; //arrow_atk�L����
	}

	// �T�C�Y�C��
	// �y�R�R�悵�Ă��āA���ōU�������ꍇ�͒��^�̃T�C�Y�C����100�ɂ���
	// �E�F�|���p�[�t�F�N�V����,�h���C�NC
	if(((sd->special_state.no_sizefix) || (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) || skill_num == MO_EXTREMITYFIST)){	//�y�R�R�悵�Ă��āA���Œ��^���U��
		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)) {	// �E�F�|���p�[�t�F�N�V���� || �h���C�N�J�[�h
		atkmax = watk;
		atkmax_ = watk_;
	}

	if(atkmin > atkmax && !(sd->state.arrow_atk)) atkmin = atkmax;	//�|�͍ŒႪ����ꍇ����
	if(atkmin_ > atkmax_) atkmin_ = atkmax_;

	if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){	// �}�L�V�}�C�Y�p���[
		atkmin=atkmax;
		atkmin_=atkmax_;
	}

	//�_�u���A�^�b�N����
	if(sd->weapontype1 == 0x01) {
		if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,TF_DOUBLE)) > 0)
			da = (rand()%100 < (skill*5)) ? 1:0;
	}

	//�O�i��
	//if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16 && !sd->state.arrow_atk) {
	if(skill_num == 0 && skill_lv >= 0 && (skill = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) { // triple blow works with bows ^^ [celest]
			da = (rand()%100 < (30 - skill)) ? 2:0;
	}

	if(sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
		da = (rand()%100 < sd->double_rate) ? 1:0;

	// �ߏ萸�B�{�[�i�X
	if(sd->overrefine>0 )
		damage+=(rand()%sd->overrefine)+1;
	if(sd->overrefine_>0 )
		damage2+=(rand()%sd->overrefine_)+1;

	if(da == 0){ //�_�u���A�^�b�N���������Ă��Ȃ�
		// �N���e�B�J���v�Z
		cri = battle_get_critical(src);

		if(sd->state.arrow_atk)
			cri += sd->arrow_cri;
		if(sd->status.weapon == 16)
				// �J�^�[���̏ꍇ�A�N���e�B�J����{��
			cri <<=1;
		cri -= battle_get_luk(target) * 3;
		if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 )	// �������̓N���e�B�J�����{��
			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 && rand()%100 < 50)
			cri += 200;
	}

	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 && //�_�u���A�^�b�N���������Ă��Ȃ�
		(rand() % 1000) < cri)	// ����i�X�L���̏ꍇ�͖����j
	{
		damage += atkmax;
		damage2 += atkmax_;
		if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) {
                    if (sd->status.weapon < 16) {
			damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
			damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/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 + rand() % (atkmax-atkmin + 1);
		else
			damage += atkmin ;
		if(atkmax_ > atkmin_)
			damage2 += atkmin_ + rand() % (atkmax_-atkmin_ + 1);
		else
			damage2 += atkmin_ ;
		if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) {
			if (sd->status.weapon < 16) {
				damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
				damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
			}
		}

		if(sd->state.arrow_atk) {
			if(sd->arrow_atk > 0)
				damage += rand()%(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;
				}
			}
		}

		// �X�L���C���P�i�U���͔{���n�j
		// �I�[�o�[�g���X�g(+5% �` +25%),���U���n�X�L���̏ꍇ�����ŕ␳
		// �o�b�V��,�}�O�i���u���C�N,
		// �{�[�����O�o�b�V��,�X�s�A�u�[������,�u�����f�B�b�V���X�s�A,�X�s�A�X�^�b�u,
		// ���}�[�i�C�g,�J�[�g���{�����[�V����
		// �_�u���X�g���C�t�B���O,�A���[�V�����[,�`���[�W�A���[,
		// �\�j�b�N�u���[
		if(sc_data){ //��Ԉُ풆�̃_���[�W�lj�
			if(sc_data[SC_OVERTHRUST].timer!=-1){	// �I�[�o�[�g���X�g
			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){	// �g�D���[�T�C�g
			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){	// �o�[�T�[�N
				damage += damage*2;
				damage2 += damage2*2;
			}
			if(sc_data && sc_data[SC_AURABLADE].timer!=-1) {	//[DracoRPG]
				damage += sc_data[SC_AURABLADE].val1 * 20;
				damage2 += sc_data[SC_AURABLADE].val1 * 20;
			}
		}

		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:		// �o�b�V��
				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:		// �}�O�i���u���C�N
				damage = damage*(5*skill_lv +(wflag?65:115) )/100;
				damage2 = damage2*(5*skill_lv +(wflag?65:115) )/100;
				break;
			case MC_MAMMONITE:	// ���}�[�i�C�g
				damage = damage*(100+ 50*skill_lv)/100;
				damage2 = damage2*(100+ 50*skill_lv)/100;
				break;
			case AC_DOUBLE:	// �_�u���X�g���C�t�B���O
				if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
					int arr = rand()%(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:	// �A���[�V�����[
				if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
					int arr = rand()%(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:	// �`���[�W�A���[
				if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
					int arr = rand()%(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:	// �s�A�[�X
				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:	// �X�s�A�X�^�u
				damage = damage*(100+ 15*skill_lv)/100;
				damage2 = damage2*(100+ 15*skill_lv)/100;
				break;
			case KN_SPEARBOOMERANG:	// �X�s�A�u�[������
				damage = damage*(100+ 50*skill_lv)/100;
				damage2 = damage2*(100+ 50*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_BRANDISHSPEAR: // �u�����f�B�b�V���X�s�A
				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:	// �{�E�����O�o�b�V��
				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_GRIMTOOTH:
				damage = damage*(100+ 20*skill_lv)/100;
				damage2 = damage2*(100+ 20*skill_lv)/100;
				break;
			case AS_POISONREACT: // celest
				s_ele = 0;
				damage = damage*(100+ 30*skill_lv)/100;
				damage2 = damage2*(100+ 30*skill_lv)/100;
				break;
			case AS_SONICBLOW:	// �\�j�b�N�u���E
				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:	// ���܂�
				damage = damage*125/100;
				damage2 = damage2*125/100;
				break;
			case MC_CARTREVOLUTION:	// �J�[�g���{�����[�V����
				if(sd->cart_max_weight > 0 && sd->cart_weight > 0) {
					damage = ( damage*(150 + sd->cart_weight/800) )/100;	//fixed CARTREV damage [Lupus] // should be 800, not 80... weight is *10 ^_- [celest]
					damage2 = ( damage2*(150 + sd->cart_weight/800) )/100;
					//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;
			// �ȉ�MOB
			case NPC_COMBOATTACK:	// ���i�U��
				div_=skill_get_num(skill_num,skill_lv);
				damage *= div_;
				damage2 *= div_;
				break;
			case NPC_RANDOMATTACK:	// �����_��ATK�U��
				damage = damage*(50+rand()%150)/100;
				damage2 = damage2*(50+rand()%150)/100;
				break;
			// �����U���i�K���j
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_UNDEADATTACK:
			case NPC_TELEKINESISATTACK:
				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:	// �o�b�N�X�^�u
				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:	// �T�v���C�Y�A�^�b�N
				damage = damage*(100+ 40*skill_lv)/100;
				damage2 = damage2*(100+ 40*skill_lv)/100;
				break;
			case RG_INTIMIDATE:	// �C���e�B�~�f�C�g
				damage = damage*(100+ 30*skill_lv)/100;
				damage2 = damage2*(100+ 30*skill_lv)/100;
				break;
			case CR_SHIELDCHARGE:	// �V�[���h�`���[�W
				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:	// �V�[���h�u�[������
				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:	// �z�[���[�N���X
				damage = damage*(100+ 35*skill_lv)/100;
				damage2 = damage2*(100+ 35*skill_lv)/100;
				div_=2;
				break;
			case CR_GRANDCROSS:
				hitrate= 1000000;
				if(!battle_config.gx_cardfix)

					no_cardfix = 1;
				break;
			case AM_DEMONSTRATION:	// �f�����X�g���[�V����
				damage = damage*(100+ 20*skill_lv)/100;
				damage2 = damage2*(100+ 20*skill_lv)/100;
				no_cardfix = 1;
				break;
			case AM_ACIDTERROR:	// �A�V�b�h�e���[
				hitrate = 1000000;
				damage = damage*(100+ 40*skill_lv)/100;
				damage2 = damage2*(100+ 40*skill_lv)/100;
				s_ele = 0;
				s_ele_ = 0;
				no_cardfix = 1;
				break;
			case MO_FINGEROFFENSIVE:	//�w�e
				if(battle_config.finger_offensive_type == 0) {
					damage = damage * (125 + 25 * skill_lv) / 100 * sd->spiritball_old;
					damage2 = damage2 * (125 + 25 * skill_lv) / 100 * sd->spiritball_old;
					div_ = sd->spiritball_old;
				}
				else {
					damage = damage * (125 + 25 * skill_lv) / 100;
					damage2 = damage2 * (125 + 25 * skill_lv) / 100;
					div_ = 1;
				}
				flag=(flag&~BF_RANGEMASK)|BF_LONG;   //orn
				break;
			case MO_INVESTIGATE:	// �� ��
				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:	// ���C���e�P��
				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:	// �A�ŏ�
				damage = damage*(150+ 50*skill_lv)/100;
				damage2 = damage2*(150+ 50*skill_lv)/100;
				div_=4;
				break;
			case MO_COMBOFINISH:	// �җ���
				damage = damage*(240+ 60*skill_lv)/100;
				damage2 = damage2*(240+ 60*skill_lv)/100;
				break;
			case BA_MUSICALSTRIKE:	// �~���[�W�J���X�g���C�N
				damage = damage*(60+ 40 * skill_lv)/100;
				damage2 = damage2*(60+ 40 * skill_lv)/100;
				if(sd->arrow_ele > 0) {
					s_ele = sd->arrow_ele;
					s_ele_ = sd->arrow_ele;
				}
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case DC_THROWARROW:	// ���
				if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
					int arr = rand()%(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:	// ���Ռ�
				damage = damage*(100+ 20*skill_lv)/100;
				damage2 = damage2*(100+ 20*skill_lv)/100;
				break;
			case CH_CHAINCRUSH:	// �A������
				damage = damage*(100+ 60*skill_lv)/100;
				damage2 = damage2*(100+ 60*skill_lv)/100;
				div_=skill_get_num(skill_num,skill_lv);
				break;
			case CH_PALMSTRIKE:	// �ҌՍd�h�R
				damage = damage*(50+ 100*skill_lv)/100;
				damage2 = damage2*(50+ 100*skill_lv)/100;
				break;
			case LK_SPIRALPIERCE:			/* �X�p�C�����s�A�[�X */
				damage = damage*(100+ 50*skill_lv)/100; //�����ʂ�������Ȃ��̂œK����
				damage2 = damage2*(100+ 50*skill_lv)/100; //�����ʂ�������Ȃ��̂œK����
				div_=5;
				if(tsd)
					tsd->canmove_tick = gettick() + 1000;
				else if(tmd)
					tmd->canmove_tick = gettick() + 1000;
				break;
			case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
				damage = damage*(100+ 40*skill_lv)/100;
				damage2 = damage2*(100+ 40*skill_lv)/100;
				break;
			case LK_JOINTBEAT:				/* �W���C���g�r�[�g */
				damage = damage*(50+ 10*skill_lv)/100;
				damage2 = damage2*(50+ 10*skill_lv)/100;
				break;
			case ASC_METEORASSAULT:			/* ���e�I�A�T���g */
				damage = damage*(40+ 40*skill_lv)/100;
				damage2 = damage2*(40+ 40*skill_lv)/100;
				no_cardfix = 1;
				break;
			case SN_SHARPSHOOTING:			/* �V���[�v�V���[�e�B���O */
				damage += damage*(30*skill_lv)/100;
				damage2 += damage2*(30*skill_lv)/100;
				break;
			case CG_ARROWVULCAN:			/* �A���[�o���J�� */
				damage = damage*(200+100*skill_lv)/100;
				damage2 = damage2*(200+100*skill_lv)/100;
				div_=9;
				if(sd->arrow_ele > 0) {
					s_ele = sd->arrow_ele;
					s_ele_ = sd->arrow_ele;
				}
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AS_SPLASHER:		/* �x�i���X�v���b�V���[ */
				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 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) + rand()%500 + 500) /2;
					damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%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) { //�O�i�����������Ă��邩
			type = 0x08;
			div_ = 255;	//�O�i���p�Ɂc
			damage = damage * (100 + 20 * pc_checkskill(sd, MO_TRIPLEATTACK)) / 100;
		}

		if( skill_num!=NPC_CRITICALSLASH ){
			// �� �ۂ̖h��͂ɂ��_���[�W�̌���
			// �f�B�o�C���v���e�N�V�����i�����ł����̂��ȁH�j
			if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000) {	//DEF, VIT����
				int t_def;
				target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
				if(battle_config.vit_penalty_type > 0) {
					if(target_count >= battle_config.vit_penalty_count) {
						if(battle_config.vit_penalty_type == 1) {
							def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
							t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
						}
						else if(battle_config.vit_penalty_type == 2) {
							def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
							t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_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: rand()%(vitbonusmax+1) );
					}
					else{
						damage = damage * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
					}
				}
				if(!idef_flag_){
					if(battle_config.player_defense_type) {
						damage2 = damage2 - (def1 * battle_config.player_defense_type) - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
					}
					else{
						damage2 = damage2 * (100 - def1) /100 - t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
					}
				}
			}
		}
	}

	// ��Ԉُ풆�̃_���[�W�lj��ŃN���e�B�J���ɂ��L���ȃX�L��
	if (sc_data) {
		// �G���`�����g�f�b�h���[�|�C�Y��
		if(!no_cardfix && sc_data[SC_EDP].timer != -1 && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) {
			damage += damage * (150 + sc_data[SC_EDP].val1 * 50) / 100;
			no_cardfix = 1;
		}
		// sacrifice works on boss monsters, and does 9% damage to self [Celest]
		if (!skill_num && /*!(t_mode&0x20) &&*/ sc_data[SC_SACRIFICE].timer != -1) {
			int mhp = battle_get_max_hp(src);
			int dmg = mhp * 9/100;
			pc_heal(sd, -dmg, 0);
			damage = dmg * (90 + sc_data[SC_SACRIFICE].val1 * 10) / 100;
			damage2 = 0;
			hitrate = 1000000;
			s_ele = 0;
			s_ele_ = 0;
			sc_data[SC_SACRIFICE].val2 --;
			if (sc_data[SC_SACRIFICE].val2 == 0)
				skill_status_change_end(src, SC_SACRIFICE,-1);
		}
	}

	// ���B�_���[�W�̒lj�
	if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {			//DEF, VIT����
		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) {			/* �X�p�C�����s�A�[�X */
		if(sd->equip_index[9] >= 0) {	//�d�ʂŒlj��_���[�W�炵���̂ŃV�[���h�u�[���������Q�l�ɒlj�
			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�����������ꍇ1�ɕ␳
	if(damage<1) damage=1;
	if(damage2<1) damage2=1;

	// �X�L���C���Q�i�C���n�j
	// �C���_���[�W(�E��̂�) �\�j�b�N�u���[���͕ʏ����i1���ɕt��1/8�K��)
	if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) {			//�C���_���[�W����
		damage = battle_addmastery(sd,target,damage,0);
		damage2 = battle_addmastery(sd,target,damage2,1);
	}

	if(sd->perfect_hit > 0) {
		if(rand()%100 < sd->perfect_hit)
			hitrate = 1000000;
	}

	// ����C��
	if(	hitrate < 1000000 && t_sc_data ) {			// �K���U��
		if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			hitrate -= 50;
		if (t_sc_data[SC_SLEEP].timer!=-1 ||	// �����͕K��
			t_sc_data[SC_STAN].timer!=-1 ||		// �X�^���͕K��
			t_sc_data[SC_FREEZE].timer!=-1 || 
			(t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))	// �����͕K��
			hitrate = 1000000;
	}
	hitrate = (hitrate<5)?5:hitrate;
	if(type == 0 && rand()%100 >= hitrate) {
		damage = damage2 = 0;
		dmg_lv = ATK_FLEE;
	} else {
		dmg_lv = ATK_DEF;
	}

	// �X�L���C���R�i���팤���j
	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*(10+(skill * 2))/100;
		}
	}

//�X�L���ɂ��_���[�W�␳�����܂�

//�J�[�h�ɂ��_���[�W�lj�������������
	cardfix=100;
	if(!sd->state.arrow_atk) { //�|��ȊO
		if(!battle_config.left_cardfix_to_right) { //����J�[�h�␳�ݒ薳��
			cardfix=cardfix*(100+sd->addrace[t_race])/100;	// �푰�ɂ��_���[�W�C��
			cardfix=cardfix*(100+sd->addele[t_ele])/100;	// �����ɂ��_���[�W�C��
			cardfix=cardfix*(100+sd->addsize[t_size])/100;	// �T�C�Y�ɂ��_���[�W�C��
		}
		else {
			cardfix=cardfix*(100+sd->addrace[t_race]+sd->addrace_[t_race])/100;	// �푰�ɂ��_���[�W�C��(����ɂ��lj�����)
			cardfix=cardfix*(100+sd->addele[t_ele]+sd->addele_[t_ele])/100;	// �����ɂ��_���[�W�C��(����ɂ��lj�����)
			cardfix=cardfix*(100+sd->addsize[t_size]+sd->addsize_[t_size])/100;	// �T�C�Y�ɂ��_���[�W�C��(����ɂ��lj�����)
		}
	}
	else { //�|��
		cardfix=cardfix*(100+sd->addrace[t_race]+sd->arrow_addrace[t_race])/100;	// �푰�ɂ��_���[�W�C��(�|��ɂ��lj�����)
		cardfix=cardfix*(100+sd->addele[t_ele]+sd->arrow_addele[t_ele])/100;	// �����ɂ��_���[�W�C��(�|��ɂ��lj�����)
		cardfix=cardfix*(100+sd->addsize[t_size]+sd->arrow_addsize[t_size])/100;	// �T�C�Y�ɂ��_���[�W�C��(�|��ɂ��lj�����)
	}
	if(t_mode & 0x20) { //�{�X
		if(!sd->state.arrow_atk) { //�|��U���ȊO�Ȃ�
			if(!battle_config.left_cardfix_to_right) //����J�[�h�␳�ݒ薳��
				cardfix=cardfix*(100+sd->addrace[10])/100; //�{�X�����X�^�[�ɒlj��_���[�W
			else //����J�[�h�␳�ݒ肠��
				cardfix=cardfix*(100+sd->addrace[10]+sd->addrace_[10])/100; //�{�X�����X�^�[�ɒlj��_���[�W(����ɂ��lj�����)
		}
		else //�|��U��
			cardfix=cardfix*(100+sd->addrace[10]+sd->arrow_addrace[10])/100; //�{�X�����X�^�[�ɒlj��_���[�W(�|��ɂ��lj�����)
	}
	else { //�{�X����Ȃ�
		if(!sd->state.arrow_atk) { //�|��U���ȊO
			if(!battle_config.left_cardfix_to_right) //����J�[�h�␳�ݒ薳��
				cardfix=cardfix*(100+sd->addrace[11])/100; //�{�X�ȊO�����X�^�[�ɒlj��_���[�W
			else //����J�[�h�␳�ݒ肠��
				cardfix=cardfix*(100+sd->addrace[11]+sd->addrace_[11])/100; //�{�X�ȊO�����X�^�[�ɒlj��_���[�W(����ɂ��lj�����)
		}
		else
			cardfix=cardfix*(100+sd->addrace[11]+sd->arrow_addrace[11])/100; //�{�X�ȊO�����X�^�[�ɒlj��_���[�W(�|��ɂ��lj�����)
	}
	//����Class�p�␳����(�����̓��L���{���S���p�H)
	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(!no_cardfix)
		damage=damage*cardfix/100; //�J�[�h�␳�ɂ��_���[�W����
//�J�[�h�ɂ��_���[�W�������������܂�

//�J�[�h�ɂ��_���[�W�lj�����(����)��������
	cardfix=100;
	if(!battle_config.left_cardfix_to_right) {  //����J�[�h�␳�ݒ薳��
		cardfix=cardfix*(100+sd->addrace_[t_race])/100;	// �푰�ɂ��_���[�W�C������
		cardfix=cardfix*(100+sd->addele_[t_ele])/100;	// �� ���ɂ��_���[�W�C������
		cardfix=cardfix*(100+sd->addsize_[t_size])/100;	// �T�C�Y�ɂ��_���[�W�C������
		if(t_mode & 0x20) //�{�X
			cardfix=cardfix*(100+sd->addrace_[10])/100; //�{�X�����X�^�[�ɒlj��_���[�W����
		else
			cardfix=cardfix*(100+sd->addrace_[11])/100; //�{�X�ȊO�����X�^�[�ɒlj��_���[�W����
	}
	//����Class�p�␳��������(�����̓��L���{���S���p�H)
	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(!no_cardfix)

		damage2=damage2*cardfix/100;
//�J�[�h�␳�ɂ�鍶��_���[�W����
//�J�[�h�ɂ��_���[�W��������(����)�����܂�

// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
	if(skill_num == ASC_BREAKER)
		damage3 = damage3 * cardfix / 100;

//�J�[�h�ɂ��_���[�W����������������
	if(tsd){ //�Ώۂ�PC�̏ꍇ
		cardfix=100;
		cardfix=cardfix*(100-tsd->subrace[s_race])/100;	// �푰�ɂ��_���[�W�ϐ�
		cardfix=cardfix*(100-tsd->subele[s_ele])/100;	// �����ɂ��_���[�W�ϐ�
		if(battle_get_mode(src) & 0x20)
			cardfix=cardfix*(100-tsd->subrace[10])/100; //�{�X����̍U���̓_���[�W����
		else
			cardfix=cardfix*(100-tsd->subrace[11])/100; //�{�X�ȊO����̍U���̓_���[�W����
		//����Class�p�␳��������(�����̓��L���{���S���p�H)
		for(i=0;i<tsd->add_def_class_count;i++) {
			if(tsd->add_def_classid[i] == sd->status.class) {
				cardfix=cardfix*(100-tsd->add_def_classrate[i])/100;
				break;
			}
		}
		if(flag&BF_LONG)
			cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; //�������U���̓_���[�W����(�z����C�Ƃ�)
		if(flag&BF_SHORT)
			cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; //�ߋ����U���̓_���[�W����(�Y�������H)
		damage=damage*cardfix/100; //�J�[�h�␳�ɂ��_���[�W����
		damage2=damage2*cardfix/100; //�J�[�h�␳�ɂ�鍶��_���[�W����
	}
//�J�[�h�ɂ��_���[�W�������������܂�

//�ΏۂɃX�e�[�^�X�ُ킪����ꍇ�̃_���[�W���Z������������
	if(t_sc_data) {
		cardfix=100;
		if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG) //�f�B�t�F���_�[��Ԃʼn������U��
			cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100; //�f�B�t�F���_�[�ɂ�錸��
		if(t_sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG)
			cardfix=cardfix*(100-t_sc_data[SC_FOGWALL].val2)/100;
		if(cardfix != 100) {
			damage=damage*cardfix/100; //�f�B�t�F���_�[�␳�ɂ��_���[�W����
			damage2=damage2*cardfix/100; //�f�B�t�F���_�[�␳�ɂ�鍶��_���[�W����
		}
		if(t_sc_data[SC_ASSUMPTIO].timer != -1){ //�A�X���v�e�B�I
			if(!map[target->m].flag.pvp){
			damage=damage/3;
			damage2=damage2/3;
		}else{
			damage=damage/2;
			damage2=damage2/2;
		}
	}
	}
//�ΏۂɃX�e�[�^�X�ُ킪����ꍇ�̃_���[�W���Z���������܂�

	if(damage < 0) damage = 0;
	if(damage2 < 0) damage2 = 0;

	// �� ���̓K�p
	damage=battle_attr_fix(damage,s_ele, battle_get_element(target) );
	damage2=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );

	// ���̂�����A�C���̓K�p
	damage += sd->star;
	damage2 += sd->star_;
	damage += sd->spiritball*3;
	damage2 += sd->spiritball*3;

	//if(sc_data && sc_data[SC_AURABLADE].timer!=-1){	/* �I�[���u���[�h �K�� */
	//	damage += sc_data[SC_AURABLADE].val1 * 10;
	//	damage2 += sc_data[SC_AURABLADE].val1 * 10;
	//}
	if(skill_num==PA_PRESSURE){ /* �v���b�V���[ �K��? */
		damage = 500+300*skill_lv;
		damage2 = 500+300*skill_lv;
	}

	// >�񓁗��̍��E�_���[�W�v�Z�N������Ă��ꂥ�������������I
	// >map_session_data �ɍ���_���[�W(atk,atk2)�lj�����
	// >pc_calcstatus()�ł��ׂ����ȁH
	// map_session_data �ɍ��蕐��(atk,atk2,ele,star,atkmods)�lj�����
	// pc_calcstatus()�Ńf�[�^����͂��Ă��܂�

	//����̂ݕ��푕��
	if(sd->weapontype1 == 0 && sd->weapontype2 > 0) {
		damage = damage2;
		damage2 = 0;
	}
	
	// �E��A����C���̓K�p
	if(sd->status.weapon > 16) {// �񓁗���?
		int dmg = damage, dmg2 = damage2;
		// �E��C��(60% �` 100%) �E��S��
		skill = pc_checkskill(sd,AS_RIGHT);
		damage = damage * (50 + (skill * 10))/100;
		if(dmg > 0 && damage < 1) damage = 1;
		// ����C��(40% �` 80%) ����S��
		skill = pc_checkskill(sd,AS_LEFT);
		damage2 = damage2 * (30 + (skill * 10))/100;
		if(dmg2 > 0 && damage2 < 1) damage2 = 1;
	}
	else //�񓁗��łȂ���΍���_���[�W��0
		damage2 = 0;

	// �E��,�Z���̂�
	if(da == 1) { //�_�u���A�^�b�N���������Ă��邩
		div_ = 2;
		damage += damage;
		type = 0x08;
	}

	if(sd->status.weapon == 16) {
		// �J�^�[���nj��_���[�W
		skill = pc_checkskill(sd,TF_DOUBLE);
		damage2 = damage * (1 + (skill * 2))/100;
		if(damage > 0 && damage2 < 1) damage2 = 1;
	}

	// �C���x�i���C��
	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) );
	}

	// ���S����̔���
	if(skill_num == 0 && skill_lv >= 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){
		damage=damage2=0;
		type=0x0b;
		dmg_lv = ATK_LUCKY;
	}

	// �Ώۂ����S���������ݒ肪ON�Ȃ�
	if(battle_config.enemy_perfect_flee) {
		if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) {
			damage=damage2=0;
			type=0x0b;
			dmg_lv = ATK_LUCKY;
		}
	}

	//Mob��Mode�Ɋ拭�t���O�������Ă���Ƃ��̏���
	if(t_mode&0x40){
		if(damage > 0)
			damage = 1;
		if(damage2 > 0)
			damage2 = 1;
	}

	//bNoWeaponDamage(�ݒ�A�C�e�������H)�ŃO�����h�N���X����Ȃ��ꍇ�̓_���[�W��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)		// �_���[�W�ŏI�C��
			damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag);
		else if(damage<1)	// �E�肪�~�X�H
			damage2=battle_calc_damage(src,target,damage2,div_,skill_num,skill_lv,flag);
		else {	// �� ��/�J�^�[���̏ꍇ�͂�����ƌv�Z��₱����
			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(rand()%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					*/

		// for azoth weapon [Valaris]
		if(src->type == BL_PC && target->type == BL_MOB && sd->classchange) {
			 if(rand()%10000 < sd->classchange) {
 			 	int changeclass[]={
				1001,1002,1004,1005,1007,1008,1009,1010,1011,1012,1013,1014,1015,1016,1018,1019,1020,
				1021,1023,1024,1025,1026,1028,1029,1030,1031,1032,1033,1034,1035,1036,1037,1040,1041,
				1042,1044,1045,1047,1048,1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1060,1061,
				1062,1063,1064,1065,1066,1067,1068,1069,1070,1071,1076,1077,1078,1079,1080,1081,1083,
				1084,1085,1094,1095,1097,1099,1100,1101,1102,1103,1104,1105,1106,1107,1108,1109,1110,
				1111,1113,1114,1116,1117,1118,1119,1121,1122,1123,1124,1125,1126,1127,1128,1129,1130,
				1131,1132,1133,1134,1135,1138,1139,1140,1141,1142,1143,1144,1145,1146,1148,1149,1151,
				1152,1153,1154,1155,1156,1158,1160,1161,1163,1164,1165,1166,1167,1169,1170,1174,1175,
				1176,1177,1178,1179,1180,1182,1183,1184,1185,1188,1189,1191,1192,1193,1194,1195,1196,
				1197,1199,1200,1201,1202,1204,1205,1206,1207,1208,1209,1211,1212,1213,1214,1215,1216,
				1219,1242,1243,1245,1246,1247,1248,1249,1250,1253,1254,1255,1256,1257,1258,1260,1261,
				1263,1264,1265,1266,1267,1269,1270,1271,1273,1274,1275,1276,1277,1278,1280,1281,1282,
				1291,1292,1293,1294,1295,1297,1298,1300,1301,1302,1304,1305,1306,1308,1309,1310,1311,
				1313,1314,1315,1316,1317,1318,1319,1320,1321,1322,1323,1364,1365,1366,1367,1368,1369,
				1370,1371,1372,1374,1375,1376,1377,1378,1379,1380,1381,1382,1383,1384,1385,1386,1387,
				1390,1391,1392,1400,1401,1402,1403,1404,1405,1406,1408,1409,1410,1412,1413,1415,1416,
				1417,1493,1494,1495,1497,1498,1499,1500,1502,1503,1504,1505,1506,1507,1508,1509,1510,
				1511,1512,1513,1514,1515,1516,1517,1519,1520,1582,1584,1585,1586,1587 };
				mob_class_change(((struct mob_data *)target),changeclass);
			}
		}


// -- 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;
}

/*==========================================
 * ����_���[�W�v�Z
 *------------------------------------------
 */
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�O�̏���������̂ŏ��o�͕��̂ݕύX
	if (src == NULL || target == NULL) {
		nullpo_info(NLP_MARK);
		memset(&wd,0,sizeof(wd));
		return wd;
	}

	if(target->type == BL_PET)
		memset(&wd,0,sizeof(wd));

	else if(src->type == BL_PC)
		wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag);
	else if(src->type == BL_MOB)
		wd = battle_calc_mob_weapon_attack(src,target,skill_num,skill_lv,wflag);
	else if(src->type == BL_PET)
		wd = battle_calc_pet_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;
		int breakrate = 0;

		if(sd->status.weapon && sd->status.weapon != 11) {
			if(sd->sc_data[SC_MELTDOWN].timer!=-1) {
//				breakrate += 100*sd->sc_data[SC_MELTDOWN].val1; // since we don't know if there are any other factors for breaking yet, [celest]
				breakrate += 100*sd->sc_data[SC_MELTDOWN].val1;
				if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) {
					if (target->type == BL_PC)
						pc_breakweapon((struct map_session_data *)target);
					else
						skill_status_change_start(target,SC_STRIPWEAPON,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
				}

				breakrate = 70*sd->sc_data[SC_MELTDOWN].val1;
				if (rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) {
					if (target->type == BL_PC)
						pc_breakarmor((struct map_session_data *)target);
					else
						skill_status_change_start(target,SC_STRIPSHIELD,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
				}
			}
			if(sd->sc_data[SC_OVERTHRUST].timer!=-1) {
				breakrate = 10*sd->sc_data[SC_OVERTHRUST].val1;
			//if(wd.type==0x0a) //removed! because CRITS don't affect on breaking chance [Lupus]
			//	breakrate*=2;
				if(rand()%10000 < breakrate*battle_config.equipment_break_rate/100 || breakrate >= 10000) {
					if(pc_breakweapon(sd)==1)
						wd = battle_calc_pc_weapon_attack(src,target,skill_num,skill_lv,wflag);
				}
			}
		}
	}

	return wd;
}

/*==========================================
 * ���@�_���[�W�v�Z
 *------------------------------------------
 */
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 matk_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�O�̏���������̂ŏ��o�͕��̂ݕύX
	if( bl == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		memset(&md,0,sizeof(md));
		return md;
	}

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

	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){	// ��{�_���[�W�v�Z(�X�L�����Ƃɏ���)
					// �q�[��or����
		case AL_HEAL:
		case PR_BENEDICTIO:
			damage = skill_calc_heal(bl,skill_lv)/2;
			normalmagic_flag=0;
			break;
		case PR_ASPERSIO:		/* �A�X�y���V�I */
			damage = 40; //�Œ�_���[�W
			normalmagic_flag=0;
			break;
		case PR_SANCTUARY:	// �T���N�`���A��
			damage = (skill_lv>6)?388:skill_lv*50;
			normalmagic_flag=0;
			blewcount|=0x10000;
			break;
		case ALL_RESURRECTION:
		case PR_TURNUNDEAD:	// �U�����U���N�V�����ƃ^�[���A���f�b�h
			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("�^�[���A���f�b�h�I �m��%d ��(�番��)\n", thres);
				if(rand()%1000 < thres && !(t_mode&0x20))	// ����
					damage = hp;
				else					// ���s
					damage = battle_get_lv(bl) + battle_get_int(bl) + skill_lv * 10;
			}
			normalmagic_flag=0;
			break;

		case MG_NAPALMBEAT:	// �i�p�[���r�[�g�i���U�v�Z���݁j
			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:	// �t�@�C���[�{�[��
			{
				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:	// �t�@�C���[�E�H�[��
/*
			if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PC�͉Α����ł���ԁH���������_���[�W�󂯂�H
				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:	// �T���_�[�X�g�[��
			MATK_FIX( 80,100 );
			break;
		case MG_FROSTDIVER:	// �t���X�g�_�C�o
			MATK_FIX( 100+skill_lv*10, 100);
			break;
		case WZ_FROSTNOVA:	// �t���X�g�_�C�o
			MATK_FIX((100+skill_lv*10)*2/3, 100);
			break;
		case WZ_FIREPILLAR:	// �t�@�C���[�s���[
			if(mdef1 < 1000000)
				mdef1=mdef2=0;	// MDEF����
			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:	// ���s�e���T���_�[
			break;
		case WZ_VERMILION:	// ���[�h�I�u�o�[�~���I��
			MATK_FIX( skill_lv*20+80, 100 );
			break;
		case WZ_WATERBALL:	// �E�H�[�^�[�{�[��
			//matk1+= skill_lv*30;
			//matk2+= skill_lv*30;
			MATK_FIX( 100+skill_lv*30, 100 );
			break;
		case WZ_STORMGUST:	// �X�g�[���K�X�g
			MATK_FIX( skill_lv*40+100 ,100 );
//			blewcount|=0x10000;
			break;
		case AL_HOLYLIGHT:	// �z�[���[���C�g
			MATK_FIX( 125,100 );
			break;
		case AL_RUWACH:
			MATK_FIX( 145,100 );
			break;
		case HW_NAPALMVULCAN:	// �i�p�[���r�[�g�i���U�v�Z���݁j
			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;
		case PF_SOULBURN: // Celest
			if (target->type != BL_PC || skill_lv < 5) {
				memset(&md,0,sizeof(md));
				return md;
			} else if (target->type == BL_PC) {
				damage = ((struct map_session_data *)target)->status.sp * 2;
				matk_flag = 0; // don't consider matk and matk2
			}				
			break;
		}
	}

	if(normalmagic_flag){	// ��ʖ��@�_���[�W�v�Z
		int imdef_flag=0;
		if (matk_flag) {
			if(matk1>matk2)
				damage= matk2+rand()%(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;	// �� ���ɂ��_���[�W�ϐ�
		cardfix=cardfix*(100-tsd->subrace[race])/100;	// �푰�ɂ��_���[�W�ϐ�
		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) );		// �� ���C��

	if(skill_num == CR_GRANDCROSS) {	// �O�����h�N���X
		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) );	//����2�񂩂���
		if(bl==target) damage=damage/2;	//�����͔���
	}

	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;	// �� ��峃J�[�h�i���@�_���[�W�O�j
        }

	damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag);	// �ŏI�C��

	/* 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;
}

/*==========================================
 * ���̑��_���[�W�v�Z
 *------------------------------------------
 */
struct Damage  battle_calc_misc_attack(
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	int int_=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�O�̏���������̂ŏ��o�͕��̂ݕύX
	if( bl == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		memset(&md,0,sizeof(md));
		return md;
	}

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

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

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

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

	case HT_BLITZBEAT:	// �u���b�c�r�[�g
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		damage=(dex/10+int_/2+skill*3+40)*2;
		if(flag > 1)
			damage /= flag;
		if(battle_get_mode(target) & 0x40)
			damage = 1;
		break;

	case TF_THROWSTONE:	// ����
		damage=50;
		damagefix=0;
		break;

	case BA_DISSONANCE:	// �s���a��
		damage=(skill_lv)*20+pc_checkskill(sd,BA_MUSICALLESSON)*3;
		break;

	case NPC_SELFDESTRUCTION:	// ����
		damage=battle_get_hp(bl)-(bl==target?1:0);
		damagefix=0;
		break;

	case NPC_SMOKING:	// �^�o�R���z��
		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(rand()%100 < hitrate) {
				damage = 500 + (skill_lv-1)*1000 + rand()%1000;
				if(damage > 9999) damage = 9999;
			}
		}
		break;
	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
#ifdef TWILIGHT
		if( sd==NULL || (skill = pc_checkskill(sd,HT_BLITZBEAT)) <= 0)
			skill=0;
 		damage=(100+50*skill_lv+(dex/10+int_/2+skill*3+40)*2) * 2;
#else
		if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		damage=((150+50*skill_lv)*(dex/10+int_/2+skill*3+40)*2)/100; // [Celest]
#endif
		if(flag > 1)
			damage /= flag;
		if(battle_get_mode(target) & 0x40)
			damage = 1;
		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;	// �����ɂ��_���[�W�ϐ�
			cardfix=cardfix*(100-tsd->subrace[race])/100;	// �푰�ɂ��_���[�W�ϐ�
			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) );		// �����C��
	}

	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);	// �ŏI�C��

	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;

}
/*==========================================
 * �_���[�W�v�Z�ꊇ�����p
 *------------------------------------------
 */
struct Damage battle_calc_attack(	int attack_type,
	struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
	struct Damage d;
	switch(attack_type){
	case BF_WEAPON:
		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;
}
/*==========================================
 * �ʏ�U�������܂Ƃ�
 *------------------------------------------
 */
int battle_weapon_attack( struct block_list *src,struct block_list *target,
	 unsigned int tick,int flag)
{
	struct map_session_data *sd=NULL;
	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;
	}

	if(battle_check_target(src,target,BCT_ENEMY) <= 0 &&
				!battle_check_range(src,target,0))
		return 0;	// �U���ΏۊO

	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)){
		// �U���ΏۂƂȂ肤��̂ōU��
		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 if(flag&AS_POISONREACT && sc_data && sc_data[SC_POISONREACT].timer!=-1) {
			wd=battle_calc_weapon_attack(src,target,AS_POISONREACT,sc_data[SC_POISONREACT].val1,0);
		}
		else
			wd=battle_calc_weapon_attack(src,target,0,0,0);
		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)	{ //�O�i��
			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; //�lj��f�B���C��conf�ɂ�蒲��

				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);
		//�񓁗�����ƃJ�^�[���nj��̃~�X�\��(�������`)
			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();
		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 && rand()%10000 < sd->weapon_coma_ele[ele])
						battle_damage(src,target,battle_get_max_hp(target),1);
					if(sd->weapon_coma_race[race] > 0 && rand()%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 && rand()%10000 < sd->weapon_coma_race[10])
							battle_damage(src,target,battle_get_max_hp(target),1);
					}
					else {
						if(sd->weapon_coma_race[11] > 0 && rand()%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 && rand()%100 < sc_data[SC_AUTOSPELL].val4) {
			int skilllv=sc_data[SC_AUTOSPELL].val3,i,f=0;
			i = rand()%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:/* �x���n */
								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:/* �x���n */
							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 && rand()%100 < sd->autospell_rate) {
				int skilllv=sd->autospell_lv,i,f=0,sp;
				i = rand()%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:/* �x���n */
								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 (!battle_config.left_cardfix_to_right) { // �񓁗�����J�[�h�̋z���n���ʂ��E��ɒlj����Ȃ��ꍇ
					hp += battle_calc_drain(wd.damage, sd->hp_drain_rate, sd->hp_drain_per, sd->hp_drain_value);
					hp += battle_calc_drain(wd.damage2, sd->hp_drain_rate_, sd->hp_drain_per_, sd->hp_drain_value_);
					sp += battle_calc_drain(wd.damage, sd->sp_drain_rate, sd->sp_drain_per, sd->sp_drain_value);
					sp += battle_calc_drain(wd.damage2, sd->sp_drain_rate_, sd->sp_drain_per_, sd->sp_drain_value_);
				} else { // �񓁗�����J�[�h�̋z���n���ʂ��E��ɒlj�����ꍇ
					int hp_drain_rate = sd->hp_drain_rate + sd->hp_drain_rate_;
					int hp_drain_per = sd->hp_drain_per + sd->hp_drain_per_;
					int hp_drain_value = sd->hp_drain_value + sd->hp_drain_value_;
					int sp_drain_rate = sd->sp_drain_rate + sd->sp_drain_rate_;
					int sp_drain_per = sd->sp_drain_per + sd->sp_drain_per_;
					int sp_drain_value = sd->sp_drain_value + sd->sp_drain_value_;
					hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
					sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
				}

				if (hp || 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_POISONREACT].timer != -1 && t_sc_data[SC_POISONREACT].val4 > 0) {   // poison react [Celest]
			if(t_sc_data[SC_POISONREACT].val3 == src->id) {
			struct map_session_data *tsd = (struct map_session_data *)target;
			if ((src->type == BL_MOB && battle_get_elem_type(src)==5) || (src->type == BL_PC && battle_get_attack_element(src)==5)) {
				t_sc_data[SC_POISONREACT].val2 = 0;
				battle_weapon_attack(target,src,tick,flag|AS_POISONREACT);
			} else {
				skill_use_id(tsd,src->id,TF_POISON,5);
				--t_sc_data[SC_POISONREACT].val2;
			}
			if (t_sc_data[SC_POISONREACT].val2<=0)
 				skill_status_change_end(target,SC_POISONREACT,-1);            
			}         
		}
	if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1 &&
			!(battle_get_mode(src)&0x20)) { // �{�X�ɂ͖���
			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)	//�������̂őΏۂ̃x�i���X�v���b�V���[��Ԃ�����
			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;
}

/*==========================================
 * �G��������(1=�m��,0=�ے�,-1=�G���[)
 * flag&0xf0000 = 0x00000:�G����Ȃ�������iret:1���G�ł͂Ȃ��j
 *				= 0x10000:�p�[�e�B�[����iret:1=�p�[�e�B�[�����o)
 *				= 0x20000:�S��(ret:1=�G��������)
 *				= 0x40000:�G������(ret:1=�G)
 *				= 0x50000:�p�[�e�B�[����Ȃ�������(ret:1=�p�[�e�B�łȂ�)
 *------------------------------------------
 */
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;
	struct status_change *sc_data;
	struct status_change *tsc_data;

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

	if( flag&0x40000 ){	// ���]�t���O
		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)	// �Ώۂ��X�L�����j�b�g�Ȃ疳�����m��
		return -1;

	if(target->type == BL_PC && ((struct map_session_data *)target)->invincible_timer != -1)
		return -1;

	// Celest
	sc_data = battle_get_sc_data(src);
	tsc_data = battle_get_sc_data(target);
	if ((sc_data && sc_data[SC_BASILICA].timer != -1) ||
		(tsc_data && tsc_data[SC_BASILICA].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;
		}
	}

	if(target->type == BL_PET)
		return -1;

				// �X�L�����j�b�g�̏ꍇ�A�e�����߂�
	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��master_id��������special_mob_ai�Ȃ�A����������߂�
	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)	// ��Ȃ�m��
				return 1;
			if(md->state.special_mob_ai){
				if(target->type==BL_MOB){	//special_mob_ai�őΏۂ�Mob
					struct mob_data *tmd=(struct mob_data *)target;
					if(tmd){
						if(tmd->master_id != md->master_id)	//�����傪�ꏏ�łȂ���Δے�
							return 0;
						else{	//�����傪�ꏏ�Ȃ̂ōm�肵�������ǎ����͔ے�
							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 )	// �����Ȃ�m��
		return 1;

	if(target->type == BL_PC && pc_isinvisible((struct map_session_data *)target))
		return -1;

	if( src->prev==NULL ||	// ����ł�Ȃ�G���[
		(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�Ȃ�ے�

	if(ss->type == BL_PET && target->type==BL_MOB)
		return 0;

	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)	// �����p�[�e�B�Ȃ�m��i�����j
			return 1;
		else		// �p�[�e�B�����Ȃ瓯���p�[�e�B����Ȃ����_�Ŕے�
			return 0;
	}

	if(ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g )	// �����M���h/mob�N���X�Ȃ�m��i�����j
		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) { // ����PVP���[�h�Ȃ�ے�i�G�j
		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.class==0 || ((struct map_session_data*)target)->status.class==0 ||
				((struct map_session_data*)ss)->status.base_level < battle_config.pk_min_level ||
				((struct map_session_data*)target)->status.base_level < battle_config.pk_min_level))
				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;//�G�΃M���h�Ȃ疳�����ɓG
						else
							return 1;//�����M���h�Ȃ疳�����ɖ���
					}
				}
			}
			return 0;
		}
	}

	return 1;	// �Y�����Ȃ��̂Ŗ��֌W�l���i�܂��G����Ȃ��̂Ŗ����j
}
/*==========================================
 * �˒�����
 *------------------------------------------
 */
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)	// �Ⴄ�}�b�v
		return 0;

	if( range>0 && range < arange )	// ��������
		return 0;

	if( arange<2 )	// �����}�X���א�
		return 1;

//	if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
//		return 1;

	// ��Q������
	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�ais, deutsch, espa�ol
 *------------------------------------------
 */
int battle_config_switch(const char *str) {
	if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
		return 1;
	if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
		return 0;
	return atoi(str);
}

static const struct {
	char str[128];
	int *val;
} battle_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			},
	{ "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					},
	{ "deadly_potion_produce_rate",	       &battle_config.cdp_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		},
	{ "pet_catch_rate",                    &battle_config.pet_catch_rate			},
	{ "pet_rename",                        &battle_config.pet_rename				},
	{ "pet_friendly_rate",                 &battle_config.pet_friendly_rate		},
	{ "pet_hungry_delay_rate",             &battle_config.pet_hungry_delay_rate	},
	{ "pet_hungry_friendly_decrease",      &battle_config.pet_hungry_friendly_decrease},
	{ "pet_str",                           &battle_config.pet_str					},
	{ "pet_status_support",                &battle_config.pet_status_support		},
	{ "pet_attack_support",                &battle_config.pet_attack_support		},
	{ "pet_damage_support",                &battle_config.pet_damage_support		},
	{ "pet_support_rate",                  &battle_config.pet_support_rate			},
	{ "pet_attack_exp_to_master",          &battle_config.pet_attack_exp_to_master	},
	{ "pet_attack_exp_rate",               &battle_config.pet_attack_exp_rate	 },
	{ "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	},
	{ "item_name_override_grffile",        &battle_config.item_name_override_grffile},
	{ "item_equip_override_grffile",       &battle_config.item_equip_override_grffile},	// [Celest]
	{ "item_slots_override_grffile",       &battle_config.item_slots_override_grffile},	// [Celest]
	{ "indoors_override_grffile",          &battle_config.indoors_override_grffile},	// [Celest]
	{ "skill_sp_override_grffile",         &battle_config.skill_sp_override_grffile},	// [Celest]
	{ "cardillust_read_grffile",           &battle_config.cardillust_read_grffile},	// [Celest]	
	{ "arrow_decrement",                   &battle_config.arrow_decrement			},
	{ "max_aspd",                          &battle_config.max_aspd					},
	{ "max_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_penalty_type",                   &battle_config.agi_penalty_type			},
	{ "agi_penalty_count",                  &battle_config.agi_penalty_count			},
	{ "agi_penalty_num",                    &battle_config.agi_penalty_num			},
	{ "agi_penalty_count_lv",               &battle_config.agi_penalty_count_lv		},
	{ "vit_penalty_type",                   &battle_config.vit_penalty_type			},
	{ "vit_penalty_count",                  &battle_config.vit_penalty_count			},
	{ "vit_penalty_num",                    &battle_config.vit_penalty_num			},
	{ "vit_penalty_count_lv",               &battle_config.vit_penalty_count_lv		},
	{ "player_defense_type",               &battle_config.player_defense_type		},
	{ "monster_defense_type",              &battle_config.monster_defense_type		},
	{ "pet_defense_type",                  &battle_config.pet_defense_type			},
	{ "magic_defense_type",                &battle_config.magic_defense_type		},
	{ "player_skill_reiteration",          &battle_config.pc_skill_reiteration		},
	{ "monster_skill_reiteration",         &battle_config.monster_skill_reiteration},
	{ "player_skill_nofootset",            &battle_config.pc_skill_nofootset		},
	{ "monster_skill_nofootset",           &battle_config.monster_skill_nofootset	},
	{ "player_cloak_check_type",           &battle_config.pc_cloak_check_type		},
	{ "monster_cloak_check_type",          &battle_config.monster_cloak_check_type	},
	{ "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_penalty",                &battle_config.party_skill_penalty		},
	{ "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
	{ "produce_item_name_input",           &battle_config.produce_item_name_input	},
	{ "produce_potion_name_input",         &battle_config.produce_potion_name_input},
	{ "making_arrow_name_input",           &battle_config.making_arrow_name_input	},
	{ "holywater_name_input",              &battle_config.holywater_name_input		},
	{ "display_delay_skill_fail",          &battle_config.display_delay_skill_fail	},
	{ "display_snatcher_skill_fail",       &battle_config.display_snatcher_skill_fail	},
	{ "chat_warpportal",                   &battle_config.chat_warpportal			},
	{ "mob_warpportal",                    &battle_config.mob_warpportal			},
	{ "dead_branch_active",                &battle_config.dead_branch_active			},
	{ "vending_max_value",                 &battle_config.vending_max_value		},
	{ "show_steal_in_same_party",          &battle_config.show_steal_in_same_party		},
	{ "enable_upper_class",                &battle_config.enable_upper_class		},
	{ "pet_attack_attr_none",              &battle_config.pet_attack_attr_none		},
	{ "mob_attack_attr_none",              &battle_config.mob_attack_attr_none		},
	{ "mob_ghostring_fix",                 &battle_config.mob_ghostring_fix		},
	{ "pc_attack_attr_none",               &battle_config.pc_attack_attr_none		},
	{ "gx_allhit",                         &battle_config.gx_allhit				},
	{ "gx_cardfix",                        &battle_config.gx_cardfix				},
	{ "gx_dupele",                         &battle_config.gx_dupele				},
	{ "gx_disptype",                       &battle_config.gx_disptype				},
	{ "devotion_level_difference",         &battle_config.devotion_level_difference	},
	{ "player_skill_partner_check",        &battle_config.player_skill_partner_check},
	{ "hide_GM_session",                   &battle_config.hide_GM_session			},
	{ "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		},
	{ "hp_rate",					       &battle_config.hp_rate					},
	{ "sp_rate",					       &battle_config.sp_rate					},
	{ "gm_can_drop_lv",				       &battle_config.gm_can_drop_lv			},
	{ "disp_hpmeter",				       &battle_config.disp_hpmeter				},
	{ "bone_drop",				           &battle_config.bone_drop				},
	{ "item_rate_details",				   &battle_config.item_rate_details			},
	{ "item_rate_1",				       &battle_config.item_rate_1				},
	{ "item_rate_10",				       &battle_config.item_rate_10				},
	{ "item_rate_100",				       &battle_config.item_rate_100				},
	{ "item_rate_1000",				       &battle_config.item_rate_1000			},
	{ "item_rate_1_min",				   &battle_config.item_rate_1_min			},
	{ "item_rate_1_max",				   &battle_config.item_rate_1_max			},
	{ "item_rate_10_min",				   &battle_config.item_rate_10_min			},
	{ "item_rate_10_max",				   &battle_config.item_rate_10_max			},
	{ "item_rate_100_min",				   &battle_config.item_rate_100_min			},
	{ "item_rate_100_max",				   &battle_config.item_rate_100_max			},
	{ "item_rate_1000_min",				   &battle_config.item_rate_1000_min		},
	{ "item_rate_1000_max",				   &battle_config.item_rate_1000_max		},
	{ "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]
	{ "pet_equip_required",                &battle_config.pet_equip_required	},	// [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]
	{ "ban_spoof_namer",                   &battle_config.ban_spoof_namer	}, // added by [Yor]
	{ "hack_info_GM_level",                &battle_config.hack_info_GM_level	}, // added by [Yor]
	{ "any_warp_GM_min_level",             &battle_config.any_warp_GM_min_level	}, // added by [Yor]
	{ "packet_ver_flag",                   &battle_config.packet_ver_flag	}, // added by [Yor]
	{ "min_hair_style",                    &battle_config.min_hair_style	}, // added by [MouseJstr]
	{ "max_hair_style",                    &battle_config.max_hair_style	}, // added by [MouseJstr]
	{ "min_hair_color",                    &battle_config.min_hair_color	}, // added by [MouseJstr]
	{ "max_hair_color",                    &battle_config.max_hair_color	}, // added by [MouseJstr]
	{ "min_cloth_color",                   &battle_config.min_cloth_color	}, // added by [MouseJstr]
	{ "max_cloth_color",                   &battle_config.max_cloth_color	}, // added by [MouseJstr]
	{ "castrate_dex_scale",                &battle_config.castrate_dex_scale	}, // added by [MouseJstr]
	{ "area_size",                         &battle_config.area_size	}, // added by [MouseJstr]
	{ "muting_players",                    &battle_config.muting_players}, // added by [Apple]
	{ "zeny_from_mobs",			&battle_config.zeny_from_mobs}, // [Valaris]
	{ "mobs_level_up",			&battle_config.mobs_level_up}, // [Valaris]
	{ "pk_min_level",           &battle_config.pk_min_level}, // [celest]
	{ "skill_steal_type",       &battle_config.skill_steal_type}, // [celest]
	{ "skill_steal_rate",       &battle_config.skill_steal_rate}, // [celest]
	{ "night_darkness_level",   &battle_config.night_darkness_level}, // [celest]
	{ "skill_range_leniency",   &battle_config.skill_range_leniency}, // [celest]
	{ "motd_type",              &battle_config.motd_type}, // [celest]
	{ "allow_atcommand_when_mute",			&battle_config.allow_atcommand_when_mute}, // [celest]
	{ "finding_ore_rate",       &battle_config.finding_ore_rate}, // [celest]
	{ "exp_calc_type",       &battle_config.exp_calc_type}, // [celest]

//SQL-only options start
#ifndef TXT_ONLY 
	{ "mail_system",		&battle_config.mail_system	}, // added by [Valaris]
//SQL-only options end
#endif
};

int battle_set_value(char *w1, char *w2) {
	int i;
	for(i = 0; i < sizeof(battle_data) / (sizeof(battle_data[0])); i++)
		if (strcmpi(w1, battle_data[i].str) == 0) {
			*battle_data[i].val = battle_config_switch(w2);
			return 1;
		}
	return 0;
}

void battle_set_defaults() {
	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.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.cdp_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.pet_catch_rate=100;
	battle_config.pet_rename=0;
	battle_config.pet_friendly_rate=100;
	battle_config.pet_hungry_delay_rate=100;
	battle_config.pet_hungry_friendly_decrease=5;
	battle_config.pet_str=1;
	battle_config.pet_status_support=0;
	battle_config.pet_attack_support=0;
	battle_config.pet_damage_support=0;
	battle_config.pet_support_rate=100;
	battle_config.pet_attack_exp_to_master=0;
	battle_config.pet_attack_exp_rate=100;
	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.item_name_override_grffile=1;
	battle_config.item_equip_override_grffile=0;	// [Celest]
	battle_config.item_slots_override_grffile=0;	// [Celest]
	battle_config.indoors_override_grffile=0;	// [Celest]
	battle_config.skill_sp_override_grffile=0;	// [Celest]
	battle_config.cardillust_read_grffile=0;	// [Celest]	
	battle_config.arrow_decrement=1;
	battle_config.max_aspd = 199;
	battle_config.max_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_penalty_type = 0;
	battle_config.agi_penalty_count = 3;
	battle_config.agi_penalty_num = 0;
	battle_config.agi_penalty_count_lv = ATK_FLEE;
	battle_config.vit_penalty_type = 0;
	battle_config.vit_penalty_count = 3;
	battle_config.vit_penalty_num = 0;
	battle_config.vit_penalty_count_lv = ATK_DEF;
	battle_config.player_defense_type = 0;
	battle_config.monster_defense_type = 0;
	battle_config.pet_defense_type = 0;
	battle_config.magic_defense_type = 0;
	battle_config.pc_skill_reiteration = 0;
	battle_config.monster_skill_reiteration = 0;
	battle_config.pc_skill_nofootset = 0;
	battle_config.monster_skill_nofootset = 0;
	battle_config.pc_cloak_check_type = 0;
	battle_config.monster_cloak_check_type = 0;
	battle_config.gvg_short_damage_rate = 100;
	battle_config.gvg_long_damage_rate = 60;
	battle_config.gvg_magic_damage_rate = 50;
	battle_config.gvg_misc_damage_rate = 60;
	battle_config.gvg_eliminate_time = 7000;
	battle_config.mob_changetarget_byskill = 0;
	battle_config.pc_attack_direction_change = 1;
	battle_config.monster_attack_direction_change = 1;
	battle_config.pc_land_skill_limit = 1;
	battle_config.monster_land_skill_limit = 1;
	battle_config.party_skill_penalty = 1;
	battle_config.monster_class_change_full_recover = 0;
	battle_config.produce_item_name_input = 1;
	battle_config.produce_potion_name_input = 1;
	battle_config.making_arrow_name_input = 1;
	battle_config.holywater_name_input = 1;
	battle_config.display_delay_skill_fail = 1;
	battle_config.display_snatcher_skill_fail = 1;
	battle_config.chat_warpportal = 0;
	battle_config.mob_warpportal = 0;
	battle_config.dead_branch_active = 0;
	battle_config.vending_max_value = 10000000;
	battle_config.show_steal_in_same_party = 0;
	battle_config.enable_upper_class = 0;
	battle_config.pet_attack_attr_none = 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.devotion_level_difference = 10;
	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.castle_defense_rate = 100;
	battle_config.riding_weight = 0;
	battle_config.hp_rate = 100;
	battle_config.sp_rate = 100;
	battle_config.gm_can_drop_lv = 0;
	battle_config.disp_hpmeter = 0;
	battle_config.bone_drop = 0;
	battle_config.item_rate_details = 0;
	battle_config.item_rate_1 = 100;
	battle_config.item_rate_10 = 100;
	battle_config.item_rate_100 = 100;
	battle_config.item_rate_1000 = 100;
	battle_config.item_rate_1_min = 1;
	battle_config.item_rate_1_max = 9;
	battle_config.item_rate_10_min = 10;
	battle_config.item_rate_10_max = 99;
	battle_config.item_rate_100_min = 100;
	battle_config.item_rate_100_max = 999;
	battle_config.item_rate_1000_min = 1000;
	battle_config.item_rate_1000_max = 10000;
	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.pet_equip_required = 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.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
	battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
	battle_config.any_warp_GM_min_level = 20; // added by [Yor]
	battle_config.packet_ver_flag = 511; // 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.zeny_from_mobs = 0;
	battle_config.mobs_level_up = 0;
	battle_config.pk_min_level = 55;
	battle_config.skill_steal_type = 1;
	battle_config.skill_steal_rate = 100;
	battle_config.night_darkness_level = 9;
	battle_config.skill_range_leniency = 1;
	battle_config.motd_type = 0;
	battle_config.allow_atcommand_when_mute = 0;
	battle_config.finding_ore_rate = 100;
	battle_config.castrate_dex_scale = 150;
	battle_config.area_size = 14;
	battle_config.exp_calc_type = 1;

//SQL-only options start
#ifndef TXT_ONLY 
	battle_config.mail_system = 0;
//SQL-only options end
#endif
}

void battle_validate_conf() {
	if(battle_config.flooritem_lifetime < 1000)
		battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
	if(battle_config.restart_hp_rate < 0)
		battle_config.restart_hp_rate = 0;
	else if(battle_config.restart_hp_rate > 100)
		battle_config.restart_hp_rate = 100;
	if(battle_config.restart_sp_rate < 0)
		battle_config.restart_sp_rate = 0;
	else if(battle_config.restart_sp_rate > 100)
		battle_config.restart_sp_rate = 100;
	if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
		battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
	if(battle_config.natural_heal_weight_rate < 50)
		battle_config.natural_heal_weight_rate = 50;
	if(battle_config.natural_heal_weight_rate > 101)
		battle_config.natural_heal_weight_rate = 101;
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	if(battle_config.monster_max_aspd < 10)
		battle_config.monster_max_aspd = 10;
	if(battle_config.monster_max_aspd > 1000)
		battle_config.monster_max_aspd = 1000;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	if(battle_config.max_aspd < 10)
		battle_config.max_aspd = 10;
	if(battle_config.max_aspd > 1000)
		battle_config.max_aspd = 1000;
	if(battle_config.hp_rate < 0)
		battle_config.hp_rate = 1;
	if(battle_config.sp_rate < 0)
		battle_config.sp_rate = 1;
	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_penalty_count < 2)
		battle_config.agi_penalty_count = 2;
	if(battle_config.vit_penalty_count < 2)
		battle_config.vit_penalty_count = 2;

	if(battle_config.guild_exp_limit > 99)
		battle_config.guild_exp_limit = 99;
	if(battle_config.guild_exp_limit < 0)
		battle_config.guild_exp_limit = 0;

	if(battle_config.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.ban_spoof_namer < 0) // added by [Yor]
		battle_config.ban_spoof_namer = 0;
	else if (battle_config.ban_spoof_namer > 32767)
		battle_config.ban_spoof_namer = 32767;

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

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

	// at least 1 client must be accepted
	if ((battle_config.packet_ver_flag & 511) == 0) // added by [Yor]
		battle_config.packet_ver_flag = 511; // accept all clients
	
	if (battle_config.night_darkness_level > 10) // Celest
		battle_config.night_darkness_level = 10;

	if (battle_config.skill_range_leniency < 0) // Celest
		battle_config.skill_range_leniency = 0;
	
	if (battle_config.motd_type < 0)
		battle_config.motd_type = 0;
	else if (battle_config.motd_type > 1)
		battle_config.motd_type = 1;

	if (battle_config.finding_ore_rate < 0)
		battle_config.finding_ore_rate = 0;

	if (battle_config.vending_max_value > 10000000 || battle_config.vending_max_value<=0) // Lupus & Kobra_k88
		battle_config.vending_max_value = 10000000;

}

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

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

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

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

	return 0;
}