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-rw-r--r--src/map/battle.c3434
1 files changed, 1921 insertions, 1513 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 731c6f618..fc159c921 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2,44 +2,47 @@
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
-#include "../common/cbasetypes.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/malloc.h"
-#include "../common/showmsg.h"
-#include "../common/ers.h"
-#include "../common/random.h"
-#include "../common/socket.h"
-#include "../common/strlib.h"
-#include "../common/utils.h"
+#define HERCULES_CORE
-#include "map.h"
-#include "path.h"
-#include "pc.h"
-#include "status.h"
-#include "skill.h"
-#include "homunculus.h"
-#include "mercenary.h"
-#include "elemental.h"
-#include "mob.h"
-#include "itemdb.h"
-#include "clif.h"
-#include "pet.h"
-#include "guild.h"
-#include "party.h"
+#include "../config/core.h" // CELL_NOSTACK, CIRCULAR_AREA, CONSOLE_INPUT, HMAP_ZONE_DAMAGE_CAP_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_ASPD, RENEWAL_CAST, RENEWAL_DROP, RENEWAL_EDP, RENEWAL_EXP, RENEWAL_LVDMG, RE_LVL_DMOD(), RE_LVL_MDMOD(), RE_LVL_TMDMOD(), RE_SKILL_REDUCTION(), SCRIPT_CALLFUNC_CHECK, SECURE_NPCTIMEOUT, STATS_OPT_OUT
#include "battle.h"
-#include "battleground.h"
-#include "chrif.h"
+#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <math.h>
-int attr_fix_table[4][ELE_MAX][ELE_MAX];
+#include "battleground.h"
+#include "chrif.h"
+#include "clif.h"
+#include "elemental.h"
+#include "guild.h"
+#include "homunculus.h"
+#include "itemdb.h"
+#include "map.h"
+#include "mercenary.h"
+#include "mob.h"
+#include "party.h"
+#include "path.h"
+#include "pc.h"
+#include "pet.h"
+#include "skill.h"
+#include "status.h"
+#include "../common/HPM.h"
+#include "../common/cbasetypes.h"
+#include "../common/ers.h"
+#include "../common/malloc.h"
+#include "../common/nullpo.h"
+#include "../common/random.h"
+#include "../common/showmsg.h"
+#include "../common/socket.h"
+#include "../common/strlib.h"
+#include "../common/sysinfo.h"
+#include "../common/timer.h"
+#include "../common/utils.h"
struct Battle_Config battle_config;
-static struct eri *delay_damage_ers; //For battle delay damage structures.
+struct battle_interface battle_s;
int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
struct unit_data *ud;
@@ -49,13 +52,13 @@ int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last s
return su->group?su->group->skill_id:0;
}
- ud = unit_bl2ud(bl);
+ ud = unit->bl2ud(bl);
return ud?ud->skill_id:0;
}
/*==========================================
- * Get random targetting enemy
+ * Get random targeting enemy
*------------------------------------------*/
int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
struct block_list **bl_list;
@@ -73,7 +76,7 @@ int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
if (*c >= 24)
return 0;
- if ( !(ud = unit_bl2ud(bl)) )
+ if ( !(ud = unit->bl2ud(bl)) )
return 0;
if (ud->target == target_id || ud->skilltarget == target_id) {
@@ -90,7 +93,7 @@ struct block_list* battle_gettargeted(struct block_list *target) {
nullpo_retr(NULL, target);
memset(bl_list, 0, sizeof(bl_list));
- iMap->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
+ map->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if ( c == 0 )
return NULL;
if( c > 24 )
@@ -99,7 +102,7 @@ struct block_list* battle_gettargeted(struct block_list *target) {
}
-//Returns the id of the current targetted character of the passed bl. [Skotlex]
+//Returns the id of the current targeted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl) {
switch (bl->type) {
@@ -129,7 +132,7 @@ int battle_getenemy_sub(struct block_list *bl, va_list ap) {
if (*c >= 24)
return 0;
- if (status_isdead(bl))
+ if (status->isdead(bl))
return 0;
if (battle->check_target(target, bl, BCT_ENEMY) > 0) {
@@ -146,7 +149,7 @@ struct block_list* battle_getenemy(struct block_list *target, int type, int rang
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
- iMap->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target);
+ map->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target);
if ( c == 0 )
return NULL;
@@ -171,7 +174,7 @@ int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
if( *c >= 23 )
return 0;
- if( status_isdead(bl) )
+ if( status->isdead(bl) )
return 0;
if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
@@ -188,7 +191,7 @@ struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int
int c = 0;
memset(bl_list, 0, sizeof(bl_list));
- iMap->foreachinarea(battle->get_enemy_area_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
+ map->foreachinarea(battle->get_enemy_area_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
if( c == 0 )
return NULL;
@@ -198,81 +201,76 @@ struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int
return bl_list[rnd()%c];
}
-// Dammage delayed info
-struct delay_damage {
- int src_id;
- int target_id;
- int damage;
- int delay;
- unsigned short distance;
- uint16 skill_lv;
- uint16 skill_id;
- enum damage_lv dmg_lv;
- unsigned short attack_type;
- bool additional_effects;
-};
-
-int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
+int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) {
struct delay_damage *dat = (struct delay_damage *)data;
if ( dat ) {
- struct block_list* src;
- struct block_list* target = iMap->id2bl(dat->target_id);
+ struct block_list* src = NULL;
+ struct block_list* target = map->id2bl(dat->target_id);
- if( !target || status_isdead(target) ) {/* nothing we can do */
- ers_free(delay_damage_ers, dat);
+ if( !target || status->isdead(target) ) {/* nothing we can do */
+ if( dat->src_type == BL_PC && ( src = map->id2bl(dat->src_id) ) && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
+ ((TBL_PC*)src)->state.hold_recalc = 0;
+ status_calc_pc(((TBL_PC*)src),SCO_FORCE);
+ }
+ ers_free(battle->delay_damage_ers, dat);
return 0;
}
- src = iMap->id2bl(dat->src_id);
-
- if( src && target->m == src->m &&
- (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
- check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
- {
- iMap->freeblock_lock();
+ src = map->id2bl(dat->src_id);
+
+ //Check to see if you haven't teleported. [Skotlex]
+ if( src && target->m == src->m
+ && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER)
+ && check_distance_bl(src, target, dat->distance)
+ ) {
+ map->freeblock_lock();
status_fix_damage(src, target, dat->damage, dat->delay);
- if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
+ if( dat->attack_type && !status->isdead(target) && dat->additional_effects )
skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
- iMap->freeblock_unlock();
+ map->freeblock_unlock();
} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
/**
* it was monster reflected damage, and the monster died, we pass the damage to the character as expected
**/
- iMap->freeblock_lock();
+ map->freeblock_lock();
status_fix_damage(target, target, dat->damage, dat->delay);
- iMap->freeblock_unlock();
+ map->freeblock_unlock();
+ }
+
+ if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
+ ((TBL_PC*)src)->state.hold_recalc = 0;
+ status_calc_pc(((TBL_PC*)src),SCO_FORCE);
}
}
- ers_free(delay_damage_ers, dat);
+ ers_free(battle->delay_damage_ers, dat);
return 0;
}
-int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
-{
+int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
struct delay_damage *dat;
struct status_change *sc;
nullpo_ret(src);
nullpo_ret(target);
- sc = status_get_sc(target);
+ sc = status->get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
- iMap->freeblock_lock();
- status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
- if( attack_type && !status_isdead(target) && additional_effects )
- skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, iTimer->gettick());
+ map->freeblock_lock();
+ status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope]
+ if( attack_type && !status->isdead(target) && additional_effects )
+ skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
- skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, iTimer->gettick());
- iMap->freeblock_unlock();
+ skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, timer->gettick());
+ map->freeblock_unlock();
return 0;
}
- dat = ers_alloc(delay_damage_ers, struct delay_damage);
+ dat = ers_alloc(battle->delay_damage_ers, struct delay_damage);
dat->src_id = src->id;
dat->target_id = target->id;
dat->skill_id = skill_id;
@@ -283,10 +281,15 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
dat->delay = ddelay;
dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
dat->additional_effects = additional_effects;
+ dat->src_type = src->type;
if (src->type != BL_PC && amotion > 1000)
amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
- iTimer->add_timer(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat);
+ if( src->type == BL_PC ) {
+ ((TBL_PC*)src)->delayed_damage++;
+ }
+
+ timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat);
return 0;
}
@@ -299,7 +302,7 @@ int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
return 100;
- return attr_fix_table[def_lv-1][atk_elem][def_type];
+ return battle->attr_fix_table[def_lv-1][atk_elem][def_type];
}
/*==========================================
@@ -307,13 +310,13 @@ int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
* Added passing of the chars so that the status changes can affect it. [Skotlex]
* Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
*------------------------------------------*/
-int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
+int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
{
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
- if (src) sc = status_get_sc(src);
- if (target) tsc = status_get_sc(target);
+ if (src) sc = status->get_sc(src);
+ if (target) tsc = status->get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rnd()%ELE_MAX;
@@ -324,70 +327,74 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
return damage;
}
- ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
+ ratio = battle->attr_fix_table[def_lv-1][atk_elem][def_type];
if (sc && sc->count) {
if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
- ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
+ ratio += skill->enchant_eff[sc->data[SC_VOLCANO]->val1-1];
if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
- ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
+ ratio += skill->enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
- ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
+ ratio += skill->enchant_eff[sc->data[SC_DELUGE]->val1-1];
+ if(sc->data[SC_FIRE_CLOAK_OPTION] && atk_elem == ELE_FIRE)
+ damage += damage * sc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
}
if( target && target->type == BL_SKILL ) {
if( atk_elem == ELE_FIRE && battle->get_current_skill(target) == GN_WALLOFTHORN ) {
struct skill_unit *su = (struct skill_unit*)target;
struct skill_unit_group *sg;
- struct block_list *src;
+ struct block_list *sgsrc;
- if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
- (src = iMap->id2bl(sg->src_id)) == NULL || status_isdead(src) )
+ if( !su || !su->alive
+ || (sg = su->group) == NULL || sg->val3 == -1
+ || (sgsrc = map->id2bl(sg->src_id)) == NULL || status->isdead(sgsrc)
+ )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
int x,y;
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
- skill->unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
+ skill->unitsetting(sgsrc,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
- sg->limit = DIFF_TICK(iTimer->gettick(),sg->tick)+300;
+ sg->limit = DIFF_TICK32(timer->gettick(),sg->tick)+300;
}
}
}
- if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit
+ if( tsc && tsc->count ) { //since an atk can only have one type let's optimize this a bit
switch(atk_elem){
- case ELE_FIRE:
- if( tsc->data[SC_SPIDERWEB]) {
- tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
- if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
- damage <<= 1; // double damage
- if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
- status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
- }
- if( tsc->data[SC_THORNS_TRAP])
- status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
- if( tsc->data[SC_FIRE_CLOAK_OPTION])
- damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
- if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
- status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
- if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
- if( tsc->data[SC_VOLCANIC_ASH]) damage += damage/2; //150%
- break;
- case ELE_HOLY:
- if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
- break;
- case ELE_POISON:
- if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
- break;
- case ELE_WIND:
- if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2;
- if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
- break;
- case ELE_WATER:
- if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
- break;
- case ELE_EARTH:
- if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
- break;
+ case ELE_FIRE:
+ if( tsc->data[SC_SPIDERWEB]) {
+ tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
+ if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
+ damage <<= 1; // double damage
+ if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
+ status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
+ }
+ if( tsc->data[SC_THORNS_TRAP])
+ status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
+ if( tsc->data[SC_COLD] && target->type != BL_MOB)
+ status_change_end(target, SC_COLD, INVALID_TIMER);
+ if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
+ if( tsc->data[SC_FIRE_CLOAK_OPTION])
+ damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
+ if( tsc->data[SC_VOLCANIC_ASH]) damage += damage/2; //150%
+ break;
+ case ELE_HOLY:
+ if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
+ break;
+ case ELE_POISON:
+ if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
+ break;
+ case ELE_WIND:
+ if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
+ if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
+ break;
+ case ELE_WATER:
+ if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
+ break;
+ case ELE_EARTH:
+ if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
+ break;
}
} //end tsc check
if( src && src->type == BL_PC ){
@@ -408,77 +415,78 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
if( t < 5 && atk_elem == t )
damage -= damage * ( tsd->charm[t] * 3 ) / 100;// -3% custom value
}
- return damage*ratio/100;
+ if( ratio < 100 )
+ return damage - (damage * (100 - ratio) / 100);
+ else
+ return damage + (damage * (ratio - 100) / 100);
}
+int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett]
#ifdef RENEWAL
-int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett]
- int damage, eatk = 0;
+ int64 damage, eatk = 0;
struct status_change *sc;
struct map_session_data *sd;
if( !src || !bl )
return 0;
- sc = status_get_sc(src);
+ sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
- damage = status_get_weapon_atk(src, watk, flag);
+ damage = status->get_weapon_atk(src, watk, flag);
if( sd ){
if( type == EQI_HAND_R )
damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag&8);
else
damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag&8);
-
- if( sd->bonus.eatk > 0 )
- eatk = sd->bonus.eatk;
+
if( flag&2 && sd->bonus.arrow_atk )
- eatk += sd->bonus.arrow_atk;
+ damage += sd->bonus.arrow_atk;
+
+ if( sd->battle_status.equip_atk != 0 )
+ eatk = sd->base_status.equip_atk;
}
-
+
if( sc && sc->count ){
if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 )
eatk += 200;
- #ifdef RENEWAL_EDP
- if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE ){
- eatk = eatk * sc->data[SC_EDP]->val3 / 100; // 400%
- damage = damage * sc->data[SC_EDP]->val4 / 100; // 500%
- damage--; // temporary until we find the correct formula [malufett]
+ #ifdef RENEWAL_EDP
+ if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){
+ eatk = eatk * (sc->data[SC_EDP]->val4 / 100 - 1);
+ damage = damage * (sc->data[SC_EDP]->val4 / 100);
}
#endif
}
- /* [malufett]
- some unknown factors that needs to be discovered. PS: it's something related with ranged attacks
- if( eatk ){
- eatk += unknown value;
- eatk = eatk * (unknown value) / 100;
+ if( skill_id != ASC_METEORASSAULT ){
+ if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) // Temporary. [malufett]
+ damage += damage * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
}
- */
- if( sc && sc->data[SC_WATK_ELEMENT] )
- damage = damage + eatk;
- else
- damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage + eatk, nk, n_ele, s_ele, s_ele_, false, flag);
-
+ // Temporary. [malufett]
+ damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage + eatk, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag);
+
/**
- * In RE Shield Bommerang takes weapon element only for damage calculation,
+ * In RE Shield Boomerang takes weapon element only for damage calculation,
* - resist calculation is always against neutral
**/
if ( skill_id == CR_SHIELDBOOMERANG )
s_ele = s_ele_ = ELE_NEUTRAL;
- if( type == EQI_HAND_R )
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2, flag2);
- else
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 3, flag2);
+ // attacker side
+ damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2);
+ // target side
+ damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2);
+
return damage;
-}
+#else
+ return 0;
#endif
+}
/*==========================================
* Calculates the standard damage of a normal attack assuming it hits,
- * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
+ * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex]
*------------------------------------------
* Pass damage2 as NULL to not calc it.
* Flag values:
@@ -488,34 +496,29 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
* &8: Skip target size adjustment (Extremity Fist?)
*&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
*/
-
-#ifdef RENEWAL
-int battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2)
-{
- int damage, batk;
- struct status_change *sc = status_get_sc(src);
- struct status_data *status = status_get_status_data(src);
+/* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */
+int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) {
+ int64 damage, batk;
+ struct status_data *st = status->get_status_data(src);
- if( sc && sc->data[SC_TK_SEVENWIND] && !sc->data[SC_WATK_ELEMENT] )
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->batk, nk, n_ele, s_ele, s_ele_, false, flag);
- else
- batk = status->batk;
+ batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, status->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
if( type == EQI_HAND_L )
- damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
+ damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
else
- damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2);
-#else
-static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
-{
+ damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2);
+
+ return damage;
+}
+int64 battle_calc_base_damage2(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) {
unsigned int atkmin=0, atkmax=0;
short type = 0;
- int damage = 0;
+ int64 damage = 0;
if (!sd) { //Mobs/Pets
if(flag&4) {
- atkmin = status->matk_min;
- atkmax = status->matk_max;
+ atkmin = st->matk_min;
+ atkmax = st->matk_max;
} else {
atkmin = wa->atk;
atkmax = wa->atk2;
@@ -524,10 +527,10 @@ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk
atkmin = atkmax;
} else { //PCs
atkmax = wa->atk;
- type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
+ type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R;
if (!(flag&1) || (flag&2)) { //Normal attacks
- atkmin = status->dex;
+ atkmin = st->dex;
if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
@@ -564,11 +567,11 @@ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk
//Finally, add baseatk
if(flag&4)
- damage += status->matk_min;
+ damage += st->matk_min;
else
- damage += status->batk;
+ damage += st->batk;
- //rodatazone says that Overrefine bonuses are part of baseatk
+ //rodatazone says that Overrefined bonuses are part of baseatk
//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
if(sd) {
if (type == EQI_HAND_L) {
@@ -583,11 +586,10 @@ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk
damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
}
}
-#endif
return damage;
}
-int battle_calc_sizefix(struct map_session_data *sd, int damage, int type, int size, bool ignore){
+int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, int size, bool ignore){
//SizeFix only for players
if (!(sd->special_state.no_sizefix || (ignore)))
damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[size] : sd->right_weapon.atkmods[size] ) / 100;
@@ -597,32 +599,31 @@ int battle_calc_sizefix(struct map_session_data *sd, int damage, int type, int s
/*==========================================
* Passive skill damages increases
*------------------------------------------*/
-int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
-{
- int damage,skill;
- struct status_data *status = status_get_status_data(target);
- int weapon;
+int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) {
+ int64 damage;
+ struct status_data *st = status->get_status_data(target);
+ int weapon, skill_lv;
damage = dmg;
nullpo_ret(sd);
- if((skill = pc->checkskill(sd,AL_DEMONBANE)) > 0 &&
- target->type == BL_MOB && //This bonus doesnt work against players.
- (battle->check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
- damage += (int)(skill*(3+sd->status.base_level/20.0));
- //damage += (skill * 3);
- if( (skill = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
- damage += (skill * 5);
- if( (skill = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
- damage += (skill * 10);
+ if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 &&
+ target->type == BL_MOB && //This bonus doesn't work against players.
+ (battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) )
+ damage += (int)(skill_lv*(3+sd->status.base_level/20.0));
+ //damage += (skill_lv * 3);
+ if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (st->race == RC_BRUTE || st->race == RC_PLANT || st->race == RC_FISH) )
+ damage += (skill_lv * 5);
+ if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
+ damage += (skill_lv * 10);
if( pc_ismadogear(sd) )
- damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE);
+ damage += 15 * pc->checkskill(sd, NC_MADOLICENCE);
#ifdef RENEWAL
- if( (skill = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
- damage += (skill * 2);
+ if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
+ damage += (skill_lv * 2);
#endif
- if((skill = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
- damage += (skill * 4);
+ if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (st->race==RC_BRUTE || st->race==RC_INSECT) ) {
+ damage += (skill_lv * 4);
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER)
damage += sd->status.str;
}
@@ -631,76 +632,74 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
weapon = sd->weapontype1;
else
weapon = sd->weapontype2;
- switch(weapon)
- {
+ switch(weapon) {
case W_1HSWORD:
#ifdef RENEWAL
- if((skill = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill_lv * 3);
#endif
case W_DAGGER:
- if((skill = pc->checkskill(sd,SM_SWORD)) > 0)
- damage += (skill * 4);
- if((skill = pc->checkskill(sd,GN_TRAINING_SWORD)) > 0)
- damage += skill * 10;
+ if((skill_lv = pc->checkskill(sd,SM_SWORD)) > 0)
+ damage += (skill_lv * 4);
+ if((skill_lv = pc->checkskill(sd,GN_TRAINING_SWORD)) > 0)
+ damage += skill_lv * 10;
break;
case W_2HSWORD:
#ifdef RENEWAL
- if((skill = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill_lv * 3);
#endif
- if((skill = pc->checkskill(sd,SM_TWOHAND)) > 0)
- damage += (skill * 4);
+ if((skill_lv = pc->checkskill(sd,SM_TWOHAND)) > 0)
+ damage += (skill_lv * 4);
break;
case W_1HSPEAR:
case W_2HSPEAR:
- if((skill = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) {
-
- if(!pc_isriding(sd))
- damage += (skill * 4);
- else if(pc_isridingdragon(sd))
- damage += (skill * 10);
+ if((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) {
+ if(pc_isridingdragon(sd))
+ damage += (skill_lv * 10);
+ else if(pc_isriding(sd))
+ damage += (skill_lv * 5);
else
- damage += (skill * 5);
+ damage += (skill_lv * 4);
}
break;
case W_1HAXE:
case W_2HAXE:
- if((skill = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 5);
+ if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
+ damage += (skill_lv * 3);
+ if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
+ damage += (skill_lv * 5);
break;
case W_MACE:
case W_2HMACE:
- if((skill = pc->checkskill(sd,PR_MACEMASTERY)) > 0)
- damage += (skill * 3);
- if((skill = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
- damage += (skill * 5);
+ if((skill_lv = pc->checkskill(sd,PR_MACEMASTERY)) > 0)
+ damage += (skill_lv * 3);
+ if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
+ damage += (skill_lv * 5);
break;
case W_FIST:
- if((skill = pc->checkskill(sd,TK_RUN)) > 0)
- damage += (skill * 10);
- // No break, fallthrough to Knuckles
+ if((skill_lv = pc->checkskill(sd,TK_RUN)) > 0)
+ damage += (skill_lv * 10);
+ // No break, fall through to Knuckles
case W_KNUCKLE:
- if((skill = pc->checkskill(sd,MO_IRONHAND)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0)
+ damage += (skill_lv * 3);
break;
case W_MUSICAL:
- if((skill = pc->checkskill(sd,BA_MUSICALLESSON)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,BA_MUSICALLESSON)) > 0)
+ damage += (skill_lv * 3);
break;
case W_WHIP:
- if((skill = pc->checkskill(sd,DC_DANCINGLESSON)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,DC_DANCINGLESSON)) > 0)
+ damage += (skill_lv * 3);
break;
case W_BOOK:
- if((skill = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
+ damage += (skill_lv * 3);
break;
case W_KATAR:
- if((skill = pc->checkskill(sd,AS_KATAR)) > 0)
- damage += (skill * 3);
+ if((skill_lv = pc->checkskill(sd,AS_KATAR)) > 0)
+ damage += (skill_lv * 3);
break;
}
@@ -710,19 +709,23 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
/*==========================================
* Calculates ATK masteries.
*------------------------------------------*/
-int battle_calc_masteryfix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int damage, int div, bool left, bool weapon){
- int skill, i;
- struct map_session_data *sd;
+int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int div, bool left, bool weapon) {
+ int skill2_lv, i;
struct status_change *sc;
+ struct map_session_data *sd;
+ struct status_data *tstatus;
nullpo_ret(src);
nullpo_ret(target);
-
+
+ sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
- sc = status_get_sc(src);
+ tstatus = status->get_status_data(target);
if ( !sd )
return damage;
+
+ damage = battle->add_mastery(sd, target, damage, left);
switch( skill_id ){ // specific skill masteries
case MO_INVESTIGATE:
@@ -732,119 +735,164 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui
case CR_ACIDDEMONSTRATION:
return damage;
case NJ_SYURIKEN:
- if( (skill = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0 && weapon )
- damage += 3 * skill;
- break;
+ if( (skill2_lv = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0
+#ifndef RENEWAL
+ && weapon
+#endif
+ )
+ damage += 3 * skill2_lv;
+ break;
+#ifndef RENEWAL
case NJ_KUNAI:
if( weapon )
damage += 60;
break;
- case RA_WUGDASH:
+#endif
+ case RA_WUGDASH://(Caster Current Weight x 10 / 8)
+ if( sd->weight )
+ damage += sd->weight / 8 ;
case RA_WUGSTRIKE:
- case RA_WUGBITE:
+ case RA_WUGBITE:
damage += 30*pc->checkskill(sd, RA_TOOTHOFWUG);
break;
- }
-
- if ( sc && sc->data[SC_MIRACLE] ) i = 2; //Star anger
- else
- ARR_FIND(0, MAX_PC_FEELHATE, i, status_get_class(target) == sd->hate_mob[i]);
- if ( i < MAX_PC_FEELHATE && (skill=pc->checkskill(sd,sg_info[i].anger_id)) && weapon ){
- int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
- if ( i == 2 ) ratio += status_get_str(src); //Star Anger
- if (skill < 4 )
- ratio /= (12 - 3 * skill);
- damage += damage * ratio / 100;
+ case HT_FREEZINGTRAP:
+ damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP);
+ break;
}
- if( sc ){
+ if( sc ){ // sc considered as masteries
if(sc->data[SC_GN_CARTBOOST])
damage += 10 * sc->data[SC_GN_CARTBOOST]->val1;
if(sc->data[SC_CAMOUFLAGE])
damage += 30 * ( 10 - sc->data[SC_CAMOUFLAGE]->val4 );
+#ifdef RENEWAL
+ if(sc->data[SC_NIBELUNGEN] && weapon)
+ damage += sc->data[SC_NIBELUNGEN]->val2;
+ if(sc->data[SC_IMPOSITIO])
+ damage += sc->data[SC_IMPOSITIO]->val2;
+ if(sc->data[SC_DRUMBATTLE]){
+ if(tstatus->size == SZ_MEDIUM)
+ damage += sc->data[SC_DRUMBATTLE]->val2;
+ else if(tstatus->size == SZ_SMALL)
+ damage += 10 * sc->data[SC_DRUMBATTLE]->val1;
+ //else no bonus for large target
+ }
+ if(sc->data[SC_GS_MADNESSCANCEL])
+ damage += 100;
+ if(sc->data[SC_GS_GATLINGFEVER]){
+ if(tstatus->size == SZ_MEDIUM)
+ damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1;
+ else if(tstatus->size == SZ_SMALL)
+ damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1;
+ else
+ damage += sc->data[SC_GS_GATLINGFEVER]->val1;
+ }
+ //if(sc->data[SC_SPECIALZONE])
+ // damage += sc->data[SC_SPECIALZONE]->val2 >> 4;
+#endif
}
// general skill masteries
#ifdef RENEWAL
+ if( div < 0 ) // div fix
+ div = 1;
if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
damage += div * sd->spiritball_old * 3;
else
damage += div * sd->spiritball * 3;
if( skill_id != CR_SHIELDBOOMERANG ) // Only Shield boomerang doesn't takes the Star Crumbs bonus.
damage += div * (left ? sd->left_weapon.star : sd->right_weapon.star);
+ if( skill_id != MC_CARTREVOLUTION && (skill2_lv=pc->checkskill(sd,BS_HILTBINDING)) > 0 )
+ damage += 4;
+
+ if(sd->status.party_id && (skill2_lv=pc->checkskill(sd,TK_POWER)) > 0) {
+ if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 )
+ damage += 2 * skill2_lv * i * (damage /*+ unknown value*/) / 100 /*+ unknown value*/;
+ }
#else
if( skill_id != ASC_BREAKER && weapon ) // Adv Katar Mastery is does not applies to ASC_BREAKER, but other masteries DO apply >_>
- if( sd->status.weapon == W_KATAR && (skill=pc->checkskill(sd,ASC_KATAR)) > 0 )
- damage += damage * (10 + 2 * skill) / 100;
+ if( sd->status.weapon == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0 )
+ damage += damage * (10 + 2 * skill2_lv) / 100;
#endif
+ // percentage factor masteries
+ if ( sc && sc->data[SC_MIRACLE] )
+ i = 2; //Star anger
+ else
+ ARR_FIND(0, MAX_PC_FEELHATE, i, status->get_class(target) == sd->hate_mob[i]);
+ if ( i < MAX_PC_FEELHATE && (skill2_lv=pc->checkskill(sd,pc->sg_info[i].anger_id)) && weapon ) {
+ int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
+ if ( i == 2 ) ratio += status_get_str(src); //Star Anger
+ if (skill2_lv < 4 )
+ ratio /= (12 - 3 * skill2_lv);
+ damage += damage * ratio / 100;
+ }
- damage = battle->add_mastery(sd, target, damage, left);
-
- if((skill = pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
- (status_get_status_data(target)->race == RC_DEMON || status_get_status_data(target)->def_ele == ELE_DARK) )
- damage += damage * skill / 100;
+ if( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ){
+ if((skill2_lv = pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
+ (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
+ damage += damage * skill2_lv / 100;
+ }
return damage;
}
/*==========================================
* Elemental attribute fix.
*------------------------------------------*/
-int battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){
- struct status_data *sstatus, *tstatus;
- struct status_change *sc;
-
+int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){
+ struct status_data *tstatus;
+
nullpo_ret(src);
nullpo_ret(target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- sc = status_get_sc(src);
-
- if( (nk&NK_NO_ELEFIX) && n_ele )
+ tstatus = status->get_status_data(target);
+
+ if( (nk&NK_NO_ELEFIX) || n_ele )
return damage;
- if( damage > 0 )
- {
+ if( damage > 0 ) {
if( left )
damage = battle->attr_fix(src, target, damage, s_ele_, tstatus->def_ele, tstatus->ele_lv);
else{
damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == NC_ARMSCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == GN_CARTCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
- damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
}
- if( sc && sc->data[SC_WATK_ELEMENT] )
- { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
- damage =
-#ifndef RENEWAL
- battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, ((TBL_PC*)src), (flag?2:0))
-#else
- battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (flag?2:0)|(sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0)
-#endif
- * sc->data[SC_WATK_ELEMENT]->val2 / 100;
-
- damage += battle->attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
- if( left ){
- damage =
+
#ifndef RENEWAL
- battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, ((TBL_PC*)src), (flag?2:0))
-#else
- battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (flag?2:0)|(sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0)
-#endif
- * sc->data[SC_WATK_ELEMENT]->val2 / 100;
- damage += battle->attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
+ {
+ struct status_data *sstatus;
+ struct status_change *sc;
+
+ sstatus = status->get_status_data(src);
+ sc = status->get_sc(src);
+
+ if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
+ int64 temp = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
+ damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
+ if( left ) {
+ temp = battle->calc_base_damage2(sstatus, &sstatus->lhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
+ damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
}
+ }
}
-
+#endif
return damage;
}
/*==========================================
* Calculates card bonuses damage adjustments.
+ * cflag(cardfix flag):
+ * &1 - calc for left hand.
+ * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON).
*------------------------------------------*/
-int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
+int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int cflag, int wflag){
struct map_session_data *sd, *tsd;
short cardfix = 1000, t_class, s_class, s_race2, t_race2;
struct status_data *sstatus, *tstatus;
@@ -858,24 +906,24 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- t_class = status_get_class(target);
- s_class = status_get_class(src);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- s_race2 = status_get_race2(src);
-
+ t_class = status->get_class(target);
+ s_class = status->get_class(src);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
+ s_race2 = status->get_race2(src);
+
switch(attack_type){
case BF_MAGIC:
if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
- cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
+ cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race]) / 100;
if (!(nk&NK_NO_ELEFIX))
- cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
- cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
- cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
- for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
+ cardfix = cardfix*(100+sd->magic_addele[tstatus->def_ele]) / 100;
+ cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100 + sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
+ cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele])/100;
+ for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++) {
if(sd->add_mdmg[i].class_ == t_class) {
- cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
+ cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
break;
}
}
@@ -891,225 +939,217 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
- cardfix=cardfix*(100-ele_fix)/100;
+ cardfix = cardfix * (100 - ele_fix) / 100;
}
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100 - tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
- cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
+ cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100;
break;
}
}
+#ifndef RENEWAL
//It was discovered that ranged defense also counts vs magic! [Skotlex]
- if ( flag&BF_SHORT )
+ if ( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+#endif
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
if( tsd->sc.data[SC_PROTECT_MDEF] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_MDEF]->val1 ) / 100;
- if (cardfix != 1000)
+ if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
break;
case BF_WEAPON:
- t_race2 = status_get_race2(target);
- if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
- {
- short cardfix_ = 1000;
- if(sd->state.arrow_atk)
- {
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
- if (!(nk&NK_NO_ELEFIX))
- {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- cardfix=cardfix*(100+ele_fix)/100;
- }
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
- if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
- }
- else
- { // Melee attack
- if( !battle_config.left_cardfix_to_right )
- {
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
- if (!(nk&NK_NO_ELEFIX)) {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ t_race2 = status->get_race2(target);
+ if( cflag&2 ){
+ if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
+ short cardfix_ = 1000;
+ if( sd->state.arrow_atk ){
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]) / 100;
+ if( !(nk&NK_NO_ELEFIX) ){
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
+ for(i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
- cardfix=cardfix*(100+ele_fix)/100;
+ cardfix = cardfix * (100 + ele_fix) / 100;
}
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
-
- if( left&1 )
- {
- cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
- if (!(nk&NK_NO_ELEFIX)) {
- int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN]) / 100;
+ }else{ // Melee attack
+ if( !battle_config.left_cardfix_to_right ){
+ cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
+ if( !(nk&NK_NO_ELEFIX) ){
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
- ele_fix_lh += sd->left_weapon.addele2[i].rate;
+ ele_fix += sd->right_weapon.addele2[i].rate;
+ }
+ cardfix = cardfix * (100+ele_fix) / 100;
+ }
+ cardfix = cardfix * (100+sd->right_weapon.addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace2[t_race2]) / 100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
+
+ if( cflag&1 ){
+ cardfix_ = cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
+ if (!(nk&NK_NO_ELEFIX)){
+ int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
+ if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix_lh += sd->left_weapon.addele2[i].rate;
+ }
+ cardfix = cardfix * (100+ele_fix_lh) / 100;
}
- cardfix=cardfix*(100+ele_fix_lh)/100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addsize[tstatus->size]) / 100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addrace2[t_race2]) / 100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
+ if( tstatus->race != RC_DEMIHUMAN )
+ cardfix_ = cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ }
+ }else{
+ int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
+ if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->right_weapon.addele2[i].rate;
+ }
+ for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++){
+ if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
+ if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix += sd->left_weapon.addele2[i].rate;
}
- cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
- cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
- cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]) / 100;
+ cardfix = cardfix * (100 + ele_fix) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
- cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace[RC_NONDEMIHUMAN] + sd->left_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
}
}
- else
- {
- int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
- if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix += sd->right_weapon.addele2[i].rate;
- }
- for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
- if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix += sd->left_weapon.addele2[i].rate;
+
+ for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ){
+ if( sd->right_weapon.add_dmg[i].class_ == t_class ){
+ cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
+ break;
}
+ }
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
- cardfix=cardfix*(100+ele_fix)/100;
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
- if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ if( cflag&1 ){
+ for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ){
+ if( sd->left_weapon.add_dmg[i].class_ == t_class ){
+ cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
+ break;
+ }
+ }
}
+#ifndef RENEWAL
+ if( wflag&BF_LONG )
+ cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
+#endif
+ if( (cflag&1) && cardfix_ != 1000 )
+ damage = damage * cardfix_ / 1000;
+ else if( cardfix != 1000 )
+ damage = damage * cardfix / 1000;
}
- for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
- {
- if( sd->right_weapon.add_dmg[i].class_ == t_class )
- {
- cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
- break;
+ }else{
+ // Target side
+ if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
+ if( !(nk&NK_NO_ELEFIX) ){
+ int ele_fix = tsd->subele[s_ele];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele) continue;
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix += tsd->subele2[i].rate;
+ }
+ cardfix = cardfix * (100-ele_fix) / 100;
+ if( cflag&1 && s_ele_ != s_ele ){
+ int ele_fix_lh = tsd->subele[s_ele_];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++){
+ if(tsd->subele2[i].ele != s_ele_) continue;
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix_lh += tsd->subele2[i].rate;
+ }
+ cardfix = cardfix * (100 - ele_fix_lh) / 100;
+ }
}
- }
-
- if( left&1 )
- {
- for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
- {
- if( sd->left_weapon.add_dmg[i].class_ == t_class )
+ cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
+ if( sstatus->race != RC_DEMIHUMAN )
+ cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
+
+ for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ){
+ if( tsd->add_def[i].class_ == s_class )
{
- cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
+ cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
break;
}
}
- }
- if( flag&BF_LONG )
- cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
- if( (left&1) && cardfix_ != 1000 )
- damage = damage * cardfix_ / 1000;
- else if( cardfix != 1000 )
- damage = damage * cardfix / 1000;
+ if( wflag&BF_SHORT )
+ cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
+ else // BF_LONG (there's no other choice)
+ cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
- }else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
- if( !(nk&NK_NO_ELEFIX) )
- {
- int ele_fix = tsd->subele[s_ele];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix=cardfix*(100-ele_fix)/100;
- if( left&1 && s_ele_ != s_ele )
- {
- int ele_fix_lh = tsd->subele[s_ele_];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele_) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix_lh += tsd->subele2[i].rate;
- }
- cardfix=cardfix*(100-ele_fix_lh)/100;
- }
- }
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
- if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ if( tsd->sc.data[SC_PROTECT_DEF] )
+ cardfix = cardfix * (100 - tsd->sc.data[SC_PROTECT_DEF]->val1) / 100;
- for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
- if( tsd->add_def[i].class_ == s_class ) {
- cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
- break;
+ if( cardfix != 1000 )
+ damage = damage * cardfix / 1000;
}
}
-
- if( flag&BF_SHORT )
- cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else // BF_LONG (there's no other choice)
- cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
-
- if( tsd->sc.data[SC_PROTECT_DEF] )
- cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_DEF]->val1 ) / 100;
-
- if( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- }
break;
case BF_MISC:
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
@@ -1120,25 +1160,25 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
- cardfix=cardfix*(100-ele_fix)/100;
+ cardfix = cardfix * (100 - ele_fix) / 100;
}
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix*(100-tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix*(100-tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100 - tsd->subrace[RC_NONDEMIHUMAN]) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
- if( flag&BF_SHORT )
+ if( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else // BF_LONG (there's no other choice)
+ else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 1000)
@@ -1157,7 +1197,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
* &2 - pdef(Pierce defense)
* &4 - tdef(Total defense reduction)
*------------------------------------------*/
-int battle_calc_defense(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int damage, int flag, int pdef){
+int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int flag, int pdef){
struct status_data *sstatus, *tstatus;
struct map_session_data *sd, *tsd;
struct status_change *sc, *tsc;
@@ -1171,10 +1211,10 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
switch(attack_type){
case BF_WEAPON:
@@ -1183,14 +1223,14 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
* def1 = equip def
* def2 = status def
**/
- defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
+ defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = tstatus->def2, vit_def;
-#ifdef RENEWAL
- def1 = status_calc_def2(target, tsc, def1, false); // equip def(RE)
- def2 = status_calc_def(target, tsc, def2, false); // status def(RE)
+#ifdef RENEWAL
+ def1 = status->calc_def2(target, tsc, def1, false); // equip def(RE)
+ def2 = status->calc_def(target, tsc, def2, false); // status def(RE)
#else
- def1 = status_calc_def(target, tsc, def1, false); // equip def(RE)
- def2 = status_calc_def2(target, tsc, def2, false); // status def(RE)
+ def1 = status->calc_def(target, tsc, def1, false); // equip def(RE)
+ def2 = status->calc_def2(target, tsc, def2, false); // status def(RE)
#endif
if( sd ){
@@ -1211,7 +1251,7 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
unsigned char target_count; //256 max targets should be a sane max
- target_count = unit_counttargeted(target);
+ target_count = unit->counttargeted(target);
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
if( !tsc || !tsc->data[SC_STEELBODY] )
@@ -1236,9 +1276,9 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
#else
vit_def = def2;
#endif
- if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
+ if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
src->type == BL_MOB && (i=pc->checkskill(tsd,AL_DP)) > 0)
- vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
+ vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // [orn]
if( src->type == BL_MOB && (i=pc->checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
vit_def += i*5;
@@ -1260,12 +1300,12 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
#ifdef RENEWAL
/**
* RE DEF Reduction
- * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
- * Pierce defence gains 1 atk per def/2
+ * Pierce defense gains 1 atk per def/2
**/
- if( def1 == -400 ) /* being hit by a gazillion units, you hit the jackpot and got -400 which creates a division by 0 and subsequently crashes */
- def1 = -399;
+ if( def1 < -399 ) // it stops at -399
+ def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399
+ //return 1;
if( flag&2 )
damage += def1 >> 1;
@@ -1274,7 +1314,7 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
if( flag&4 )
damage -= (def1 + vit_def);
else
- damage = damage * (4000+def1) / (4000+10*def1) - vit_def;
+ damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);
}
#else
@@ -1296,11 +1336,11 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
defType mdef = tstatus->mdef;
short mdef2= tstatus->mdef2;
#ifdef RENEWAL
- mdef2 = status_calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status_calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = status->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = status->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
#else
- mdef2 = status_calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status_calc_mdef(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = status->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = status->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
#endif
if( flag&1 )
mdef = 0;
@@ -1318,9 +1358,12 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
#ifdef RENEWAL
/**
* RE MDEF Reduction
- * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
**/
- damage = damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
+ if( mdef < -99 ) // it stops at -99
+ mdef = 99; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 99
+ //return 1;
+
+ damage = (int)((100.0f - mdef / (mdef + 100.0f) * 90.0f) / 100.0f * damage - mdef2);
#else
if(battle_config.magic_defense_type)
damage = damage - mdef*battle_config.magic_defense_type - mdef2;
@@ -1333,23 +1376,37 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
return damage;
}
+// Minstrel/Wanderer number check for chorus skills.
+int battle_calc_chorusbonus(struct map_session_data *sd) {
+ int members = 0;
+
+ if (!sd || !sd->status.party_id)
+ return 0;
+
+ members = party->foreachsamemap(party->sub_count_chorus, sd, 0);
+
+ if (members < 3)
+ return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party.
+ if (members > 7)
+ return 5; // Maximum effect possible from 7 or more Minstrel's/Wanderer's
+ return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible
+}
+
int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){
- int i, addedratio;
+ int i;
struct status_change *sc, *tsc;
struct map_session_data *sd, *tsd;
- struct status_data *status, *tstatus;
+ struct status_data *st, *tst;
nullpo_ret(src);
nullpo_ret(target);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- status = status_get_status_data(src);
- tstatus = status_get_status_data(target);
-
- addedratio = skillratio - 100;
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
+ st = status->get_status_data(src);
+ tst = status->get_status_data(target);
switch(attack_type){
case BF_MAGIC:
@@ -1365,7 +1422,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
#endif
break;
case MG_SOULSTRIKE:
- if (battle->check_undead(tstatus->race,tstatus->def_ele))
+ if (battle->check_undead(tst->race,tst->def_ele))
skillratio += 5*skill_lv;
break;
case MG_FIREWALL:
@@ -1412,13 +1469,13 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 10 * skill_lv - 30;
break;
case SL_STIN:
- skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
+ skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
break;
case SL_STUN:
- skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
+ skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
- skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
+ skillratio += -60 + status->get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
@@ -1471,25 +1528,24 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
* Arch Bishop
**/
case AB_JUDEX:
- skillratio += 180 + 20 * skill_lv;
- if (skill_lv > 4) skillratio += 20;
+ skillratio = 300 + 20 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
- skillratio += 400 + 100 * skill_lv;
+ skillratio = 500 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
- skillratio += 100 + 20 * skill_lv;
+ skillratio = 200 + 20 * skill_lv;
break;
/**
* Warlock
**/
- case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster?s INT )} x ( Caster?s Base Level / 100 )] %
- skillratio += 300 + 100 * skill_lv + status_get_int(src);
+ case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] %
+ skillratio = 100 * (skill_lv + 4) + st->int_;
RE_LVL_DMOD(100);
break;
- case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster’s Base Level / 100 )] %
+ case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] %
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
@@ -1532,14 +1588,14 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( sd && sd->status.party_id ){
struct map_session_data* psd;
- int static p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
+ int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
c = 0;
memset (p_sd, 0, sizeof(p_sd));
- party_foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
- c = ( c > 1 ? rand()%c : 0 );
+ party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
+ c = ( c > 1 ? rnd()%c : 0 );
- if( (psd = iMap->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
+ if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
RE_LVL_DMOD(120);
skillratio += 2500;
@@ -1554,7 +1610,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 * flag;
break;
case WL_EARTHSTRAIN:
- skillratio += 1900 + 100 * skill_lv;
+ skillratio = 2000 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
@@ -1567,107 +1623,91 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
- skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
+ skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50));
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
{
- int16 lv = skill_lv;
+ uint16 lv = skill_lv;
int bandingBonus = 0;
if( sc && sc->data[SC_BANDING] )
bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
}
- break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
- if( sd ) {
- skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
- } else
- skillratio += 1900; //2000%
break;
- case WM_METALICSOUND:
- skillratio += 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ) - 100;
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
+ skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_;
+ else
+ skillratio = 0;
break;
- /*case WM_SEVERE_RAINSTORM:
- skillratio += 50 * skill_lv;
+ case WM_METALICSOUND:
+ skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 );
+ RE_LVL_DMOD(100);
break;
-
- WM_SEVERE_RAINSTORM just set a unit place,
- refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
- */
case WM_REVERBERATION_MAGIC:
- // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
- skillratio += 100 * (sd ? pc->checkskill(sd, WM_REVERBERATION) : 1);
+ skillratio = 100 * skill_lv + 100;
RE_LVL_DMOD(100);
break;
case SO_FIREWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
+ skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2;
break;
case SO_ELECTRICWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level / 2 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2;
break;
case SO_EARTHGRAVE:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_SEISMICWEAPON) : 10 ) + status_get_int(src) * skill_lv );
+ skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1);
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_DIAMONDDUST:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 10 ) + status_get_int(src) * skill_lv );
- RE_LVL_DMOD(100);
+ skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100;
if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
+ skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5;
break;
case SO_POISON_BUSTER:
- skillratio += 1100 + 300 * skill_lv;
+ skillratio += 900 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_PSYCHIC_WAVE:
- skillratio += -100 + skill_lv * 70 + (status_get_int(src) * 3);
+ skillratio = 70 * skill_lv + 3 * st->int_;
RE_LVL_DMOD(100);
- if( sc ){
- if( sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
- else if(sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
- else if(sc->data[SC_BLAST_OPTION] )
- skillratio += sc->data[SC_BLAST_OPTION]->val2;
- else if(sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
- }
+ if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION]
+ || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) )
+ skillratio += skillratio * 20 / 100;
break;
- case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
+ case SO_VARETYR_SPEAR:
skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5;
break;
case SO_CLOUD_KILL:
- skillratio += -100 + skill_lv * 40;
+ skillratio = 40 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
- break;
- case GN_DEMONIC_FIRE:
- if( skill_lv > 20)
- { // Fire expansion Lv.2
- skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
- }
- else if( skill_lv > 10 )
- { // Fire expansion Lv.1
- skillratio += 110 + 20 * (skill_lv - 10) / 2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
+ break;
+ case GN_DEMONIC_FIRE: {
+ int fire_expansion_lv = skill_lv / 100;
+ skill_lv = skill_lv % 100;
+ skillratio = 110 + 20 * skill_lv;
+ if ( fire_expansion_lv == 1 )
+ skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
+ else if ( fire_expansion_lv == 2 )
+ skillratio += status_get_int(src) * 10;
}
- else
- skillratio += 110 + 20 * skill_lv;
break;
- // Magical Elemental Spirits Attack Skills
+ // Magical Elemental Spirits Attack Skills
case EL_FIRE_MANTLE:
case EL_WATER_SCREW:
skillratio += 900;
@@ -1686,9 +1726,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 1100;
break;
case MH_ERASER_CUTTER:
- if(skill_lv%2) skillratio += 400; //600:800:1000
- else skillratio += 700; //1000:1200
- skillratio += 100 * skill_lv;
+ skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
break;
case MH_XENO_SLASHER:
if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
@@ -1788,7 +1826,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 30 * skill_lv;
break;
case AS_SONICBLOW:
- skillratio += -50 + 5 * skill_lv;
+ skillratio += 300 + 40 * skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
@@ -1866,7 +1904,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
#ifndef RENEWAL
case MO_EXTREMITYFIST:
{ //Overflow check. [Skotlex]
- unsigned int ratio = skillratio + 100*(8 + status->sp/10);
+ unsigned int ratio = skillratio + 100*(8 + st->sp/10);
//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
skillratio = (unsigned short)ratio;
@@ -1922,8 +1960,12 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
#ifndef RENEWAL
case ASC_BREAKER:
skillratio += 100*skill_lv-100;
- break;
+ #else
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE:
+ skillratio += 50 * skill_lv;
#endif
+ break;
case PA_SACRIFICE:
skillratio += 10 * skill_lv - 10;
break;
@@ -1954,10 +1996,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
- skillratio += 10 * status_get_lv(src) / 3; //Tumble bonus
- if (flag)
- {
- skillratio += 10 * status_get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
+ skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus
+ if (flag) {
+ skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
if( sc && sc->data[SC_STRUP] ) // Spurt bonus
skillratio *= 2;
}
@@ -1966,16 +2007,21 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 50 * skill_lv;
break;
case GS_BULLSEYE:
- //Only works well against brute/demihumans non bosses.
- if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- && !(tstatus->mode&MD_BOSS))
+ //Only works well against brute/demi-humans non bosses.
+ if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN)
+ && !(tst->mode&MD_BOSS))
skillratio += 400;
break;
case GS_TRACKING:
skillratio += 100 * (skill_lv+1);
break;
case GS_PIERCINGSHOT:
- skillratio += 20 * skill_lv;
+#ifdef RENEWAL
+ if( sd && sd->weapontype1 == W_RIFLE )
+ skillratio += 50 + 30 * skill_lv;
+ else
+#endif
+ skillratio += 20 * skill_lv;
break;
case GS_RAPIDSHOWER:
skillratio += 10 * skill_lv;
@@ -2008,6 +2054,11 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case NJ_KIRIKAGE:
skillratio += 100 * (skill_lv-1);
break;
+#ifdef RENEWAL
+ case NJ_KUNAI:
+ skillratio += 50 + 150 * skill_lv;
+ break;
+#endif
case KN_CHARGEATK:
{
int k = (flag-1)/3; //+100% every 3 cells of distance
@@ -2031,8 +2082,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += ((skill_lv-1)%5+1) * 100;
break;
case RK_SONICWAVE:
- skillratio += -100 + 100 * (skill_lv + 5);
- skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
+ skillratio = (skill_lv + 5) * 100;
+ skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
skillratio += 500 + (80 * skill_lv);
@@ -2041,43 +2092,34 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == IT_WEAPON )
skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
- skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
+ skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
}
break;
case RK_WINDCUTTER:
- skillratio += -100 + 50 * (skill_lv + 2);
+ skillratio = (skill_lv + 2) * 50;
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
- i = distance_bl(src,target);
- if( i < 2 )
- skillratio += 300 * skill_lv;
- else if( i < 4 )
- skillratio += 250 * skill_lv;
- else
- skillratio += 200 * skill_lv;
- skillratio = (skillratio - 100) * (100 + (status_get_lv(src)-100)) / 100;
- if( status->rhw.ele == ELE_FIRE )
- skillratio += 100 * skill_lv;
- break;
- case RK_CRUSHSTRIKE:
- if( sd )
- {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
- short index = sd->equip_index[EQI_HAND_R];
- if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += -100 + sd->inventory_data[index]->weight/10 + status->rhw.atk +
- 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
- }
+ i = distance_bl(src,target);
+ if( i < 2 )
+ skillratio = 300 * skill_lv;
+ else if( i < 4 )
+ skillratio = 250 * skill_lv;
+ else
+ skillratio = 200 * skill_lv;
+ skillratio = skillratio * status->get_lv(src) / 100;
+ if( st->rhw.ele == ELE_FIRE )
+ skillratio += 100 * skill_lv;
break;
case RK_STORMBLAST:
- skillratio += -100 + 100 * (sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (status_get_int(src) / 4);
+ skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100;
break;
case RK_PHANTOMTHRUST:
- skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
+ skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
RE_LVL_DMOD(150);
break;
/**
- * GC Guilotine Cross
+ * GC Guillotine Cross
**/
case GC_CROSSIMPACT:
skillratio += 900 + 100 * skill_lv;
@@ -2090,10 +2132,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
skillratio += 200 + (100 * skill_lv);
RE_LVL_DMOD(120);
- skillratio += status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4;
break;
case GC_ROLLINGCUTTER:
- skillratio += -50 + 50 * skill_lv;
+ skillratio = 50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
@@ -2126,127 +2167,142 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 + 100 * skill_lv;
break;
case RA_WUGDASH:// ATK 300%
- skillratio += 200;
+ skillratio = 300;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGSTRIKE:
- skillratio += -100 + 200 * skill_lv;
+ skillratio = 200 * skill_lv;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGBITE:
skillratio += 300 + 200 * skill_lv;
if ( skill_lv == 5 ) skillratio += 100;
break;
case RA_SENSITIVEKEEN:
- skillratio += 50 * skill_lv;
+ skillratio = 150 * skill_lv;
break;
/**
* Mechanic
**/
case NC_BOOSTKNUCKLE:
- skillratio += 100 + 100 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = skill_lv * 100 + 200 + st->dex;
+ RE_LVL_DMOD(120);
break;
case NC_PILEBUNKER:
- skillratio += 200 + 100 * skill_lv + status_get_str(src);
+ skillratio = skill_lv*100 + 300 + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_VULCANARM:
- skillratio += -100 + 70 * skill_lv + status_get_dex(src);
+ skillratio = 70 * skill_lv + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
+ skillratio += 200 + 100 * skill_lv + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_ARMSCANNON:
- switch( tstatus->size ) {
- case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
- case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
- case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
+ switch( tst->size ) {
+ case SZ_MEDIUM: skillratio = 300 + 350 * skill_lv; break; // Medium
+ case SZ_SMALL: skillratio = 300 + 400 * skill_lv; break; // Small
+ case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large
}
- RE_LVL_DMOD(100);
- //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
+ RE_LVL_DMOD(120);
break;
case NC_AXEBOOMERANG:
- skillratio += 60 + 40 * skill_lv;
+ skillratio = 250 + 50 * skill_lv;
if( sd ) {
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
+ skillratio += sd->inventory_data[index]->weight / 10;
}
RE_LVL_DMOD(100);
break;
case NC_POWERSWING:
- skillratio += 80 + 20 * skill_lv + status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;
break;
case NC_AXETORNADO:
- skillratio += 100 + 100 * skill_lv + status_get_vit(src);
+ skillratio = 200 + 100 * skill_lv + st->vit;
RE_LVL_DMOD(100);
+ if( st->rhw.ele == ELE_WIND )
+ skillratio = skillratio * 125 / 100;
+ if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
+ skillratio = skillratio * 75 / 100;
break;
case SC_FATALMENACE:
- skillratio += 100 * skill_lv;
+ skillratio = 100 * (skill_lv+1) * status->get_lv(src) / 100;
break;
case SC_TRIANGLESHOT:
- skillratio += 270 + 30 * skill_lv;
+ skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ) * status->get_lv(src) / 120;
break;
case SC_FEINTBOMB:
- skillratio += 100 + 100 * skill_lv;
+ skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10 * status->get_lv(src) / 120;
break;
- case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
- skillratio += -100 + (50 + status_get_str(src)) * skill_lv;
+ case LG_CANNONSPEAR:
+ skillratio = (50 + st->str) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
- skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc->checkskill(sd,SM_BASH):1)));
+ skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10);
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
- skillratio += 60 + 43 * skill_lv;
+ skillratio = 150 * skill_lv + st->str;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio += sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_PINPOINTATTACK:
- skillratio += -100 + ((100 * skill_lv) + (10 * status_get_agi(src)) );
- RE_LVL_DMOD(100);
+ skillratio = 100 * skill_lv + 5 * st->agi;
+ RE_LVL_DMOD(120);
break;
case LG_RAGEBURST:
- if( sd && sd->spiritball_old )
- skillratio += -100 + (sd->spiritball_old * 200);
- else
- skillratio += -100 + 15 * 200;
+ if( sc ){
+ skillratio += -100 + (status_get_max_hp(src) - status_get_hp(src)) / 100 + sc->fv_counter * 200;
+ clif->millenniumshield(src, (sc->fv_counter = 0));
+ }
RE_LVL_DMOD(100);
break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
- if( sd ) {
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 1 ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
- skillratio += shield_data->def * 10;
- } else
- skillratio += 2400; //2500%
+ skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit;
+ }
+ else
+ skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech]
break;
case LG_MOONSLASHER:
- skillratio += -100 + (120 * skill_lv + ((sd) ? pc->checkskill(sd,LG_OVERBRAND) : 5) * 80);
+ skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
- skillratio += -100 + 400 * skill_lv + (pc->checkskill(sd,CR_SPEARQUICKEN) * 30);
- RE_LVL_DMOD(100);
+ skillratio += -100 + 50 * (((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1) + 8 * skill_lv);
+ RE_LVL_DMOD(150);
break;
case LG_OVERBRAND_BRANDISH:
- skillratio += -100 + 300 * skill_lv + (2 * (status_get_str(src) + status_get_dex(src)) / 3);
- RE_LVL_DMOD(100);
+ skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
+ RE_LVL_DMOD(150);
break;
case LG_OVERBRAND_PLUSATK:
- skillratio += -100 + 150 * skill_lv;
+ skillratio += -100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
- skillratio += 200 + 300 * skill_lv;
+ skillratio = 300 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
- skillratio = (skillratio + 100) * skill_lv;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
@@ -2284,7 +2340,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
int hp = status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
sp = status_get_max_sp(src) * (6 + skill_lv) / 100;
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
- skillratio += -100 + hp+sp / 2;
+ skillratio += -100 + (hp+sp) / 2;
else
skillratio += -100 + (hp+sp) / 4;
RE_LVL_DMOD(100);
@@ -2292,15 +2348,17 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case SR_RAMPAGEBLASTER:
skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
+ if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
RE_LVL_DMOD(120);
- }else
+ } else {
RE_LVL_DMOD(150);
+ }
break;
case SR_KNUCKLEARROW:
- if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
+ if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) {
+ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
+ skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
@@ -2308,7 +2366,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + status_get_lv(src) + status_get_dex(src);
+ skillratio = status->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
@@ -2328,74 +2386,77 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(150);
break;
case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
- if( (status->rhw.ele) == ELE_WIND || (status->lhw.ele) == ELE_WIND )
+ if( (st->rhw.ele) == ELE_WIND || (st->lhw.ele) == ELE_WIND )
skillratio += skill_lv * 50;
skillratio += -100 + 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_REVERBERATION_MELEE:
- // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
- skillratio += 200 + 100 * pc->checkskill(sd, WM_REVERBERATION);
+ skillratio += 200 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
- skillratio += -100 + (status_get_dex(src) + status_get_agi(src)) * (skill_lv * 2);
+ skillratio = (st->agi + st->dex) * skill_lv / 5;
RE_LVL_DMOD(100);
- skillratio /= 10;
break;
case WM_GREAT_ECHO:
- skillratio += 800 + 100 * skill_lv;
- if( sd ) { // Still need official value [pakpil]
- short lv = (short)skill_lv;
- skillratio += 100 * skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0);
- }
- break;
- case WM_SOUND_OF_DESTRUCTION:
- skillratio += 400;
+ {
+ int chorusbonus = battle->calc_chorusbonus(sd);
+ skillratio += 300 + 200 * skill_lv;
+ //Chorus bonus don't count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech]
+ if (chorusbonus >= 1 && chorusbonus <= 5)
+ skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
+ RE_LVL_DMOD(100);
+ }
break;
case GN_CART_TORNADO:
- // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
- skillratio += -100 + 50 * skill_lv;
- if( sd && sd->cart_weight)
- skillratio += sd->cart_weight/10 / max(150-status_get_str(src),1) + pc->checkskill(sd, GN_REMODELING_CART) * 50;
+ {
+ int strbonus = st->str; // FIXME Supposed to take only base STR, but current code wont allow that. So well just take STR for now. [Rytech]
+ if ( strbonus > 130 ) // Max base stat limit on official is 130. So well allow no higher then 125 STR here. This limit prevents
+ strbonus = 130; // the division from going any lower then 30 so the server wont divide by 0 if someone has 150 STR.
+ skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / (150 - strbonus) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5);
+ }
break;
case GN_CARTCANNON:
- // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
- skillratio += -100 + 60 * skill_lv;
- if( sd ) skillratio += pc->checkskill(sd, GN_REMODELING_CART) * 50 * (status_get_int(src) / 40);
+ skillratio = 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40) + 60 * skill_lv;
break;
case GN_SPORE_EXPLOSION:
- skillratio += 200 + 100 * skill_lv;
- break;
+ skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100;
case GN_CRAZYWEED_ATK:
skillratio += 400 + 100 * skill_lv;
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) {
- case 13260: // Apple Bomob
- case 13261: // Coconut Bomb
- case 13262: // Melon Bomb
- case 13263: // Pinapple Bomb
- skillratio += 400; // Unconfirded
+ case ITEMID_APPLE_BOMB:
+ skillratio = st->str + st->dex + 300;
+ break;
+ case ITEMID_MELON_BOMB:
+ skillratio = st->str + st->dex + 500;
+ break;
+ case ITEMID_COCONUT_BOMB:
+ case ITEMID_PINEAPPLE_BOMB:
+ case ITEMID_BANANA_BOMB:
+ skillratio = st->str + st->dex + 800;
+ break;
+ case ITEMID_BLACK_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump
+ break;
+ case ITEMID_BLACK_HARD_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump
break;
- case 13264: // Banana Bomb 2000%
- skillratio += 1900;
+ case ITEMID_VERY_HARD_LUMP:
+ skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump
break;
- case 13265: skillratio -= 75; break; // Black Lump 25%
- case 13266: skillratio -= 25; break; // Hard Black Lump 75%
- case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
}
- } else
- skillratio += 300; // Bombs
+ }
break;
case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
- // Physical Elemantal Spirits Attack Skills
+ // Physical Elemental Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
case EL_FIRE_BOMB_ATK:
case EL_STONE_RAIN:
@@ -2427,7 +2488,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(120);
if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
- skillratio += status_get_lv(src) * skill_lv;
+ skillratio += status->get_lv(src) * skill_lv;
case KO_HUUMARANKA:
skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
break;
@@ -2454,13 +2515,43 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += -100 + 100 * skill_lv;
break;
}
- if( sc && sc->data[SC_EDP] ){
- skillratio -= addedratio;
- if( skill_id == AS_SONICBLOW ||
- skill_id == GC_COUNTERSLASH ||
- skill_id == GC_CROSSIMPACT )
- skillratio >>= 1;
- skillratio += addedratio;
+ //Skill damage modifiers that stack linearly
+ if(sc && skill_id != PA_SACRIFICE){
+#ifdef RENEWAL_EDP
+ if( sc->data[SC_EDP] ){
+ if( skill_id == AS_SONICBLOW ||
+ skill_id == GC_COUNTERSLASH ||
+ skill_id == GC_CROSSIMPACT )
+ skillratio >>= 1;
+ }
+#endif
+ if(sc->data[SC_OVERTHRUST])
+ skillratio += sc->data[SC_OVERTHRUST]->val3;
+ if(sc->data[SC_OVERTHRUSTMAX])
+ skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
+ if(sc->data[SC_BERSERK])
+#ifndef RENEWAL
+ skillratio += 100;
+#else
+ skillratio += 200;
+ if( sc->data[SC_TRUESIGHT] )
+ skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
+ if( sc->data[SC_LKCONCENTRATION] )
+ skillratio += sc->data[SC_LKCONCENTRATION]->val2;
+ if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 )
+ skillratio += skillratio * (10 + 2 * i) / 100;
+#endif
+ if( (!skill_id || skill_id == KN_AUTOCOUNTER) && sc->data[SC_CRUSHSTRIKE] ){
+ if( sd )
+ {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
+ short index = sd->equip_index[EQI_HAND_R];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
+ skillratio += -100 + sd->inventory_data[index]->weight/10 + st->rhw.atk +
+ 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
+ }
+ status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
+ skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
+ }
}
}
if( skillratio < 1 )
@@ -2468,14 +2559,13 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
return skillratio;
}
/*==========================================
- * Check dammage trough status.
- * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
+ * Check damage trough status.
+ * ATK may be MISS, BLOCKED FAIL, reduce, increase, end status...
* After this we apply bg/gvg reduction
*------------------------------------------*/
-int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv)
-{
+int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
struct map_session_data *sd = NULL;
- struct status_change *sc;
+ struct status_change *sc, *tsc;
struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
@@ -2483,9 +2573,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( !damage )
return 0;
- if( battle_config.ksprotection && mob_ksprotected(src, bl) )
+ if( battle_config.ksprotection && mob->ksprotected(src, bl) )
return 0;
-
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
@@ -2501,7 +2590,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if(!damage) return 0;
}
- sc = status_get_sc(bl);
+ sc = status->get_sc(bl);
+ tsc = status->get_sc(src);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
@@ -2522,7 +2612,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
skill_id == MG_SOULSTRIKE ||
skill_id == WL_SOULEXPANSION ||
(skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
+ (!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_id == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
@@ -2533,8 +2623,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
}
- if(sc->data[SC_ZEPHYR] &&
- flag&(BF_LONG|BF_SHORT)){
+ if( sc->data[SC_ZEPHYR] && ((flag&BF_LONG) || rand()%100 < 10) ) {
d->dmg_lv = ATK_BLOCK;
return 0;
}
@@ -2542,30 +2631,38 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
- uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
+ uint16 src_skill_id = sc->data[SC_SAFETYWALL]->val2;
if (group) {
- if(skill_id == MH_STEINWAND){
- if (--group->val2<=0)
- skill->del_unitgroup(group,ALC_MARK);
- d->dmg_lv = ATK_BLOCK;
- return 0;
+ d->dmg_lv = ATK_BLOCK;
+ if(src_skill_id == MH_STEINWAND){
+ if (--group->val2<=0)
+ skill->del_unitgroup(group,ALC_MARK);
+ if( (group->val3 - damage) > 0 )
+ group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
+ else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
+ }
+ if( skill_id == SO_ELEMENTAL_SHIELD ) {
+ if ( ( group->val2 - damage) > 0 ) {
+ group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
+ } else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
}
/**
* in RE, SW possesses a lifetime equal to 3 times the caster's health
**/
#ifdef RENEWAL
- d->dmg_lv = ATK_BLOCK;
if ( ( group->val2 - damage) > 0 ) {
- group->val2 -= damage;
+ group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
} else
skill->del_unitgroup(group,ALC_MARK);
- return 0;
#else
if (--group->val2<=0)
skill->del_unitgroup(group,ALC_MARK);
- d->dmg_lv = ATK_BLOCK;
- return 0;
#endif
+ return 0;
}
status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
}
@@ -2574,11 +2671,26 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
d->dmg_lv = ATK_BLOCK;
return 0;
}
+ if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) {
+ // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2
+ int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + sd->status.job_level / 5) / 2;
+ status->heal(bl, 0, sp, 3);
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
{
clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
d->dmg_lv = ATK_BLOCK;
- sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
+ sc_start2(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
+ return 0;
+ }
+ if( sc->data[SC_HOVERING] && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL || skill_id == SR_WINDMILL) ) {
+ d->dmg_lv = ATK_BLOCK;
return 0;
}
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
@@ -2592,23 +2704,23 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
delay = 200;
else
delay = 100;
- unit_set_walkdelay(bl, iTimer->gettick(), delay, 1);
+ unit->set_walkdelay(bl, timer->gettick(), delay, 1);
if(sc->data[SC_CR_SHRINK] && rnd()%100<5*sce->val1)
skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
+ d->dmg_lv = ATK_MISS;
return 0;
}
if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
- sce->val3 -= damage; // absorb damage
+ sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
d->dmg_lv = ATK_BLOCK;
- sc_start(bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
+ sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stunned when one shield is broken.
if( sce->val3 <= 0 ) { // Shield Down
sce->val2--;
if( sce->val2 > 0 ) {
- if( sd )
- clif->millenniumshield(sd,sce->val2);
+ clif->millenniumshield(bl,sce->val2);
sce->val3 = 1000; // Next Shield
} else
status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
@@ -2629,21 +2741,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge.
clif->skill_nodamage(bl,bl,TK_DODGE,1,1);
if (!sc->data[SC_COMBOATTACK])
- sc_start4(bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
+ sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return 0;
}
- if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
+ if((sc->data[SC_HERMODE] || sc->data[SC_HOVERING]) && flag&BF_MAGIC)
return 0;
if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
- if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
- d->dmg_lv = ATK_MISS;
- return 0;
- }
-
if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif->specialeffect(bl, 462, AREA);
@@ -2662,9 +2769,9 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if (((sce=sc->data[SC_NJ_UTSUSEMI]) || sc->data[SC_NJ_BUNSINJYUTSU])
&& flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
- skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, iTimer->gettick() );
- if( !status_isdead(src) )
- skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, iTimer->gettick() );
+ skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, timer->gettick() );
+ if( !status->isdead(src) )
+ skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, timer->gettick() );
if (sce) {
clif->specialeffect(bl, 462, AREA);
skill->blown(src,bl,sce->val3,-1,0);
@@ -2703,7 +2810,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
}
- if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
+ if( tsd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){
switch(tsd->status.weapon){
case W_MACE:
case W_2HMACE:
@@ -2744,32 +2851,37 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
#endif
if(sc->data[SC_DEFENDER] &&
- (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
+ ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION))
damage = damage * ( 100 - sc->data[SC_DEFENDER]->val2 ) / 100;
if(sc->data[SC_GS_ADJUSTMENT] &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= damage * 20 / 100;
- if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
- if(flag&BF_SKILL) //25% reduction
- damage -= damage * 25 / 100;
+ if(sc->data[SC_FOGWALL]) {
+ if(flag&BF_SKILL) { //25% reduction
+ if ( !(skill->get_inf(skill_id)&INF_GROUND_SKILL) && !(skill->get_nk(skill_id)&NK_SPLASH) )
+ damage -= 25*damage/100;
+ }
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage >>= 2; //75% reduction
}
+ if ( sc->data[SC_WATER_BARRIER] )
+ damage = damage * ( 100 - 20 ) / 100;
+
// Compressed code, fixed by map.h [Epoque]
if (src->type == BL_MOB) {
int i;
if (sc->data[SC_MANU_DEF])
- for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
- if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
+ for (i=0;ARRAYLENGTH(mob->manuk)>i;i++)
+ if (mob->manuk[i]==((TBL_MOB*)src)->class_) {
damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
break;
}
if (sc->data[SC_SPL_DEF])
- for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
- if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
+ for (i=0;ARRAYLENGTH(mob->splendide)>i;i++)
+ if (mob->splendide[i]==((TBL_MOB*)src)->class_) {
damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
break;
}
@@ -2779,17 +2891,19 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
sce->val3&flag && sce->val4&flag)
damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
+ if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
#ifdef RENEWAL
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
+ ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
+ (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
+ ) )
{
- struct status_data *status = status_get_status_data(bl);
- int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
+ struct status_data *sstatus = status->get_status_data(bl);
+ int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
+ if (!status->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
damage -= damage * (6 * (1+per)) / 100;
@@ -2801,11 +2915,14 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage -= damage * sc->data[SC_PAIN_KILLER]->val3 / 100;
}
if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
- skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,iTimer->gettick(),0);
+ skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
}
+ if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
+ damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
+
if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
- sce->val2 -= damage;
+ sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if( src->type == BL_PC ) {
TBL_PC *ssd = BL_CAST(BL_PC, src);
if (ssd && ssd->status.weapon != W_BOW)
@@ -2814,7 +2931,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
// 30% chance to reduce monster's ATK by 25% for 10 seconds.
if( src->type == BL_MOB )
- sc_start(src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
+ sc_start(bl,src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
if( sce->val2 <= 0 )
status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
}
@@ -2838,12 +2955,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
//Finally Kyrie because it may, or not, reduce damage to 0.
if((sce = sc->data[SC_KYRIE]) && damage > 0){
- sce->val2-=damage;
+ sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
if(sce->val2>=0)
damage=0;
else
- damage=-sce->val2;
+ damage=-sce->val2;
}
if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
@@ -2858,10 +2975,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
int dx[8]={0,-1,-1,-1,0,1,1,1};
int dy[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = iMap->calc_dir(bl, src->x, src->y);
- if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
+ uint8 dir = map->calc_dir(bl, src->x, src->y);
+ if( unit->movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
clif->slide(bl,src->x-dx[dir],src->y-dy[dir]);
- unit_setdir(bl, dir);
+ unit->setdir(bl, dir);
}
d->dmg_lv = ATK_DEF;
status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
@@ -2872,42 +2989,23 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
//(since battle_drain is strictly for players currently)
if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
rnd()%100 < sce->val3)
- status_heal(src, damage*sce->val4/100, 0, 3);
+ status->heal(src, damage*sce->val4/100, 0, 3);
- if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
- pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
- if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
- TBL_HOM *hd = BL_CAST(BL_HOM,bl);
- if (hd) homun->addspiritball(hd, 10); //add a sphere
- }
+ if( (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON
+ && rnd()%100 < sce->val2 && sc->fv_counter <= sce->val3 )
+ clif->millenniumshield(bl, sc->fv_counter++);
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(bl, src); // Deadly infect attacked side
-
- if( sc && sc->data[SC__SHADOWFORM] ) {
- struct block_list *s_bl = iMap->id2bl(sc->data[SC__SHADOWFORM]->val2);
- if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- } else if( status_isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if( s_bl->type == BL_PC )
- ((TBL_PC*)s_bl)->shadowform_id = 0;
- } else {
- if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if( s_bl->type == BL_PC )
- ((TBL_PC*)s_bl)->shadowform_id = 0;
- } else {
- status_damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, iTimer->gettick(), 500, 500, damage, -1, 0, 0), 0);
- return ATK_NONE;
- }
- }
+ if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
+ TBL_HOM *hd = BL_CAST(BL_HOM,bl);
+ if (hd) homun->addspiritball(hd, 10); //add a sphere
}
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
+ status->change_spread(bl, src); // Deadly infect attacked side
}
//SC effects from caster side.
- sc = status_get_sc(src);
+ sc = status->get_sc(src);
if (sc && sc->count) {
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
@@ -2919,24 +3017,33 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
)
- for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
- if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
+ for (i=0;ARRAYLENGTH(mob->manuk)>i;i++)
+ if (((TBL_MOB*)bl)->class_==mob->manuk[i]) {
damage += damage * sce->val1 / 100;
break;
}
if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
)
- for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
- if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
+ for (i=0;ARRAYLENGTH(mob->splendide)>i;i++)
+ if (((TBL_MOB*)bl)->class_==mob->splendide[i]) {
damage += damage * sce->val1 / 100;
break;
}
}
- if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
- sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(src, bl);
+ if( tsc->data[SC_POISONINGWEAPON] ) {
+ short rate = 100;
+ struct status_data *tstatus = status->get_status_data(bl);
+ if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) {
+ if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech]
+ rate = 100 - tstatus->int_ * 4 / 5;
+ sc_start(src,bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
+ }
+ }
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
+ status->change_spread(src, bl);
+ if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0)
+ skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY );
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
@@ -2945,7 +3052,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
/* no data claims these settings affect anything other than players */
if( damage && sd && bl->type == BL_PC ) {
switch( skill_id ) {
- //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so dont worry about it */
+ //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
@@ -2953,16 +3060,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
default:
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
- damage = damage * map[bl->m].weapon_damage_rate / 100;
+ damage = damage * map->list[bl->m].weapon_damage_rate / 100;
if (flag&BF_MAGIC)
- damage = damage * map[bl->m].magic_damage_rate / 100;
+ damage = damage * map->list[bl->m].magic_damage_rate / 100;
if (flag&BF_MISC)
- damage = damage * map[bl->m].misc_damage_rate / 100;
+ damage = damage * map->list[bl->m].misc_damage_rate / 100;
} else { //Normal attacks get reductions based on range.
if (flag & BF_SHORT)
- damage = damage * map[bl->m].short_damage_rate / 100;
+ damage = damage * map->list[bl->m].short_damage_rate / 100;
if (flag & BF_LONG)
- damage = damage * map[bl->m].long_damage_rate / 100;
+ damage = damage * map->list[bl->m].long_damage_rate / 100;
}
if(!damage) damage = 1;
break;
@@ -2978,11 +3085,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage = div_;
}
- if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
+ if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) {
if (damage > 0 )
- mobskill_event((TBL_MOB*)bl,src,iTimer->gettick(),flag);
+ mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),flag);
if (skill_id)
- mobskill_event((TBL_MOB*)bl,src,iTimer->gettick(),MSC_SKILLUSED|(skill_id<<16));
+ mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),MSC_SKILLUSED|(skill_id<<16));
}
if( sd ) {
if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
@@ -2991,12 +3098,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
- else if( (sstatus = status_get_status_data(src)) ) {
+ else if( (sstatus = status->get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
}
else if( element == -2 ) //Use enchantment's element
- element = status_get_attack_sc_element(src,status_get_sc(src));
+ element = status_get_attack_sc_element(src,status->get_sc(src));
else if( element == -3 ) //Use random element
element = rnd()%ELE_MAX;
if( element == ELE_FIRE || element == ELE_WATER )
@@ -3010,7 +3117,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
/*==========================================
* Calculates BG related damage adjustments.
*------------------------------------------*/
-int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
+int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
{
if( !damage )
return 0;
@@ -3028,10 +3135,9 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
-int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
-{
+int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) {
struct mob_data* md = BL_CAST(BL_MOB, bl);
- int class_ = status_get_class(bl);
+ int class_ = status->get_class(bl);
if (!damage) //No reductions to make.
return 0;
@@ -3050,7 +3156,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
}
}
if(src->type != BL_MOB) {
- struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(status_get_guild_id(src));
+ struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(status->get_guild_id(src));
if (class_ == MOBID_EMPERIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0 ))
return 0;
@@ -3065,6 +3171,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
+ case NC_SELFDESTRUCTION:
break;
default:
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
@@ -3081,8 +3188,8 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
/*==========================================
* HP/SP drain calculation
*------------------------------------------*/
-int battle_calc_drain(int damage, int rate, int per) {
- int diff = 0;
+int battle_calc_drain(int64 damage, int rate, int per) {
+ int64 diff = 0;
if (per && rnd()%1000 < rate) {
diff = (damage * per) / 100;
@@ -3093,7 +3200,7 @@ int battle_calc_drain(int damage, int rate, int per) {
diff = -1;
}
}
- return diff;
+ return (int)cap_value(diff,INT_MIN,INT_MAX);
}
/*==========================================
@@ -3104,7 +3211,7 @@ void battle_consume_ammo(TBL_PC*sd, int skill_id, int lv) {
if (!battle_config.arrow_decrement)
return;
- if (skill) {
+ if (skill_id) {
qty = skill->get_ammo_qty(skill_id, lv);
if (!qty) qty = 1;
}
@@ -3123,19 +3230,26 @@ int battle_range_type(struct block_list *src, struct block_list *target, uint16
return BF_SHORT;
return BF_LONG;
}
+
+ if (skill_id == SR_GATEOFHELL) {
+ if (skill_lv < 5)
+ return BF_SHORT;
+ else
+ return BF_LONG;
+ }
+
//based on used skill's range
if (skill->get_range2(src, skill_id, skill_lv) < 5)
return BF_SHORT;
return BF_LONG;
}
int battle_adjust_skill_damage(int m, unsigned short skill_id) {
-
- if( map[m].skill_count ) {
+ if( map->list[m].skill_count ) {
int i;
- ARR_FIND(0, map[m].skill_count, i, map[m].skills[i]->skill_id == skill_id );
+ ARR_FIND(0, map->list[m].skill_count, i, map->list[m].skills[i]->skill_id == skill_id );
- if( i < map[m].skill_count ) {
- return map[m].skills[i]->modifier;
+ if( i < map->list[m].skill_count ) {
+ return map->list[m].skills[i]->modifier;
}
}
@@ -3146,7 +3260,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
int i;
if (!sd->skillblown[0].id)
return 0;
- //Apply the bonus blewcount. [Skotlex]
+ //Apply the bonus blow count. [Skotlex]
for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
if (sd->skillblown[i].id == skill_id)
return sd->skillblown[i].val;
@@ -3154,7 +3268,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
return 0;
}
//For quick div adjustment.
-#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
+#define damage_div_fix(dmg, div) do { if ((div) > 1) (dmg)*=(div); else if ((div) < 0) (div)*=-1; } while(0)
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------*/
@@ -3164,11 +3278,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
unsigned int skillratio = 100; //Skill dmg modifiers.
TBL_PC *sd;
-// TBL_PC *tsd;
- struct status_change *sc, *tsc;
+ struct status_change *sc;
struct Damage ad;
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
@@ -3177,11 +3290,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
memset(&ad,0,sizeof(ad));
memset(&flag,0,sizeof(flag));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return ad;
- }
+ nullpo_retr(ad, src);
+ nullpo_retr(ad, target);
+
//Initial Values
ad.damage = 1;
ad.div_=skill->get_num(skill_id,skill_lv);
@@ -3194,9 +3305,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
flag.imdef = nk&NK_IGNORE_DEF?1:0;
sd = BL_CAST(BL_PC, src);
-// tsd = BL_CAST(BL_PC, target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+
+ sc = status->get_sc(src);
//Initialize variables that will be used afterwards
s_ele = skill->get_ele(skill_id, skill_lv);
@@ -3208,7 +3318,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if( i < 5 ) s_ele = i;
}
}else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
+ s_ele = status_get_attack_sc_element(src,status->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
@@ -3230,11 +3340,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Skill Range Criteria
ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reverberation takes 1 damage
switch(skill_id) {
case MG_FIREWALL:
@@ -3272,22 +3379,24 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = 0; //reinitialize..
#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
-#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
+#define MATK_RATE( a ) ( ad.damage= ad.damage*(a)/100 )
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
-#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
+#define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 )
//Adds an absolute value to damage. 100 = +100 damage
-#define MATK_ADD( a ) { ad.damage+= a; }
+#define MATK_ADD( a ) ( ad.damage+= (a) )
switch (skill_id)
{ //Calc base damage according to skill
case AL_HEAL:
case PR_BENEDICTIO:
case PR_SANCTUARY:
+ ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ break;
/**
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
- ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10;
break;
case PR_ASPERSIO:
ad.damage = 40;
@@ -3295,16 +3404,16 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
- i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
if(i > 700) i = 700;
if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
- MATK_ADD(status_get_matk(src, 2));
+ MATK_ADD(status->get_matk(src, 2));
#else
- ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
+ ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
}
break;
@@ -3316,10 +3425,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
- ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
+ ad.damage = status->get_lv(src) * 10 + sstatus->int_;
break;
- default: {
- MATK_ADD( status_get_matk(src, 2) );
+ default: {
+ MATK_ADD( status->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
if(mflag>0)
@@ -3330,44 +3439,44 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (sc){
if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
- skillratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
+ ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3;
}
switch(skill_id){
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
+ skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
- break;
default:
MATK_RATE(battle->calc_skillratio(BF_MAGIC, src, target, skill_id, skill_lv, skillratio, mflag));
}
//Constant/misc additions from skills
if (skill_id == WZ_FIREPILLAR)
MATK_ADD(50);
- if( sd && (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
+ if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) &&
+ (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
MATK_ADDRATE(i);
}
}
#ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
- for(i = 0; i < map[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map[target->m].zone->capped_skills[i]->nameid && (map[target->m].zone->capped_skills[i]->type & target->type) ) {
- if( target->type == BL_MOB && map[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
- if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
+ if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
+ if( target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
+ if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
- if( ((TBL_MOB*)target)->special_state.clone && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
+ if( ((TBL_MOB*)target)->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
- if( ad.damage > map[target->m].zone->capped_skills[i]->cap )
- ad.damage = map[target->m].zone->capped_skills[i]->cap;
- if( ad.damage2 > map[target->m].zone->capped_skills[i]->cap )
- ad.damage2 = map[target->m].zone->capped_skills[i]->cap;
+ if( ad.damage > map->list[target->m].zone->capped_skills[i]->cap )
+ ad.damage = map->list[target->m].zone->capped_skills[i]->cap;
+ if( ad.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
+ ad.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
break;
}
}
@@ -3377,11 +3486,36 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
if(sd) {
+ uint16 rskill;/* redirect skill */
//Damage bonuses
if ((i = pc->skillatk_bonus(sd, skill_id)))
ad.damage += ad.damage*i/100;
-
- if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
+ switch(skill_id){
+ case WL_CHAINLIGHTNING_ATK:
+ rskill = WL_CHAINLIGHTNING;
+ break;
+ case AB_DUPLELIGHT_MAGIC:
+ rskill = AB_DUPLELIGHT;
+ break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ rskill = WL_TETRAVORTEX;
+ break;
+ case WL_SUMMON_ATK_FIRE:
+ case WL_SUMMON_ATK_WIND:
+ case WL_SUMMON_ATK_WATER:
+ case WL_SUMMON_ATK_GROUND:
+ rskill = WL_RELEASE;
+ break;
+ case WM_REVERBERATION_MAGIC:
+ rskill = WM_REVERBERATION;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if( (i = battle->adjust_skill_damage(src->m,rskill)) )
MATK_RATE(i);
//Ignore Defense?
@@ -3439,7 +3573,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = 0;
}
}
-
#ifndef RENEWAL
ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
@@ -3453,7 +3586,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage=battle->calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
ad.damage=battle->calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
- else if( map[target->m].flag.battleground )
+ else if( map->list[target->m].flag.battleground )
ad.damage=battle->calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
switch( skill_id ) { /* post-calc modifiers */
@@ -3467,10 +3600,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
return ad;
+#undef MATK_RATE
+#undef MATK_ADDRATE
+#undef MATK_ADD
}
/*==========================================
- * Calculate Misc dammage for skill_id
+ * Calculate Misc damage for skill_id
*------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
int temp;
@@ -3479,19 +3615,17 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *tsc = status_get_sc(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
+ struct status_change *tsc = status->get_sc(target);
#ifdef RENEWAL
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = status->get_sc(src);
#endif
memset(&md,0,sizeof(md));
- if( src == NULL || target == NULL ){
- nullpo_info(NLP_MARK);
- return md;
- }
+ nullpo_retr(md, src);
+ nullpo_retr(md, target);
//Some initial values
md.amotion=skill->get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
@@ -3527,7 +3661,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
- md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
+ md.damage = skill_lv * sstatus->dex * (3+status->get_lv(src)/100) * (1+sstatus->int_/35);
md.damage += md.damage * (rnd()%20-10) / 100;
md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
break;
@@ -3585,12 +3719,12 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case PA_GOSPEL:
md.damage = 1+rnd()%9999;
break;
- case CR_ACIDDEMONSTRATION:
+ case CR_ACIDDEMONSTRATION:
#ifdef RENEWAL
{// [malufett]
- int matk=0, atk;
- short tdef = status_get_total_def(target);
- short tmdef = status_get_total_mdef(target);
+ int64 matk=0, atk;
+ short tdef = status->get_total_def(target);
+ short tmdef = status->get_total_mdef(target);
int targetVit = min(120, status_get_vit(target));
short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1;
@@ -3602,19 +3736,19 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100;
/*
// Pending [malufett]
- if( unknown condition )
- md.damage >>= 1;
if( unknown condition ){
md.damage = 7 * md.damage % 20;
md.damage = 7 * md.damage / 20;
}*/
}else{
- float vitfactor = 0.0f, temp;
+ float vitfactor = 0.0f, ftemp;
if( (vitfactor=(status_get_vit(target)-120.0f)) > 0)
vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target);
- temp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
- md.damage = (int)(temp * 70 * skill_lv / 100);
+ ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
+ md.damage = (int64)(ftemp * 70 * skill_lv / 100);
+ if (target->type == BL_PC)
+ md.damage >>= 1;
}
md.damage -= totaldef;
}
@@ -3626,7 +3760,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 0;
if (tsd) md.damage>>=1;
#endif
- if (md.damage < 0 || md.damage > INT_MAX>>1)
+ // Some monsters have totaldef higher than md.damage in some cases, leading to md.damage < 0
+ if( md.damage < 0 )
+ md.damage = 0;
+ if( md.damage > INT_MAX>>1 )
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = INT_MAX>>1;
@@ -3648,7 +3785,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=md.damage / 2;
break;
case GS_FLING:
- md.damage = sd?sd->status.job_level:status_get_lv(src);
+ md.damage = sd?sd->status.job_level:status->get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
@@ -3660,9 +3797,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
#else
int ratio = 300 + 50 * skill_lv;
- int matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
- short totaldef = status_get_total_def(target) + status_get_total_mdef(target);
- int atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
+ int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
+ short totaldef = status->get_total_def(target) + status->get_total_mdef(target);
+ int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
if( sc && sc->data[SC_EDP] )
ratio >>= 1;
@@ -3682,7 +3819,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case RK_DRAGONBREATH_WATER:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
RE_LVL_MDMOD(150);
- if (sd) md.damage = md.damage * (100 + 5 * (pc->checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
+ if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100;
md.flag |= BF_LONG|BF_WEAPON;
break;
/**
@@ -3704,15 +3841,19 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
+ case WM_SOUND_OF_DESTRUCTION:
+ md.damage = 1000 * skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10);
+ md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100;
+ break;
/**
* Mechanic
**/
case NC_SELFDESTRUCTION:
{
#ifdef RENEWAL
- short totaldef = status_get_total_def(target);
+ short totaldef = status->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)status_get_def(target);
+ short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
RE_LVL_MDMOD(100);
@@ -3726,16 +3867,16 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 100 + 200 * skill_lv + sstatus->int_;
break;
case GN_HELLS_PLANT_ATK:
- //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
- md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
+ md.damage = skill_lv * status->get_lv(src) * 10 + sstatus->int_ * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * (5 / (10 - (sd ? pc->checkskill(sd, AM_CANNIBALIZE) : 0)));
+ md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2;
break;
case KO_HAPPOKUNAI:
{
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
#ifdef RENEWAL
- short totaldef = status_get_total_def(target);
+ short totaldef = status->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)status_get_def(target);
+ short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = 3 * wd.damage * (5 + skill_lv) / 5;
md.damage -= totaldef;
@@ -3768,12 +3909,12 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
- attacker_count = unit_counttargeted(target);
+ attacker_count = unit->counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count)
{
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
- else //asume type 2: absolute reduction
+ else // assume type 2: absolute reduction
flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
@@ -3799,28 +3940,36 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
#ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
- for(i = 0; i < map[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map[target->m].zone->capped_skills[i]->nameid && (map[target->m].zone->capped_skills[i]->type & target->type) ) {
- if( target->type == BL_MOB && map[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
- if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
+ if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
+ if( target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
+ if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
- if( ((TBL_MOB*)target)->special_state.clone && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
+ if( ((TBL_MOB*)target)->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
- if( md.damage > map[target->m].zone->capped_skills[i]->cap )
- md.damage = map[target->m].zone->capped_skills[i]->cap;
- if( md.damage2 > map[target->m].zone->capped_skills[i]->cap )
- md.damage2 = map[target->m].zone->capped_skills[i]->cap;
+ if( md.damage > map->list[target->m].zone->capped_skills[i]->cap )
+ md.damage = map->list[target->m].zone->capped_skills[i]->cap;
+ if( md.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
+ md.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
break;
}
}
}
#endif
md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
-
- if (sd && (i = pc->skillatk_bonus(sd, skill_id)))
- md.damage += md.damage*i/100;
-
+ if(skill_id){
+ uint16 rskill;/* redirect skill id */
+ switch(skill_id){
+ case GN_HELLS_PLANT_ATK:
+ rskill = GN_HELLS_PLANT;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if (sd && (i = pc->skillatk_bonus(sd, rskill)))
+ md.damage += md.damage*i/100;
+ }
if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
md.damage = md.damage * i / 100;
@@ -3839,10 +3988,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
default:
md.damage = 1;
}
- }else if( target->type == BL_SKILL ){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- md.damage = 1;
}
if(!(nk&NK_NO_ELEFIX))
@@ -3851,7 +3996,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=battle->calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
md.damage=battle->calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
- else if( map[target->m].flag.battleground )
+ else if( map->list[target->m].flag.battleground )
md.damage=battle->calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
switch( skill_id ) {
@@ -3869,7 +4014,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if( sd ) {
if ( md.damage > sd->status.zeny )
md.damage = sd->status.zeny;
- pc->payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL);
+ pc->payzeny(sd, (int)cap_value(md.damage,INT_MIN,INT_MAX),LOG_TYPE_STEAL,NULL);
}
break;
}
@@ -3884,16 +4029,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
{
unsigned int skillratio = 100; //Skill dmg modifiers.
short temp=0;
- short s_ele, s_ele_, t_class;
+ short s_ele, s_ele_;
int i, nk;
bool n_ele = false; // non-elemental
struct map_session_data *sd, *tsd;
struct Damage wd;
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_change *sc = status->get_sc(src);
+ struct status_change *tsc = status->get_sc(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
@@ -3907,18 +4052,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
unsigned lh : 1; //Attack considers left hand (wd.damage2)
unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
#ifdef RENEWAL
- unsigned tdef : 1; //Total defence reduction
+ unsigned tdef : 1; //Total defense reduction
#endif
} flag;
memset(&wd,0,sizeof(wd));
memset(&flag,0,sizeof(flag));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return wd;
- }
+ nullpo_retr(wd, src);
+ nullpo_retr(wd, target);
+
//Initial flag
flag.rh=1;
flag.weapon=1;
@@ -3927,11 +4070,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
&& skill_id != HT_FREEZINGTRAP
#endif
?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reverberation takes 1 damage
//Initial Values
wd.type=0; //Normal attack
@@ -4050,7 +4190,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
return wd;
}
- t_class = status_get_class(target);
s_ele = s_ele_ = skill->get_ele(skill_id, skill_lv);
if( !skill_id || s_ele == -1 )
{ //Take weapon's element
@@ -4116,7 +4255,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
- int chance = rand()%100;
+ int chance = rnd()%100;
wd.type = 0x08;
switch(sc->data[SC_FEARBREEZE]->val1){
case 5:
@@ -4167,13 +4306,17 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
#else
- cri -= status_get_lv(target) / 15 + 2 * status_get_luk(target);
+ cri -= status->get_lv(target) / 15 + 2 * status_get_luk(target);
#endif
if( tsc && tsc->data[SC_SLEEP] ) {
cri <<= 1;
}
switch (skill_id) {
+ case 0:
+ if(!(sc && sc->data[SC_AUTOCOUNTER]))
+ break;
+ status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
@@ -4235,7 +4378,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
- attacker_count = unit_counttargeted(target);
+ attacker_count = unit->counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count) {
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
@@ -4300,6 +4443,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case GC_VENOMPRESSURE:
hitrate += 10 + 4 * skill_lv;
break;
+ case SC_FATALMENACE:
+ hitrate -= 35 - 5 * skill_lv;
+ break;
+ case LG_BANISHINGPOINT:
+ hitrate += 3 * skill_lv;
+ break;
}
if( sd ) {
@@ -4317,8 +4466,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( !sd )
hitrate = cap_value(hitrate, 5, 95);
#endif
- if(rnd()%100 >= hitrate)
+ if(rnd()%100 >= hitrate){
wd.dmg_lv = ATK_FLEE;
+ if (skill_id == SR_GATEOFHELL)
+ flag.hit = 1;/* will hit with the special */
+ }
else
flag.hit = 1;
} //End hit/miss calculation
@@ -4328,51 +4480,67 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
-#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
-#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
-#define ATK_RATER(a){ wd.damage = wd.damage*(a)/100;}
-#define ATK_RATEL(a){ wd.damage2 = wd.damage2*(a)/100;}
+#define ATK_RATE( a ) do { int64 temp__ = (a); wd.damage= wd.damage*temp__/100 ; if(flag.lh) wd.damage2= wd.damage2*temp__/100; } while(0)
+#define ATK_RATE2( a , b ) do { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } while(0)
+#define ATK_RATER(a) ( wd.damage = wd.damage*(a)/100 )
+#define ATK_RATEL(a) ( wd.damage2 = wd.damage2*(a)/100 )
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
-#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
-#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
+#define ATK_ADDRATE( a ) do { int64 temp__ = (a); wd.damage+= wd.damage*temp__/100; if(flag.lh) wd.damage2+= wd.damage2*temp__/100; } while(0)
+#define ATK_ADDRATE2( a , b ) do { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } while(0)
//Adds an absolute value to damage. 100 = +100 damage
-#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
-#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
-
+#define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0)
+#define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0)
+#ifdef RENEWAL
+#define GET_NORMAL_ATTACK( f ) ( wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) )
+#define GET_NORMAL_ATTACK2( f ) ( wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) )
+#endif
switch (skill_id)
{ //Calc base damage according to skill
case PA_SACRIFICE:
wd.damage = sstatus->max_hp* 9/100;
wd.damage2 = 0;
- break;
-
#ifdef RENEWAL
- case MO_EXTREMITYFIST: // [malufett]
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8, wd.flag);
- // first value is still not confirm.
- wd.damage = status_get_sp(src) + 10 * status_get_sp(src) * wd.damage / 100 + 8 * wd.damage;
- flag.tdef = 1;
+ wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, wd.flag); // temporary [malufett]
+#endif
break;
case NJ_ISSEN: // [malufett]
+#ifndef RENEWAL
+ wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
+ wd.damage2 = 0;
+#else
{
- short totaldef = status_get_total_def(target);
+ short totaldef = status->get_total_def(target);
i = 0;
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), wd.flag);
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
wd.div_ = ~( i++ + 2 ) + 1;
- wd.damage *= sstatus->hp * skill_lv;
- wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
+ if( wd.damage ){
+ wd.damage *= sstatus->hp * skill_lv;
+ wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
+ }
ATK_ADD(-totaldef);
if( is_boss(target) )
ATK_RATE(50);
- flag.idef = 1;
+ RE_SKILL_REDUCTION();
+ }
+ break;
+ case NJ_SYURIKEN: // [malufett]
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
+ wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status->get_total_def(target);
+ RE_SKILL_REDUCTION();
+ break;
+ case MO_EXTREMITYFIST: // [malufett]
+ {
+ short totaldef = status->get_total_def(target);
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 );
+ if( wd.damage ){
+ wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage);
+ ATK_ADD(-totaldef);
+ }
+ RE_SKILL_REDUCTION();
}
-#else
-
- wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
- wd.damage2 = 0;
#endif
- break;
+ break;
#ifndef RENEWAL
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
@@ -4383,18 +4551,18 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
- } else
- wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
-
- ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
+ ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
+ } else {
+ wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
+ }
i = sstatus->str/10;
i*=i;
ATK_ADD(i); //Add str bonus.
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
+ case SZ_MEDIUM: //Medium: 125%
ATK_RATE(125);
break;
- //case SZ_MEDIUM: //Medium: 100%
+ //case SZ_SMALL: //Medium: 100%
case SZ_BIG: //Large: 75%
ATK_RATE(75);
break;
@@ -4403,16 +4571,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
wd.damage = sstatus->batk;
if (sd) {
+ int damagevalue = 0;
short index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_ARMOR)
- ATK_ADD(sd->inventory_data[index]->weight/10);
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sd->inventory_data[index]->weight/10;
+ ATK_ADD(damagevalue);
} else
ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
break;
@@ -4447,16 +4613,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
i |= 16; // for ex. shuriken must not be influenced by DEX
}
#ifdef RENEWAL
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, i, wd.flag);
+ GET_NORMAL_ATTACK( i );
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
if (flag.lh){
- wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, i, wd.flag);
+ GET_NORMAL_ATTACK2( i );
wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
}
#else
- wd.damage = battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
+ wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
if (flag.lh)
- wd.damage2 = battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
+ wd.damage2 = battle->calc_base_damage2(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
#endif
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
if(wflag>0)
@@ -4469,133 +4635,171 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(sd) {
if (sd->bonus.atk_rate)
ATK_ADDRATE(sd->bonus.atk_rate);
-
if(flag.cri && sd->bonus.crit_atk_rate)
ATK_ADDRATE(sd->bonus.crit_atk_rate);
+ if(flag.cri && sc && sc->data[SC_MTF_CRIDAMAGE])
+ ATK_ADDRATE(25);// temporary it should be 'bonus.crit_atk_rate'
+#ifndef RENEWAL
if(sd->status.party_id && (temp=pc->checkskill(sd,TK_POWER)) > 0){
- if( (i = party_foreachsamemap(party->sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
+ if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
ATK_ADDRATE(2*temp*i);
}
+#endif
}
break;
} //End default case
} //End switch(skill_id)
- //Skill damage modifiers that stack linearly
- if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 )
- skillratio += skillratio * (13 + 2 * i) / 100;
- if(sc && skill_id != PA_SACRIFICE)
- {
- if(sc->data[SC_OVERTHRUST])
- skillratio += sc->data[SC_OVERTHRUST]->val3;
- if(sc->data[SC_OVERTHRUSTMAX])
- skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
- if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])
- skillratio += 100;
-#ifdef RENEWAL
- if( sc->data[SC_TRUESIGHT] )
- skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
- if( sc->data[SC_LKCONCENTRATION] )
- skillratio += sc->data[SC_LKCONCENTRATION]->val2;
-#endif
- if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG )
- ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
+ if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
+ switch(skill_id) {
+ case RA_WUGDASH:
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ break;
+ default:
+ ATK_ADDRATE( 50 * sc->data[SC_UNLIMIT]->val1 );
+ }
}
- if( tsc && skill_id != PA_SACRIFICE ){
- if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT )
- ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 );
+
+ if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) {
+ ATK_ADDRATE(sc->data[SC_EXEEDBREAK]->val1);
+ status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
}
- if( !skill_id )
- {
- ATK_RATE(skillratio);
+
+ #ifdef RENEWAL
+ if( sd && skill_id == NJ_KUNAI ){
+ flag.tdef = 1;
+ ATK_ADD( sd->bonus.arrow_atk );
}
- else
- {
- switch(skill_id){
+ #endif
+ switch(skill_id){
+ case SR_GATEOFHELL:
#ifdef RENEWAL
- case LK_SPIRALPIERCE:
- case ML_SPIRALPIERCE:
- {// Formula: Floor[Floor(Weapon Weight/2)*skill level + ATK ]*(100%+50%*s.lvl) * 5 multi-hits
+ RE_SKILL_REDUCTION();
+ #endif // RENEWAL
+ if (wd.dmg_lv != ATK_FLEE)
+ ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
+ else
+ wd.dmg_lv = ATK_DEF;
+ break;
+ #ifdef RENEWAL
+ case NJ_TATAMIGAESHI:
+ ATK_RATE(200);
+ case LK_SPIRALPIERCE:
+ case ML_SPIRALPIERCE: // [malufett]
+ if( skill_id != NJ_TATAMIGAESHI ){
short index = sd?sd->equip_index[EQI_HAND_R]:0;
- int weight = 0;
-
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
+ wd.damage = wd.damage * 70 / 100;
+ //n_ele = true; // FIXME: This is has no effect if it's after GET_NORMAL_ATTACK (was this intended, or was it supposed to be put above?)
+
if (sd && index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
- weight = sd->inventory_data[index]->weight/20;
- ATK_ADD(weight * skill_lv);
+ ATK_ADD(sd->inventory_data[index]->weight * 7 / 100);
+
+ switch (tstatus->size) {
+ case SZ_MEDIUM: //Medium: 115%
+ ATK_RATE(115);
+ break;
+ case SZ_BIG: //Large: 85%
+ ATK_RATE(85);
+ }
+ wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
}
- case NJ_TATAMIGAESHI:
- if( skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE )
- ATK_RATE(200);
#endif
- default:
- ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
- }
+ default:
+ ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
+ }
//Constant/misc additions from skills
- switch (skill_id) {
- case MO_EXTREMITYFIST:
- ATK_ADD(250 + 150*skill_lv);
- break;
+ switch (skill_id) {
#ifdef RENEWAL
- case HW_MAGICCRASHER:
- ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
- break;
+ case HW_MAGICCRASHER:
+ ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
+ break;
+#else
+ case MO_EXTREMITYFIST:
+ ATK_ADD(250 + 150*skill_lv);
+ break;
#endif
- case TK_DOWNKICK:
- case TK_STORMKICK:
- case TK_TURNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- //TK_RUN kick damage bonus.
- if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
- ATK_ADD(10*pc->checkskill(sd, TK_RUN));
- break;
- case GS_MAGICALBULLET:
+ case TK_DOWNKICK:
+ case TK_STORMKICK:
+ case TK_TURNKICK:
+ case TK_COUNTER:
+ case TK_JUMPKICK:
+ //TK_RUN kick damage bonus.
+ if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
+ ATK_ADD(10*pc->checkskill(sd, TK_RUN));
+ break;
+ case GS_MAGICALBULLET:
#ifndef RENEWAL
- ATK_ADD( status_get_matk(src, 2) );
+ ATK_ADD( status->get_matk(src, 2) );
#else
- ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
- flag.tdef = 1;
+ ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
+ flag.tdef = 1;
#endif
- case NJ_SYURIKEN:
- ATK_ADD(4*skill_lv);
- break;
- case HT_FREEZINGTRAP:
- if(sd)
- ATK_ADD( 40 * pc->checkskill(sd, RA_RESEARCHTRAP) );
- break;
- case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
- if( sd && sd->weight )
- ATK_ADD( sd->weight / 8 );
- break;
- case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
- if( sc && sc->data[SC_COMBOATTACK]
- && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
- break;
- case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
- ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
- if( tsd && tsd->weight ){
- ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
- }else{
- ATK_ADD( status_get_lv(target) * 50 ); //mobs
- }
- break;
- case KO_SETSUDAN:
- if( tsc && tsc->data[SC_SOULLINK] ){
- ATK_ADDRATE(200*tsc->data[SC_SOULLINK]->val1);
- status_change_end(target,SC_SOULLINK,INVALID_TIMER);
- }
- break;
- case KO_MAKIBISHI:
- wd.damage = 20 * skill_lv;
- break;
- }
+#ifndef RENEWAL
+ case NJ_SYURIKEN:
+ ATK_ADD(4*skill_lv);
+#endif
+ break;
+ case GC_COUNTERSLASH:
+ ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
+ break;
+ case RA_WUGDASH:
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case SR_TIGERCANNON:
+ ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
+ if( sc && sc->data[SC_COMBOATTACK]
+ && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
+ ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
+ break;
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ if(sd)
+ ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG));
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case LG_SHIELDPRESS:
+ if( sd ) {
+ int damagevalue = 0;
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sstatus->vit * sd->status.inventory[index].refine;
+ ATK_ADD(damagevalue);
+ }
+ break;
+ case SR_GATEOFHELL:
+ ATK_ADD (sstatus->max_hp - status_get_hp(src));
+ if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) {
+ ATK_ADD( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
+ } else {
+ ATK_ADD( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
+ }
+ break;
+ case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
+ ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
+ if( tsd && tsd->weight ){
+ ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
+ }else{
+ ATK_ADD( status->get_lv(target) * 50 ); //mobs
+ }
+ break;
+ case KO_SETSUDAN:
+ if( tsc && tsc->data[SC_SOULLINK] ){
+ ATK_ADDRATE(200*tsc->data[SC_SOULLINK]->val1);
+ status_change_end(target,SC_SOULLINK,INVALID_TIMER);
+ }
+ break;
+ case KO_MAKIBISHI:
+ wd.damage = 20 * skill_lv;
+ break;
}
#ifndef RENEWAL
//Div fix.
@@ -4607,24 +4811,20 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
#endif
- if( sc->data[SC_GLOOMYDAY_SK] &&
- ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
- skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
- skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR ||
- skill_id == CR_SHIELDCHARGE ) )
- ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
+
+#ifndef RENEWAL_EDP
if( sc->data[SC_EDP] ){
switch(skill_id){
-#ifndef RENEWAL_EDP
- case AS_SPLASHER: case AS_VENOMKNIFE:
+ case AS_SPLASHER:
case AS_GRIMTOOTH:
- break;
+ case ASC_BREAKER:
+ case AS_VENOMKNIFE:
case ASC_METEORASSAULT: break;
default:
ATK_ADDRATE(sc->data[SC_EDP]->val3);
-#endif
}
}
+#endif
if(sc->data[SC_STYLE_CHANGE]){
TBL_HOM *hd = BL_CAST(BL_HOM,src);
if (hd) ATK_ADD(hd->homunculus.spiritball * 3);
@@ -4645,18 +4845,54 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
ATK_ADDRATE(100);
break;
- case NC_AXETORNADO:
- if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
- ATK_ADDRATE(50);
- break;
+ }
+ if( skill_id ){
+ uint16 rskill;/* redirect skill id */
+ switch(skill_id){
+ case AB_DUPLELIGHT_MELEE:
+ rskill = AB_DUPLELIGHT;
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ rskill = LG_OVERBRAND;
+ break;
+ case WM_SEVERE_RAINSTORM_MELEE:
+ rskill = WM_SEVERE_RAINSTORM;
+ break;
+ case WM_REVERBERATION_MELEE:
+ rskill = WM_REVERBERATION;
+ break;
+ case GN_CRAZYWEED_ATK:
+ rskill = GN_CRAZYWEED;
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ rskill = GN_SLINGITEM;
+ break;
+ case RL_R_TRIP_PLUSATK:
+ rskill = RL_R_TRIP;
+ break;
+ case RL_B_FLICKER_ATK:
+ rskill = RL_FLICKER;
+ break;
+ case RL_GLITTERING_GREED_ATK:
+ rskill = RL_GLITTERING_GREED;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if( (i = battle->adjust_skill_damage(src->m,rskill)) )
+ ATK_RATE(i);
}
- if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
- ATK_RATE(i);
-
if( sd ) {
if (skill_id && (i = pc->skillatk_bonus(sd, skill_id)))
ATK_ADDRATE(i);
+ #ifdef RENEWAL
+ if( wd.flag&BF_LONG )
+ ATK_ADDRATE(sd->bonus.long_attack_atk_rate);
+ if( sc && sc->data[SC_MTF_RANGEATK] )
+ ATK_ADDRATE(25);// temporary it should be 'bonus.long_attack_atk_rate'
+ #endif
if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
ATK_ADDRATE(-i);
@@ -4736,6 +4972,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
ATK_ADD(20*lv);
}
+
+ if( !skill_id ) {
+ if( sc->data[SC_ENCHANTBLADE] ) {
+ //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
+ i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);
+ i = i - status->get_total_mdef(target) + status->get_matk(src, 2);
+ if( i )
+ ATK_ADD(i);
+ }
+ if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 )
+ ATK_ADDRATE(200); // Triple Damage
+ }
+
}
#ifndef RENEWAL
//Refine bonus
@@ -4758,10 +5007,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#ifndef RENEWAL
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
- if( flag.lh)
+ if( flag.lh )
wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
#else
- if( flag.cri )
+ if( sd && flag.cri )
ATK_ADDRATE(40);
#endif
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
@@ -4784,23 +5033,24 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
return wd; //Enough, rest is not needed.
#ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
- for(i = 0; i < map[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map[target->m].zone->capped_skills[i]->nameid && (map[target->m].zone->capped_skills[i]->type & target->type) ) {
- if( target->type == BL_MOB && map[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
- if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
+ if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
+ if( target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
+ if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
- if( ((TBL_MOB*)target)->special_state.clone && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
+ if( ((TBL_MOB*)target)->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
- if( wd.damage > map[target->m].zone->capped_skills[i]->cap )
- wd.damage = map[target->m].zone->capped_skills[i]->cap;
- if( wd.damage2 > map[target->m].zone->capped_skills[i]->cap )
- wd.damage2 = map[target->m].zone->capped_skills[i]->cap;
+ if( wd.damage > map->list[target->m].zone->capped_skills[i]->cap )
+ wd.damage = map->list[target->m].zone->capped_skills[i]->cap;
+ if( wd.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
+ wd.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
break;
}
}
}
#endif
+
#ifndef RENEWAL
if (sd) {
if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
@@ -4811,13 +5061,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADD(wd.div_*sd->spiritball*3);
}
//Card Fix, sd side
+
wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
if( flag.lh )
wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
-#ifdef RENEWAL
- if( flag.cri )
- ATK_ADDRATE(sd->bonus.crit_atk_rate>=100?sd->bonus.crit_atk_rate-60:40);
-#endif
+
if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
{ //Refine bonus applies after cards and elements.
short index= sd->equip_index[EQI_HAND_L];
@@ -4827,13 +5075,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
//Card Fix, tsd side
if(tsd){ //if player on player then it was already measured above
- wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
- if( flag.lh )
- wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
+ wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh?1:0), wd.flag);
}
#endif
if( flag.infdef ) { //Plants receive 1 damage when hit
- short class_ = status_get_class(target);
+ short class_ = status->get_class(target);
if( flag.hit || wd.damage > 0 )
wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
if( flag.lh && (flag.hit || wd.damage2 > 0) )
@@ -4884,12 +5130,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
temp = pc->checkskill(sd,TF_DOUBLE);
wd.damage2 = wd.damage * (1 + (temp * 2))/100;
- if(wd.damage && !wd.damage2) wd.damage2 =
+ if(wd.damage && !wd.damage2) {
#ifdef RENEWAL
- 0;
+ wd.damage2 = 0;
#else
- 1;
+ wd.damage2 = 1;
#endif
+ }
flag.lh = 1;
}
}
@@ -4900,6 +5147,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(!flag.lh && wd.damage2)
wd.damage2=0;
+ if( sc && sc->data[SC_GLOOMYDAY] ) {
+ switch( skill_id ) {
+ case KN_BRANDISHSPEAR:
+ case LK_SPIRALPIERCE:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ case RK_HUNDREDSPEAR:
+ case LG_SHIELDPRESS:
+ wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ }
+ }
+
if( sc ) {
//SG_FUSION hp penalty [Komurka]
if (sc->data[SC_FUSION]) {
@@ -4912,12 +5172,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
hp = 2*hp/100; //2% hp loss per hit
status_zap(src, hp, 0);
}
- if( !skill_id ) {
- if( sc->data[SC_ENCHANTBLADE] ) { // it also works with bear hands..intended in official
- //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
- ATK_ADD(( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status_get_lv(src) / 150 + status_get_int(src));
- }
- }
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
}
@@ -4928,82 +5182,34 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage += md.damage;
break;
}
- case SR_GATEOFHELL:
- ATK_ADD (sstatus->max_hp - status_get_hp(src));
- if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){
- ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
- }else{
- ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
- }
- break;
}
- if( wd.damage + wd.damage2 )
- { //There is a total damage value
- int damage = wd.damage + wd.damage2, rdamage = 0, rdelay = 0;
-
- if( src != target &&
- (!skill_id || skill_id ||
- ( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){
-
- rdamage = battle->calc_return_damage(target, src, &damage, wd.flag, 0, &rdelay);
-
- if( tsc && tsc->count ) {
- if( tsc && tsc->data[SC_DEATHBOUND] ){
- wd.damage = damage;
- wd.damage2 = 0;
- status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
- }
- }
- if( rdamage > 0 ) {
- if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) {
- if( src != target ) {// Don't reflect your own damage (Grand Cross)
- bool change = false;
- if( sd && !sd->state.autocast )
- change = true;
- if( change )
- sd->state.autocast = 1;
- iMap->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,iTimer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
- if( change )
- sd->state.autocast = 0;
- }
- } else {
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if( tsd && src != target )
- battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- battle->delay_damage(iTimer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,iTimer->gettick());
- }
- }
- }
- if(!wd.damage2)
- {
+ if( wd.damage + wd.damage2 ) { //There is a total damage value
+ int64 damage = wd.damage + wd.damage2;
+
+ if(!wd.damage2) {
wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
wd.damage=battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
+ else if( map->list[target->m].flag.battleground )
wd.damage=battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else if(!wd.damage)
- {
+ } else if(!wd.damage) {
wd.damage2 = battle->calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
+ else if( map->list[target->m].flag.battleground )
wd.damage = battle->calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
- }
- else
- {
+ } else {
#ifdef RENEWAL
wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
wd.damage2 = battle->calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
#else
- int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
+ int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
wd.damage = battle->calc_damage(src,target,&wd,d1,skill_id,skill_lv);
#endif
if( map_flag_gvg2(target->m) )
wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
- else if( map[target->m].flag.battleground )
+ else if( map->list[target->m].flag.battleground )
wd.damage = battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
#ifndef RENEWAL
wd.damage2 = d2*100/d1 * wd.damage/100;
@@ -5011,6 +5217,25 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage-=wd.damage2;
#endif
}
+
+ if( src != target ) { // Don't reflect your own damage (Grand Cross)
+
+ if( wd.dmg_lv == ATK_MISS || wd.dmg_lv == ATK_BLOCK ) {
+ int64 prev1 = wd.damage, prev2 = wd.damage2;
+
+ wd.damage = damage;
+ wd.damage2 = 0;
+
+ battle->reflect_damage(target, src, &wd, skill_id);
+
+ wd.damage = prev1;
+ wd.damage2 = prev2;
+
+ } else
+ battle->reflect_damage(target, src, &wd, skill_id);
+
+ }
+
}
//Reject Sword bugreport:4493 by Daegaladh
if(wd.damage && tsc && tsc->data[SC_SWORDREJECT] &&
@@ -5021,8 +5246,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
)) &&
rnd()%100 < tsc->data[SC_SWORDREJECT]->val2
) {
- ATK_RATER(50)
- status_fix_damage(target,src,wd.damage,clif->damage(target,src,iTimer->gettick(),0,0,wd.damage,0,0,0));
+ ATK_RATER(50);
+ status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,0,0));
clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1);
if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 )
status_change_end(target, SC_SWORDREJECT, INVALID_TIMER);
@@ -5043,6 +5268,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
struct Damage d;
+ struct map_session_data *sd=BL_CAST(BL_PC,bl);
switch(attack_type) {
case BF_WEAPON: d = battle->calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
case BF_MAGIC: d = battle->calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
@@ -5056,18 +5282,18 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
#ifdef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
int i;
- for(i = 0; i < map[target->m].zone->capped_skills_count; i++) {
- if( skill_id == map[target->m].zone->capped_skills[i]->nameid && (map[target->m].zone->capped_skills[i]->type & target->type) ) {
- if( target->type == BL_MOB && map[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
- if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ for(i = 0; i < map->list[target->m].zone->capped_skills_count; i++) {
+ if( skill_id == map->list[target->m].zone->capped_skills[i]->nameid && (map->list[target->m].zone->capped_skills[i]->type & target->type) ) {
+ if( target->type == BL_MOB && map->list[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
+ if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
- if( ((TBL_MOB*)target)->special_state.clone && !(map[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
+ if( ((TBL_MOB*)target)->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
- if( d.damage > map[target->m].zone->capped_skills[i]->cap )
- d.damage = map[target->m].zone->capped_skills[i]->cap;
- if( d.damage2 > map[target->m].zone->capped_skills[i]->cap )
- d.damage2 = map[target->m].zone->capped_skills[i]->cap;
+ if( d.damage > map->list[target->m].zone->capped_skills[i]->cap )
+ d.damage = map->list[target->m].zone->capped_skills[i]->cap;
+ if( d.damage2 > map->list[target->m].zone->capped_skills[i]->cap )
+ d.damage2 = map->list[target->m].zone->capped_skills[i]->cap;
break;
}
}
@@ -5081,90 +5307,206 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
d.dmotion = 0;
} else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
+
+ if(sd && d.damage+d.damage2>1) {
+ if(sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd()%10000<sd->bonus.sp_vanish_rate &&
+ ( (d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
+ || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK) ))
+ status_percent_damage(&sd->bl,target,0,-sd->bonus.sp_vanish_per,false);
+ }
return d;
}
-
-//Calculates BF_WEAPON returned damage.
-int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id, int *delay){
- int rdamage = 0, damage = *dmg, rdelay = *delay, trdamage = 0;
- struct map_session_data* sd;
- struct status_change* sc;
+//Performs reflect damage (magic (maya) is performed over skill.c).
+void battle_reflect_damage(struct block_list *target, struct block_list *src, struct Damage *wd,uint16 skill_id) {
+ int64 damage = wd->damage + wd->damage2, rdamage = 0, trdamage = 0;
+ struct map_session_data *sd, *tsd;
+ struct status_change *sc;
+ struct status_change *ssc;
+ int64 tick = timer->gettick();
+ int delay = 50, rdelay = 0;
+#ifdef RENEWAL
int max_reflect_damage;
- sd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status_get_lv(bl) / 100);
+ max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100);
+#endif
-#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); }
-
- if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
- clif->skill_damage(bl, src, iTimer->gettick(), status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
- clif->damage(src, bl, iTimer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
- status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
- return 0; // Just put here to minimize redundancy
- }
- if( flag & BF_SHORT) {//Bounces back part of the damage.
- if ( sd && sd->bonus.short_weapon_damage_return ){
- NORMALIZE_RDAMAGE(damage * sd->bonus.short_weapon_damage_return / 100);
- rdelay = clif->damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
- }
- if( sc && sc->count ) {
- if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
- rdelay = clif->skill_damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
+ sd = BL_CAST(BL_PC, src);
+
+ tsd = BL_CAST(BL_PC, target);
+ sc = status->get_sc(target);
+
+#ifdef RENEWAL
+#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) )
+#else
+#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) )
+#endif
+
+ if( sc && !sc->count )
+ sc = NULL;
+
+ if( sc ) {
+ if (wd->flag & BF_SHORT && !(skill->get_inf(skill_id) & (INF_GROUND_SKILL | INF_SELF_SKILL))) {
+ if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
+ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
+ if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
+ rdamage = ratio + (damage)* (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
+ skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
+ clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0);
+ status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
+ /* shouldn't this trigger skill->additional_effect? */
+ return; // Just put here to minimize redundancy
}
- if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
- if( skill_id != HT_LANDMINE && skill_id != HT_CLAYMORETRAP
- && skill_id != RA_CLUSTERBOMB && (skill_id <= RA_VERDURETRAP || skill_id > RA_ICEBOUNDTRAP) && skill_id != MA_LANDMINE ){
- NORMALIZE_RDAMAGE((*dmg) * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
- rdelay = clif->damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ }
+
+ if( wd->flag & BF_SHORT ) {
+ if( !is_boss(src) ) {
+ if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) {
+ uint8 dir = map->calc_dir(target,src->x,src->y),
+ t_dir = unit->getdir(target);
+
+ if( !map->check_dir(dir,t_dir) ) {
+ int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
+
+ trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended.
+ rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
+ skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
+
+ if( tsd ) /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+ wd->damage = wd->damage + wd->damage2;
+ wd->damage2 = 0;
+ status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
}
}
- if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !is_boss(src) ) {
- uint8 dir = iMap->calc_dir(bl,src->x,src->y),
- t_dir = unit_getdir(bl);
-
- if( !iMap->check_dir(dir,t_dir) ) {
- int rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
- trdamage += rdamage = rd1 - (*dmg = rd1 * 30 / 100); // not normalized as intended.
- clif->skill_damage(src, bl, iTimer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
- skill->blown(bl, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit_getdir(src), 0);
- if( skill_id )
- status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
- rdelay = clif->damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ }
+
+ if( sc->data[SC_KYOMU] ){
+ // Nullify reflecting ability of the conditions onwards
+ return;
+ }
+
+ }
+
+ if( wd->flag & BF_SHORT ) {
+ if ( tsd && tsd->bonus.short_weapon_damage_return ) {
+ NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+
+ if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
+ if( sc ) {
+ if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
+
+#ifndef RENEWAL
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+#else
+ rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
+#endif
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+ if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
+ bool change = false;
+
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
+
+ trdamage -= rdamage;/* wont count towards total */
+
+ if( sd && !sd->state.autocast ) {
+ change = true;
+ sd->state.autocast = 1;
+ }
+
+ map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
+
+ if( change )
+ sd->state.autocast = 0;
+
+ delay += 150;/* gradual increase so the numbers don't clip in the client */
+
+ if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 )
+ status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ }
+ if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
}
}
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !is_boss(src) ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
- rdelay = clif->damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ if( ( ssc = status->get_sc(src) ) ) {
+ if( ssc->data[SC_INSPIRATION] ) {
+ NORMALIZE_RDAMAGE(damage / 100);
+
+ rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ if( sd )
+ battle->drain(sd, target, rdamage, rdamage, status_get_race(target), 0);
+ battle->delay_damage(tick, wd->amotion,src,target,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
}
}
- } else {
- if (sd && sd->bonus.long_weapon_damage_return){
- NORMALIZE_RDAMAGE(damage * sd->bonus.long_weapon_damage_return / 100);
- rdelay = clif->damage(src, src, iTimer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ } else {/* long */
+ if ( tsd && tsd->bonus.long_weapon_damage_return ) {
+ NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
}
}
-
- if( !(sc && sc->data[SC_DEATHBOUND]) ){
- if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
- return 0;
+
+#ifdef __clang_analyzer__
+ // Tell Clang's static analyzer that we want to += it even the value is currently unused (it'd be used if we added new checks)
+ (void)delay;
+#endif // __clang_analyzer
+
+ /* something caused reflect */
+ if( trdamage ) {
+ skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
- return max(0, trdamage);
+ return;
+#undef NORMALIZE_RDAMAGE
}
-
-void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
+void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss)
{
struct weapon_data *wd;
- int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
+ int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i;
+ int64 *damage;
for (i = 0; i < 4; i++) {
//First two iterations: Right hand
if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
@@ -5196,7 +5538,7 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage,
}
}
- if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
+ if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
if( sd->sp_gain_race_attack[race] )
@@ -5206,20 +5548,20 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage,
if (!thp && !tsp) return;
- status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
+ status->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
if (rhp || rsp)
status_zap(tbl, rhp, rsp);
}
// Deals the same damage to targets in area. [pakpil]
-int battle_damage_area( struct block_list *bl, va_list ap) {
- unsigned int tick;
+int battle_damage_area(struct block_list *bl, va_list ap) {
+ int64 tick;
int amotion, dmotion, damage;
struct block_list *src;
nullpo_ret(bl);
- tick=va_arg(ap, unsigned int);
+ tick = va_arg(ap, int64);
src=va_arg(ap,struct block_list *);
amotion=va_arg(ap,int);
dmotion=va_arg(ap,int);
@@ -5227,17 +5569,17 @@ int battle_damage_area( struct block_list *bl, va_list ap) {
if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
return 0;
if( bl != src && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
- iMap->freeblock_lock();
+ map->freeblock_lock();
if( src->type == BL_PC )
battle->drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
if( amotion )
battle->delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
else
status_fix_damage(src,bl,damage,0);
- clif->damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
+ clif->damage(bl,bl,amotion,dmotion,damage,1,ATK_BLOCK,0);
if( !(src && src->type == BL_PC && ((TBL_PC*)src)->state.autocast) )
skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- iMap->freeblock_unlock();
+ map->freeblock_unlock();
}
return 0;
@@ -5245,11 +5587,11 @@ int battle_damage_area( struct block_list *bl, va_list ap) {
/*==========================================
* Do a basic physical attack (call trough unit_attack_timer)
*------------------------------------------*/
-enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
+enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, int64 tick, int flag) {
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
- int damage;
+ int64 damage;
int skillv;
struct Damage wd;
@@ -5262,11 +5604,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
sc = NULL;
@@ -5310,38 +5652,35 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
}
- if (sc && sc->count) {
- if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
- status_change_end(src, SC_CLOAKING, INVALID_TIMER);
- else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
- status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
- }
- if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
- {
- uint8 dir = iMap->calc_dir(target,src->x,src->y);
- int t_dir = unit_getdir(target);
+ if (sc && sc->count) {
+ if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
+ status_change_end(src, SC_CLOAKING, INVALID_TIMER);
+ else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
+ status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ }
+ if( tsc && tsc->data[SC_AUTOCOUNTER] && status->check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) {
+ uint8 dir = map->calc_dir(target,src->x,src->y);
+ int t_dir = unit->getdir(target);
int dist = distance_bl(src, target);
- if(dist <= 0 || (!iMap->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
- {
+ if(dist <= 0 || (!map->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
clif->skillcastcancel(target); //Remove the casting bar. [Skotlex]
- clif->damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
}
}
-
if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
{
uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
int duration = skill->get_time2(MO_BLADESTOP,skill_lv);
status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
- if(sc_start4(src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
- { //Target locked.
- clif->damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
+ //Target locked.
+ clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif->bladestop(target, src->id, 1);
- sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
+ sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
return ATK_BLOCK;
}
}
@@ -5369,7 +5708,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
/**
* We need to calculate the DMG before the hp reduction, because it can kill the source.
- * For futher information: bugreport:4950
+ * For further information: bugreport:4950
**/
ret_val = (damage_lv)skill->attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
@@ -5395,25 +5734,18 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
skill->get_time(MO_CALLSPIRITS, tsc->data[SC_GENTLETOUCH_ENERGYGAIN]->val1),
tsc->data[SC_GENTLETOUCH_ENERGYGAIN]->val1);
}
- if( sc && sc->data[SC_CRUSHSTRIKE] ){
- uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
- status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
- if( skill->attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
- return ATK_DEF;
- return ATK_MISS;
- }
+
+ if( tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20 )
+ clif->skill_nodamage(target, target, SM_ENDURE, 5,
+ sc_start(target,target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5)));
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- tsc->data[SC_KAAHI]->val4 = iTimer->add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
+ tsc->data[SC_KAAHI]->val4 = timer->add(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), status->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
if( sc && sc->count ) {
- if (sc->data[SC_EXEEDBREAK]) {
- ATK_RATER(sc->data[SC_EXEEDBREAK]->val1)
- status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
- }
if( sc->data[SC_SPELLFIST] ) {
if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
struct Damage ad = battle->calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
@@ -5421,8 +5753,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}else
status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
}
- if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
- wd.damage *= 3; // Triple Damage
if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
pc->delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
@@ -5445,7 +5775,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
- wd.dmotion = clif->damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
+ wd.dmotion = clif->damage(src, target, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->bonus.splash_range > 0 && damage > 0)
skill->castend_damage_id(src, target, 0, 1, tick, 0);
@@ -5454,20 +5784,26 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if( su->group && su->group->skill_id == HT_BLASTMINE)
skill->blown(src, target, 3, -1, 0);
}
- iMap->freeblock_lock();
-
- battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
+ map->freeblock_lock();
+
+ if( skill->check_shadowform(target, damage, wd.div_) ){
+ if( !status->isdead(target) )
+ skill->additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
+ if( wd.dmg_lv > ATK_BLOCK)
+ skill->counter_additional_effect(src, target, 0, 0, wd.flag,tick);
+ }else
+ battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
if( tsc ) {
if( tsc->data[SC_DEVOTION] ) {
struct status_change_entry *sce = tsc->data[SC_DEVOTION];
- struct block_list *d_bl = iMap->id2bl(sce->val1);
+ struct block_list *d_bl = map->id2bl(sce->val1);
if( d_bl && (
(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
) && check_distance_bl(target, d_bl, sce->val3) )
{
- clif->damage(d_bl, d_bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(d_bl, d_bl, 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL, d_bl, damage, 0);
}
else
@@ -5479,13 +5815,13 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
skill->attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
}
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
- struct block_list *e_bl = iMap->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
- if( e_bl && !status_isdead(e_bl) ) {
- clif->damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
- status_damage(target,e_bl,damage,0,0,0);
+ struct block_list *e_bl = map->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
+ if( e_bl && !status->isdead(e_bl) ) {
+ clif->damage(e_bl,e_bl,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
+ status->damage(target,e_bl,damage,0,0,0);
// Just show damage in target.
- clif->damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
- iMap->freeblock_unlock();
+ clif->damage(src, target, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
+ map->freeblock_unlock();
return ATK_NONE;
}
}
@@ -5502,7 +5838,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (skill_lv < 1) skill_lv = 1;
sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
- if (status_charge(src, 0, sp)) {
+ if (status->charge(src, 0, sp)) {
switch (skill->get_casttype(skill_id)) {
case CAST_GROUND:
skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
@@ -5517,28 +5853,30 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
if (sd) {
- if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
- sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0 && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED )
- {
- int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id,
- r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
+ if( wd.flag&BF_SHORT && sc
+ && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3
+ && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0
+ && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED
+ ) {
+ int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id;
+ int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
int type;
if( (type = skill->get_casttype(r_skill)) == CAST_GROUND ) {
int maxcount = 0;
- if( !(BL_PC&battle_config.skill_reiteration) &&
- skill->get_unit_flag(r_skill)&UF_NOREITERATION )
- type = -1;
+ if( !(BL_PC&battle_config.skill_reiteration)
+ && skill->get_unit_flag(r_skill)&UF_NOREITERATION )
+ type = -1;
- if( BL_PC&battle_config.skill_nofootset &&
- skill->get_unit_flag(r_skill)&UF_NOFOOTSET )
- type = -1;
+ if( BL_PC&battle_config.skill_nofootset
+ && skill->get_unit_flag(r_skill)&UF_NOFOOTSET )
+ type = -1;
- if( BL_PC&battle_config.land_skill_limit &&
- (maxcount = skill->get_maxcount(r_skill, r_lv)) > 0
- ) {
+ if( BL_PC&battle_config.land_skill_limit
+ && (maxcount = skill->get_maxcount(r_skill, r_lv)) > 0
+ ) {
int v;
for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
if(sd->ud.skillunit[v]->skill_id == r_skill)
@@ -5548,10 +5886,10 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
type = -1;
}
- if( type != CAST_GROUND ){
- clif->skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
- iMap->freeblock_unlock();
- return wd.dmg_lv;
+ if( type != CAST_GROUND ) {
+ clif->skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
+ map->freeblock_unlock();
+ return wd.dmg_lv;
}
}
@@ -5584,12 +5922,14 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if (tsc) {
- if (tsc->data[SC_POISONREACT] &&
- (rnd()%100 < tsc->data[SC_POISONREACT]->val3
- || sstatus->def_ele == ELE_POISON) &&
-// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
- status_check_skilluse(target, src, TF_POISON, 0)
- ) { //Poison React
+ if (tsc->data[SC_POISONREACT]
+ && ( rnd()%100 < tsc->data[SC_POISONREACT]->val3
+ || sstatus->def_ele == ELE_POISON
+ )
+ /* && check_distance_bl(src, target, tstatus->rhw.range+1) Doesn't check range! o.O; */
+ && status->check_skilluse(target, src, TF_POISON, 0)
+ ) {
+ //Poison React
struct status_change_entry *sce = tsc->data[SC_POISONREACT];
if (sstatus->def_ele == ELE_POISON) {
sce->val2 = 0;
@@ -5602,30 +5942,39 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
status_change_end(target, SC_POISONREACT, INVALID_TIMER);
}
}
- iMap->freeblock_unlock();
+ map->freeblock_unlock();
return wd.dmg_lv;
}
-
-int battle_check_undead(int race,int element)
+#undef ATK_RATE
+#undef ATK_RATE2
+#undef ATK_RATER
+#undef ATK_RATEL
+#undef ATK_ADDRATE
+#undef ATK_ADDRATE2
+#undef ATK_ADD
+#undef ATK_ADD2
+#undef GET_NORMAL_ATTACK
+#undef GET_NORMAL_ATTACK2
+
+bool battle_check_undead(int race,int element)
{
if(battle_config.undead_detect_type == 0) {
if(element == ELE_UNDEAD)
- return 1;
+ return true;
}
else if(battle_config.undead_detect_type == 1) {
if(race == RC_UNDEAD)
- return 1;
+ return true;
}
else {
if(element == ELE_UNDEAD || race == RC_UNDEAD)
- return 1;
+ return true;
}
- return 0;
+ return false;
}
//Returns the upmost level master starting with the given object
-struct block_list* battle_get_master(struct block_list *src)
-{
+struct block_list* battle_get_master(struct block_list *src) {
struct block_list *prev; //Used for infinite loop check (master of yourself?)
do {
prev = src;
@@ -5636,7 +5985,7 @@ struct block_list* battle_get_master(struct block_list *src)
break;
case BL_MOB:
if (((TBL_MOB*)src)->master_id)
- src = iMap->id2bl(((TBL_MOB*)src)->master_id);
+ src = map->id2bl(((TBL_MOB*)src)->master_id);
break;
case BL_HOM:
if (((TBL_HOM*)src)->master)
@@ -5652,7 +6001,7 @@ struct block_list* battle_get_master(struct block_list *src)
break;
case BL_SKILL:
if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
- src = iMap->id2bl(((TBL_SKILL*)src)->group->src_id);
+ src = map->id2bl(((TBL_SKILL*)src)->group->src_id);
break;
}
} while (src && src != prev);
@@ -5681,6 +6030,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
m = target->m;
+ if (flag&BCT_ENEMY && ( map->getcell(m,src->x,src->y,CELL_CHKBASILICA) || map->getcell(m,target->x,target->y,CELL_CHKBASILICA) ) ) {
+ return -1;
+ }
+
//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
//objects involved.
if( (t_bl = battle->get_master(target)) == NULL )
@@ -5692,7 +6045,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if ( s_bl->type == BL_PC ) {
switch( t_bl->type ) {
case BL_MOB: // Source => PC, Target => MOB
- if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
+ if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
return 0;
break;
case BL_PC:
@@ -5706,7 +6059,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
switch( target->type ) { // Checks on actual target
case BL_PC: {
- struct status_change* sc = status_get_sc(src);
+ struct status_change* sc = status->get_sc(src);
if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
return -1; //Cannot be targeted yet.
if( sc && sc->count ) {
@@ -5719,7 +6072,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
(((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
s_bl->type == BL_PC && src->type != BL_MOB) || (((TBL_MOB*)target)->special_state.ai == 4 && t_bl->id != s_bl->id)) //Zanzoe
- { //Targettable by players
+ { //Targetable by players
state |= BCT_ENEMY;
strip_enemy = 0;
}
@@ -5733,7 +6086,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
switch( battle->get_current_skill(src) ) {
case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
case RK_DRAGONBREATH_WATER:
- if( !map[m].flag.pvp && !map[m].flag.gvg )
+ if( !map->list[m].flag.pvp && !map->list[m].flag.gvg )
break;
case 0://you can hit them without skills
case MA_REMOVETRAP:
@@ -5746,12 +6099,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case MS_MAGNUM:
case RA_DETONATOR:
case RA_SENSITIVEKEEN:
- case GN_CRAZYWEED_ATK:
case RK_STORMBLAST:
- case RK_PHANTOMTHRUST:
case SR_RAMPAGEBLASTER:
case NC_COLDSLOWER:
- case NC_SELFDESTRUCTION:
#ifdef RENEWAL
case KN_BOWLINGBASH:
case KN_SPEARSTAB:
@@ -5765,19 +6115,18 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case ASC_METEORASSAULT:
case RG_RAID:
case MC_CARTREVOLUTION:
+ case HT_CLAYMORETRAP:
+ case RA_ICEBOUNDTRAP:
+ case RA_FIRINGTRAP:
#endif
state |= BCT_ENEMY;
strip_enemy = 0;
break;
default:
- if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }else
- return 0;
+ return 0;
}
} else if (su->group->skill_id==WZ_ICEWALL ||
- su->group->skill_id == GN_WALLOFTHORN) {
+ su->group->skill_id == GN_WALLOFTHORN) {
state |= BCT_ENEMY;
strip_enemy = 0;
} else //Excepting traps and icewall, you should not be able to target skills.
@@ -5794,8 +6143,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return 0;
} //end switch actual target
- switch( t_bl->type )
- { //Checks on target master
+ switch( t_bl->type ) { //Checks on target master
case BL_PC:
{
struct map_session_data *sd;
@@ -5803,7 +6151,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
sd = BL_CAST(BL_PC, t_bl);
if( sd->state.monster_ignore && flag&BCT_ENEMY )
- return 0; // Global inminuty only to Attacks
+ return 0; // Global immunity only to Attacks
if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
if( sd->state.killable ) {
@@ -5816,12 +6164,13 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
{
struct mob_data *md = BL_CAST(BL_MOB, t_bl);
- if( !((iMap->agit_flag || iMap->agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
+ if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
+ && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
break;
}
default: break; //other type doesn't have slave yet
- } //end switch master target
+ } //end switch master target
switch( src->type ) { //Checks on actual src type
case BL_PET:
@@ -5848,22 +6197,19 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
return 0; //mercenary may not attack Emperium
break;
- } //end switch actual src
+ } //end switch actual src
- switch( s_bl->type )
- { //Checks on source master
+ switch( s_bl->type ) { //Checks on source master
case BL_PC:
{
struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
- if( s_bl != t_bl )
- {
- if( sd->state.killer )
- {
+ if( s_bl != t_bl ) {
+ if( sd->state.killer ) {
state |= BCT_ENEMY; // Can kill anything
strip_enemy = 0;
- }
- else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
- {
+ } else if( sd->duel_group
+ && !((!battle_config.duel_allow_pvp && map->list[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m)))
+ ) {
if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
else
@@ -5879,7 +6225,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case BL_MOB:
{
struct mob_data *md = BL_CAST(BL_MOB, s_bl);
- if( !((iMap->agit_flag || iMap->agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
+ if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
+ && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
if( !md->special_state.ai )
@@ -5900,11 +6247,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
break;
}
default:
- //Need some sort of default behaviour for unhandled types.
+ //Need some sort of default behavior for unhandled types.
if (t_bl->type != s_bl->type)
state |= BCT_ENEMY;
break;
- } //end switch on src master
+ } //end switch on src master
if( (flag&BCT_ALL) == BCT_ALL )
{ //All actually stands for all attackable chars
@@ -5924,32 +6271,37 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return (flag&state)?1:-1;
}
- if( map_flag_vs(m) )
- { //Check rivalry settings.
+ if( map_flag_vs(m) ) {
+ //Check rivalry settings.
int sbg_id = 0, tbg_id = 0;
- if( map[m].flag.battleground )
- {
- sbg_id = bg_team_get_id(s_bl);
- tbg_id = bg_team_get_id(t_bl);
+ if( map->list[m].flag.battleground ) {
+ sbg_id = bg->team_get_id(s_bl);
+ tbg_id = bg->team_get_id(t_bl);
}
- if( flag&(BCT_PARTY|BCT_ENEMY) )
- {
- int s_party = status_get_party_id(s_bl);
- if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
+ if( flag&(BCT_PARTY|BCT_ENEMY) ) {
+ int s_party = status->get_party_id(s_bl);
+ int s_guild = status->get_guild_id(s_bl);
+
+ if( s_party && s_party == status->get_party_id(t_bl)
+ && !(map->list[m].flag.pvp && map->list[m].flag.pvp_noparty)
+ && !(map_flag_gvg(m) && map->list[m].flag.gvg_noparty && !( s_guild && s_guild == status->get_guild_id(t_bl) ))
+ && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_PARTY;
else
state |= BCT_ENEMY;
}
- if( flag&(BCT_GUILD|BCT_ENEMY) )
- {
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
- if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
+ if( flag&(BCT_GUILD|BCT_ENEMY) ) {
+ int s_guild = status->get_guild_id(s_bl);
+ int t_guild = status->get_guild_id(t_bl);
+ if( !(map->list[m].flag.pvp && map->list[m].flag.pvp_noguild)
+ && s_guild && t_guild
+ && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))
+ && (!map->list[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_GUILD;
else
state |= BCT_ENEMY;
}
- if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
+ if( state&BCT_ENEMY && map->list[m].flag.battleground && sbg_id && sbg_id == tbg_id )
state &= ~BCT_ENEMY;
if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
@@ -5959,24 +6311,22 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(int)sd->status.base_level < battle_config.pk_min_level ||
- (int)sd2->status.base_level < battle_config.pk_min_level ||
+ (int)sd2->status.base_level < battle_config.pk_min_level ||
(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
)
state &= ~BCT_ENEMY;
}
- }//end map_flag_vs chk rivality
+ }//end map_flag_vs chk rivality
else
{ //Non pvp/gvg, check party/guild settings.
- if( flag&BCT_PARTY || state&BCT_ENEMY )
- {
- int s_party = status_get_party_id(s_bl);
- if(s_party && s_party == status_get_party_id(t_bl))
+ if( flag&BCT_PARTY || state&BCT_ENEMY ) {
+ int s_party = status->get_party_id(s_bl);
+ if(s_party && s_party == status->get_party_id(t_bl))
state |= BCT_PARTY;
}
- if( flag&BCT_GUILD || state&BCT_ENEMY )
- {
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
+ if( flag&BCT_GUILD || state&BCT_ENEMY ) {
+ int s_guild = status->get_guild_id(s_bl);
+ int t_guild = status->get_guild_id(t_bl);
if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))))
state |= BCT_GUILD;
}
@@ -5992,7 +6342,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
}
/*==========================================
* Check if can attack from this range
- * Basic check then calling path_search for obstacle etc..
+ * Basic check then calling path->search for obstacle etc..
*------------------------------------------*/
bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
{
@@ -6006,7 +6356,7 @@ bool battle_check_range(struct block_list *src, struct block_list *bl, int range
#ifndef CIRCULAR_AREA
if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
int dx = src->x - bl->x, dy = src->y - bl->y;
- if( !check_distance(dx, dy, range) )
+ if( !path->check_distance(dx, dy, range) )
return false;
} else
#endif
@@ -6017,12 +6367,12 @@ bool battle_check_range(struct block_list *src, struct block_list *bl, int range
return true; // No need for path checking.
if( d > AREA_SIZE )
- return false; // Avoid targetting objects beyond your range of sight.
+ return false; // Avoid targeting objects beyond your range of sight.
- return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
+ return path->search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}
-static const struct _battle_data {
+static const struct battle_data {
const char* str;
int* val;
int defval;
@@ -6287,7 +6637,6 @@ static const struct _battle_data {
{ "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
{ "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
{ "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
- { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
{ "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
{ "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
{ "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
@@ -6323,7 +6672,7 @@ static const struct _battle_data {
{ "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
{ "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
+ { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
{ "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
{ "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
{ "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
@@ -6365,6 +6714,7 @@ static const struct _battle_data {
{ "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
{ "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
{ "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
+ { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
{ "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
{ "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
{ "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
@@ -6375,14 +6725,16 @@ static const struct _battle_data {
{ "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
{ "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
{ "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
+ { "client_emblem_max_blank_percent", &battle_config.client_emblem_max_blank_percent, 100, 0, 100, },
// BattleGround Settings
{ "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
{ "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
/**
* rAthena
**/
- { "max_third_parameter", &battle_config.max_third_parameter, 120, 10, 10000, },
- { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, },
+ { "max_third_parameter", &battle_config.max_third_parameter, 130, 10, 10000, },
+ { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 117, 10, 10000, },
+ { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, 10000, },
{ "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
{ "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 },
{ "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
@@ -6391,16 +6743,28 @@ static const struct _battle_data {
{ "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
{ "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
{ "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
- { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
+ { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
+ { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
/**
* Hercules
**/
{ "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
{ "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, },
- { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
- { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
- { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
- { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
+ { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
+ { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
+ { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
+ { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
+ { "client_accept_chatdori", &battle_config.client_accept_chatdori, 0, 0, INT_MAX, },
+ { "snovice_call_type", &battle_config.snovice_call_type, 0, 0, 1, },
+ { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
+ { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
+ { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
+ { "idletime_criteria", &battle_config.idletime_criteria, 0x25, 1, INT_MAX, },
+
+ { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
+ { "case_sensitive_aegisnames", &battle_config.case_sensitive_aegisnames, 1, 0, 1, },
+ { "guild_castle_invite", &battle_config.guild_castle_invite, 0, 0, 1, },
+ { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, },
};
#ifndef STATS_OPT_OUT
/**
@@ -6409,8 +6773,6 @@ static const struct _battle_data {
void Hercules_report(char* date, char *time_c) {
int i, bd_size = ARRAYLENGTH(battle_data);
unsigned int config = 0;
- const char *svn = get_svn_revision();
- const char *git = get_git_hash();
char timestring[25];
time_t curtime;
char* buf;
@@ -6418,7 +6780,7 @@ void Hercules_report(char* date, char *time_c) {
enum config_table {
C_CIRCULAR_AREA = 0x0001,
C_CELLNOSTACK = 0x0002,
- C_CONSOLE_INPUT = 0x0004,
+ C_CONSOLE_INPUT = 0x0004,
C_SCRIPT_CALLFUNC_CHECK = 0x0008,
C_OFFICIAL_WALKPATH = 0x0010,
C_RENEWAL = 0x0020,
@@ -6429,12 +6791,15 @@ void Hercules_report(char* date, char *time_c) {
C_RENEWAL_EDP = 0x0400,
C_RENEWAL_ASPD = 0x0800,
C_SECURE_NPCTIMEOUT = 0x1000,
- C_SQL_DBS = 0x2000,
+ C_SQL_DB_ITEM = 0x2000,
C_SQL_LOGS = 0x4000,
- C_MEMWATCH = 0x8000,
- C_DMALLOC = 0x10000,
- C_GCOLLECT = 0x20000,
- C_SEND_SHORTLIST = 0x40000,
+ C_MEMWATCH = 0x8000,
+ C_DMALLOC = 0x10000,
+ C_GCOLLECT = 0x20000,
+ C_SEND_SHORTLIST = 0x40000,
+ C_SQL_DB_MOB = 0x80000,
+ C_SQL_DB_MOBSKILL = 0x100000,
+ C_PACKETVER_RE = 0x200000,
};
/* we get the current time */
@@ -6492,10 +6857,18 @@ void Hercules_report(char* date, char *time_c) {
#ifdef SECURE_NPCTIMEOUT
config |= C_SECURE_NPCTIMEOUT;
#endif
+
+#ifdef PACKETVER_RE
+ config |= C_PACKETVER_RE;
+#endif
/* non-define part */
- if( iMap->db_use_sqldbs )
- config |= C_SQL_DBS;
+ if( map->db_use_sql_item_db )
+ config |= C_SQL_DB_ITEM;
+ if( map->db_use_sql_mob_db )
+ config |= C_SQL_DB_MOB;
+ if( map->db_use_sql_mob_skill_db )
+ config |= C_SQL_DB_MOBSKILL;
if( logs->config.sql_logs )
config |= C_SQL_LOGS;
@@ -6516,37 +6889,47 @@ void Hercules_report(char* date, char *time_c) {
#define BFLAG_LENGTH 35
- CREATE(buf, char, 6 + 12 + 9 + 24 + 41 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
+ CREATE(buf, char, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
/* build packet */
WBUFW(buf,0) = 0x3000;
- WBUFW(buf,2) = 6 + 12 + 9 + 24 + 41 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
- WBUFW(buf,4) = 0x9e;
+ WBUFW(buf,2) = 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
+ WBUFW(buf,4) = 0x9f;
safestrncpy((char*)WBUFP(buf,6), date, 12);
- safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
- safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
-
- safestrncpy((char*)WBUFP(buf,6 + 12 + 9 + 24), git[0] != HERC_UNKNOWN_VER ? git : svn[0] != HERC_UNKNOWN_VER ? svn : "Unknown", 41);
- WBUFL(buf,6 + 12 + 9 + 24 + 41) = iMap->getusers();
-
- WBUFL(buf,6 + 12 + 9 + 24 + 41 + 4) = config;
- WBUFL(buf,6 + 12 + 9 + 24 + 41 + 4 + 4) = bd_size;
-
+ safestrncpy((char*)WBUFP(buf,18), time_c, 9);
+ safestrncpy((char*)WBUFP(buf,27), timestring, 24);
+
+ safestrncpy((char*)WBUFP(buf,51), sysinfo->platform(), 16);
+ safestrncpy((char*)WBUFP(buf,67), sysinfo->osversion(), 50);
+ safestrncpy((char*)WBUFP(buf,117), sysinfo->cpu(), 32);
+ WBUFL(buf,149) = sysinfo->cpucores();
+ safestrncpy((char*)WBUFP(buf,153), sysinfo->arch(), 8);
+ WBUFB(buf,161) = sysinfo->vcstypeid();
+ WBUFB(buf,162) = sysinfo->is64bit();
+ safestrncpy((char*)WBUFP(buf,163), sysinfo->vcsrevision_src(), 41);
+ safestrncpy((char*)WBUFP(buf,204), sysinfo->vcsrevision_scripts(), 41);
+ WBUFB(buf,245) = (sysinfo->is_superuser()? 1 : 0);
+ WBUFL(buf,246) = map->getusers();
+
+ WBUFL(buf,250) = config;
+ WBUFL(buf,254) = PACKETVER;
+
+ WBUFL(buf,258) = bd_size;
for( i = 0; i < bd_size; i++ ) {
- safestrncpy((char*)WBUFP(buf,6 + 12 + 9 + 24 + 41 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
- WBUFL(buf,6 + 12 + 9 + 24 + 41 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
+ safestrncpy((char*)WBUFP(buf,262 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, BFLAG_LENGTH);
+ WBUFL(buf,262 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
}
- chrif_send_report(buf, 6 + 12 + 9 + 24 + 41 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
+ chrif->send_report(buf, 262 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
aFree(buf);
#undef BFLAG_LENGTH
}
-static int Hercules_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
- if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
+static int Hercules_report_timer(int tid, int64 tick, int id, intptr_t data) {
+ if( chrif->isconnected() ) {/* char server relays it, so it must be online. */
Hercules_report(__DATE__,__TIME__);
}
return 0;
@@ -6559,8 +6942,11 @@ int battle_set_value(const char* w1, const char* w2)
int i;
ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
+ if (i == ARRAYLENGTH(battle_data)) {
+ if( HPM->parseConf(w1,w2,HPCT_BATTLE) ) /* if plugin-owned, succeed */
+ return 1;
return 0; // not found
+ }
if (val < battle_data[i].min || val > battle_data[i].max)
{
@@ -6622,6 +7008,22 @@ void battle_adjust_conf(void) {
battle_config.feature_search_stores = 0;
}
#endif
+
+#if PACKETVER < 20130724
+ if( battle_config.feature_banking ) {
+ ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
+ battle_config.feature_banking = 0;
+ }
+#endif
+
+#if PACKETVER > 20120000 && PACKETVER < 20130515 /* exact date (when it started) not known */
+ if( battle_config.feature_auction == 1 ) {
+ ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
+ ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
+ battle_config.feature_auction = 0;
+ }
+#endif
+
#ifndef CELL_NOSTACK
if (battle_config.cell_stack_limit != 1)
@@ -6671,19 +7073,22 @@ int battle_config_read(const char* cfgName)
return 0;
}
-void do_init_battle(void) {
- delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
- iTimer->add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
+void do_init_battle(bool minimal) {
+ if (minimal)
+ return;
+
+ battle->delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
+ timer->add_func_list(battle->delay_damage_sub, "battle_delay_damage_sub");
#ifndef STATS_OPT_OUT
- iTimer->add_timer_func_list(Hercules_report_timer, "Hercules_report_timer");
- iTimer->add_timer_interval(iTimer->gettick()+30000, Hercules_report_timer, 0, 0, 60000 * 30);
+ timer->add_func_list(Hercules_report_timer, "Hercules_report_timer");
+ timer->add_interval(timer->gettick()+30000, Hercules_report_timer, 0, 0, 60000 * 30);
#endif
}
void do_final_battle(void) {
- ers_destroy(delay_damage_ers);
+ ers_destroy(battle->delay_damage_ers);
}
/* initialize the interface */
@@ -6692,6 +7097,9 @@ void battle_defaults(void) {
battle->bc = &battle_config;
+ memset(battle->attr_fix_table, 0, sizeof(battle->attr_fix_table));
+ battle->delay_damage_ers = NULL;
+
battle->init = do_init_battle;
battle->final = do_final_battle;
@@ -6699,25 +7107,21 @@ void battle_defaults(void) {
battle->calc_damage = battle_calc_damage;
battle->calc_gvg_damage = battle_calc_gvg_damage;
battle->calc_bg_damage = battle_calc_bg_damage;
- battle->calc_base_damage = battle_calc_base_damage;
- battle->calc_misc_attack = battle_calc_misc_attack;
- battle->calc_magic_attack = battle_calc_magic_attack;
battle->weapon_attack = battle_weapon_attack;
+ battle->calc_weapon_attack = battle_calc_weapon_attack;
battle->delay_damage = battle_delay_damage;
battle->drain = battle_drain;
- battle->calc_return_damage = battle_calc_return_damage;
- battle->calc_weapon_attack = battle_calc_weapon_attack;
-#ifdef RENEWAL
- battle->calc_weapon_damage = battle_calc_weapon_damage;
-#endif
- battle->calc_defense = battle_calc_defense;
+ battle->reflect_damage = battle_reflect_damage;
battle->attr_ratio = battle_attr_ratio;
battle->attr_fix = battle_attr_fix;
battle->calc_cardfix = battle_calc_cardfix;
battle->calc_elefix = battle_calc_elefix;
battle->calc_masteryfix = battle_calc_masteryfix;
+ battle->calc_chorusbonus = battle_calc_chorusbonus;
battle->calc_skillratio = battle_calc_skillratio;
battle->calc_sizefix = battle_calc_sizefix;
+ battle->calc_weapon_damage = battle_calc_weapon_damage;
+ battle->calc_defense = battle_calc_defense;
battle->get_master = battle_get_master;
battle->get_targeted = battle_gettargeted;
battle->get_enemy = battle_getenemy;
@@ -6733,6 +7137,10 @@ void battle_defaults(void) {
battle->delay_damage_sub = battle_delay_damage_sub;
battle->blewcount_bonus = battle_blewcount_bonus;
battle->range_type = battle_range_type;
+ battle->calc_base_damage = battle_calc_base_damage;
+ battle->calc_base_damage2 = battle_calc_base_damage2;
+ battle->calc_misc_attack = battle_calc_misc_attack;
+ battle->calc_magic_attack = battle_calc_magic_attack;
battle->adjust_skill_damage = battle_adjust_skill_damage;
battle->add_mastery = battle_addmastery;
battle->calc_drain = battle_calc_drain;