/** * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * * Copyright (C) 2012-2018 Hercules Dev Team * Copyright (C) Athena Dev Teams * * Hercules is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #define HERCULES_CORE #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 #include "battle.h" #include "map/battleground.h" #include "map/clan.h" #include "map/clif.h" #include "map/elemental.h" #include "map/guild.h" #include "map/homunculus.h" #include "map/itemdb.h" #include "map/map.h" #include "map/mercenary.h" #include "map/mob.h" #include "map/party.h" #include "map/path.h" #include "map/pc.h" #include "map/pet.h" #include "map/skill.h" #include "map/status.h" #include "common/HPM.h" #include "common/cbasetypes.h" #include "common/conf.h" #include "common/ers.h" #include "common/memmgr.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" #include #include #include #include struct Battle_Config battle_config; static struct battle_interface battle_s; struct battle_interface *battle; /** * Returns the current/last skill in use by this bl. * * @param bl The bl to check. * @return The current/last skill ID. */ static int battle_getcurrentskill(struct block_list *bl) { const struct unit_data *ud; nullpo_ret(bl); if (bl->type == BL_SKILL) { const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl); if (su->group == NULL) return 0; return su->group->skill_id; } ud = unit->bl2ud(bl); if (ud == NULL) return 0; return ud->skill_id; } /*========================================== * Get random targeting enemy *------------------------------------------*/ static int battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct unit_data *ud; int target_id; int *c; nullpo_ret(bl); bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target_id = va_arg(ap, int); if (bl->id == target_id) return 0; if (*c >= 24) return 0; if (!(ud = unit->bl2ud(bl))) return 0; if (ud->target == target_id || ud->skilltarget == target_id) { bl_list[(*c)++] = bl; return 1; } return 0; } static struct block_list *battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); memset(bl_list, 0, sizeof(bl_list)); map->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } //Returns the id of the current targeted character of the passed bl. [Skotlex] static int battle_gettarget(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return BL_UCCAST(BL_PC, bl)->ud.target; case BL_MOB: return BL_UCCAST(BL_MOB, bl)->target_id; case BL_PET: return BL_UCCAST(BL_PET, bl)->target_id; case BL_HOM: return BL_UCCAST(BL_HOM, bl)->ud.target; case BL_MER: return BL_UCCAST(BL_MER, bl)->ud.target; case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->ud.target; } return 0; } static int battle_getenemy_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct block_list *target; int *c; nullpo_ret(bl); bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target = va_arg(ap, struct block_list *); if (bl->id == target->id) return 0; if (*c >= 24) return 0; if (status->isdead(bl)) return 0; if (battle->check_target(target, bl, BCT_ENEMY) > 0) { bl_list[(*c)++] = bl; return 1; } return 0; } // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex] static struct block_list *battle_getenemy(struct block_list *target, int type, int range) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); memset(bl_list, 0, sizeof(bl_list)); map->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list, *src; int *c, ignore_id; nullpo_ret(bl); bl_list = va_arg(ap, struct block_list **); nullpo_ret(bl_list); c = va_arg(ap, int *); nullpo_ret(c); src = va_arg(ap, struct block_list *); ignore_id = va_arg(ap, int); if( bl->id == src->id || bl->id == ignore_id ) return 0; // Ignores Caster and a possible pre-target if( *c >= 23 ) return 0; if( status->isdead(bl) ) return 0; if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!... bl_list[(*c)++] = bl; return 1; } return 0; } // Pick a random enemy static struct block_list *battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, src); memset(bl_list, 0, sizeof(bl_list)); 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; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } static 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 = map->id2bl(dat->src_id); struct map_session_data *sd = BL_CAST(BL_PC, src); struct block_list *target = map->id2bl(dat->target_id); if (target != NULL && !status->isdead(target)) { //Check to see if you haven't teleported. [Skotlex] if (src != NULL && ( battle_config.fix_warp_hit_delay_abuse ? (dat->skill_id == MO_EXTREMITYFIST || target->m != src->m || check_distance_bl(src, target, dat->distance)) : ((target->type != BL_PC || BL_UCAST(BL_PC, target)->invincible_timer == INVALID_TIMER) && (dat->skill_id == MO_EXTREMITYFIST || (target->m == src->m && 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) 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); map->freeblock_unlock(); } else if (src == NULL && dat->skill_id == CR_REFLECTSHIELD) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected map->freeblock_lock(); status_fix_damage(target, target, dat->damage, dat->delay); map->freeblock_unlock(); } } if (sd != NULL && --sd->delayed_damage == 0 && sd->state.hold_recalc) { sd->state.hold_recalc = 0; status_calc_pc(sd, SCO_FORCE); } } ers_free(battle->delay_damage_ers, dat); return 0; } static 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; struct block_list *d_tbl = NULL; nullpo_ret(src); nullpo_ret(target); sc = status->get_sc(target); if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1) d_tbl = map->id2bl(sc->data[SC_DEVOTION]->val1); if (d_tbl && sc && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD) damage = 0; if ( !battle_config.delay_battle_damage || amotion <= 1 ) { 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, timer->gettick()); map->freeblock_unlock(); return 0; } 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; dat->skill_lv = skill_lv; dat->attack_type = attack_type; dat->damage = damage; dat->dmg_lv = dmg_lv; dat->delay = ddelay; dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : battle_config.area_size); 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] if (src->type == BL_PC) { BL_UCAST(BL_PC, src)->delayed_damage++; } timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat); return 0; } static int battle_attr_ratio(int atk_elem, int def_type, int def_lv) { if (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX) return 100; if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX || def_lv < 1 || def_lv > 4) return 100; return battle->attr_fix_table[def_lv-1][atk_elem][def_type]; } /*========================================== * Does attribute fix modifiers. * Added passing of the chars so that the status changes can affect it. [Skotlex] * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. *------------------------------------------*/ static 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 (atk_elem < ELE_NEUTRAL || atk_elem >= ELE_MAX) atk_elem = rnd()%ELE_MAX; if (def_type < ELE_NEUTRAL || def_type >= ELE_MAX || def_lv < 1 || def_lv > 4) { ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = 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 += skill->enchant_eff[sc->data[SC_VOLCANO]->val1-1]; if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND) ratio += skill->enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1]; if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER) 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 = BL_UCAST(BL_SKILL, target); struct skill_unit_group *sg; struct block_list *sgsrc; if(!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(sgsrc,su->group->skill_id,su->group->skill_lv,x,y,1); sg->val3 = -1; sg->limit = DIFF_TICK32(timer->gettick(),sg->tick)+300; } } } 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_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( ratio < 100 ) return damage - (damage * (100 - ratio) / 100); else return damage + (damage * (ratio - 100) / 100); } // [malufett] //FIXME: Missing documentation for flag, flag2 static 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) { #ifdef RENEWAL int64 damage, eatk = 0; struct status_change *sc; struct map_session_data *sd; if( !src || !bl ) return 0; sc = status->get_sc(src); sd = BL_CAST(BL_PC, src); 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 ( flag & 2 && sd->bonus.arrow_atk && skill_id != GN_CARTCANNON ) damage += sd->bonus.arrow_atk; if ( sd->battle_status.equip_atk != 0 ) eatk = sd->base_status.equip_atk; if ( sd->bonus.atk_rate ) damage += damage * sd->bonus.atk_rate / 100; } if ( skill_id == TF_POISON ) eatk += 15 * skill_lv; 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->count ){ if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 ) eatk += 200; } #ifdef RENEWAL_EDP if ( sc && sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ) { struct status_data *tstatus; tstatus = status->get_status_data(bl); eatk += damage * 0x19 * battle->attr_fix_table[tstatus->ele_lv - 1][ELE_POISON][tstatus->def_ele] / 10000; damage += (eatk + damage) * sc->data[SC_EDP]->val3 / 100 + eatk; } else /* fall through */ #endif damage += eatk; damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag); /** * 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; // 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 breaks WATK_ELEMENT bonus. [Skotlex] *------------------------------------------ * Pass damage2 as NULL to not calc it. * Flag values: // TODO: Check whether these values are correct (the flag parameter seems to be passed through to other functions), and replace them with an enum. * &1: Critical hit * &2: Arrow attack * &4: Skill is Magic Crasher * &8: Skip target size adjustment (Extremity Fist?) *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) */ /* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */ // FIXME: Missing documentation for flag2 static 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; struct status_data *st = status->get_status_data(src); struct status_change *sc = status->get_sc(src); const struct map_session_data *sd = NULL; nullpo_retr(0, src); sd = BL_CCAST(BL_PC, src); if ( !skill_id ) { s_ele = st->rhw.ele; s_ele_ = st->lhw.ele; if (sd != NULL) { if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) { s_ele = s_ele_ = sd->charm_type; } if (flag&2 && sd->bonus.arrow_ele != 0) s_ele = sd->bonus.arrow_ele; } } if (src->type == BL_PC) { int64 batk; // Property from mild wind bypasses it if (sc && sc->data[SC_TK_SEVENWIND]) batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, s_ele, s_ele_, false, flag); else batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, 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, &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, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); } else { damage = st->batk + 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; } static 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; int64 damage = 0; nullpo_retr(damage, st); nullpo_retr(damage, wa); if (!sd) { //Mobs/Pets if(flag&4) { atkmin = st->matk_min; atkmax = st->matk_max; } else { atkmin = wa->atk; atkmax = wa->atk2; } if (atkmin > atkmax) atkmin = atkmax; } else { //PCs atkmax = wa->atk; type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R; if (!(flag&1) || (flag&2)) { //Normal attacks 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; if (atkmin > atkmax) atkmin = atkmax; if(flag&2 && !(flag&16)) { //Bows atkmin = atkmin*atkmax/100; if (atkmin > atkmax) atkmax = atkmin; } } } if (sc && sc->data[SC_MAXIMIZEPOWER]) atkmin = atkmax; //Weapon Damage calculation if (!(flag&1)) damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; else damage = atkmax; if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit if (flag&2 && sd->bonus.arrow_atk) damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); //SizeFix only for players if (!(sd->special_state.no_sizefix || (flag&8))) damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size] ) / 100; } //Finally, add baseatk if(flag&4) damage += st->matk_min; else damage += st->batk; //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) { if(sd->left_weapon.overrefine) damage += rnd()%sd->left_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype2]) damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100; } else { //Right hand if(sd->right_weapon.overrefine) damage += rnd()%sd->right_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype1]) damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100; } } return damage; } static int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, int size, bool ignore) { //SizeFix only for players nullpo_retr(damage, sd); if (!(sd->special_state.no_sizefix || (ignore))) damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[size] : sd->right_weapon.atkmods[size] ) / 100; return damage; } /*========================================== * Passive skill damages increases *------------------------------------------*/ // FIXME: type is undocumented static 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_retr(damage, sd); nullpo_retr(damage, target); 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 += 15 * pc->checkskill(sd, NC_MADOLICENCE); #ifdef RENEWAL if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 ) damage += (skill_lv * 2); #endif 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; } if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case W_1HSWORD: #ifdef RENEWAL if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill_lv * 3); FALLTHROUGH #endif case W_DAGGER: 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_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill_lv * 3); #endif if((skill_lv = pc->checkskill(sd,SM_TWOHAND)) > 0) damage += (skill_lv * 4); break; case W_1HSPEAR: case W_2HSPEAR: if ((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) { if (pc_isridingdragon(sd)) damage += (skill_lv * 10); else if (pc_isridingpeco(sd)) damage += (skill_lv * 5); else damage += (skill_lv * 4); } break; case W_1HAXE: case W_2HAXE: 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_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_lv = pc->checkskill(sd,TK_RUN)) > 0) damage += (skill_lv * 10); // No break, fall through to Knuckles FALLTHROUGH case W_KNUCKLE: if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0) damage += (skill_lv * 3); break; case W_MUSICAL: if((skill_lv = pc->checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill_lv * 3); break; case W_WHIP: if((skill_lv = pc->checkskill(sd,DC_DANCINGLESSON)) > 0) damage += (skill_lv * 3); break; case W_BOOK: if((skill_lv = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0) damage += (skill_lv * 3); break; case W_KATAR: if((skill_lv = pc->checkskill(sd,AS_KATAR)) > 0) damage += (skill_lv * 3); break; } return damage; } /*========================================== * Calculates ATK masteries. *------------------------------------------*/ static 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); 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: case MO_EXTREMITYFIST: case CR_GRANDCROSS: case NJ_ISSEN: case CR_ACIDDEMONSTRATION: return damage; case NJ_SYURIKEN: 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; #endif case RA_WUGDASH://(Caster Current Weight x 10 / 8) if( sd->weight ) damage += sd->weight / 8; /* Fall through */ case RA_WUGSTRIKE: case RA_WUGBITE: damage += 30*pc->checkskill(sd, RA_TOOTHOFWUG); break; case HT_FREEZINGTRAP: damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP); break; default: battle->calc_masteryfix_unknown(src, target, &skill_id, &skill_lv, &damage, &div, &left, &weapon); break; } 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_SMALL) damage += sc->data[SC_DRUMBATTLE]->val2; else if(tstatus->size == SZ_MEDIUM) 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_SMALL) damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1; else if(tstatus->size == SZ_MEDIUM) damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1; else damage += sc->data[SC_GS_GATLINGFEVER]->val1; } #if 0 if(sc->data[SC_SPECIALZONE]) damage += sc->data[SC_SPECIALZONE]->val2 >> 4; #endif // 0 #endif // RENEWAL } // 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->weapontype == 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)) > 0 && 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; } if ((sd->job & MAPID_THIRDMASK) == MAPID_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; } static void battle_calc_masteryfix_unknown(struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int64 *damage, int *div, bool *left, bool *weapon) { } /*========================================== * Elemental attribute fix. *------------------------------------------*/ // FIXME: flag is undocumented static 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); tstatus = status->get_status_data(target); if( (nk&NK_NO_ELEFIX) || n_ele ) return damage; 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 == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } } #ifndef RENEWAL { 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; } static int64 battle_calc_cardfix2(struct block_list *src, struct block_list *bl, int64 damage, int s_ele, int nk, int flag) { #ifdef RENEWAL struct map_session_data *tsd; struct status_data *sstatus; if ( !damage ) return 0; nullpo_ret(bl); nullpo_ret(src); tsd = BL_CAST(BL_PC, bl); sstatus = status->get_status_data(src); if ( tsd ) { if ( !(nk&NK_NO_CARDFIX_DEF) ) { // RaceAddTolerance damage -= damage * tsd->race_tolerance[sstatus->race] / 100; damage -= damage * tsd->race_tolerance[is_boss(src) ? RC_BOSS : RC_NONBOSS] / 100; if ( flag&BF_SHORT ) damage -= damage * tsd->bonus.near_attack_def_rate / 100; else // SubRangeAttackDamage or bLongAtkDef damage -= damage * tsd->bonus.long_attack_def_rate / 100; } if ( flag&BF_LONG && tsd->sc.data[SC_GS_ADJUSTMENT] ) { damage -= 20 * damage / 100; } } #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). *------------------------------------------*/ // FIXME: wflag is undocumented static 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; int cardfix = 1000; short t_class, s_class, s_race2, t_race2; struct status_data *sstatus, *tstatus; int i; if( !damage ) return 0; nullpo_ret(src); nullpo_ret(target); 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); switch(attack_type){ case BF_MAGIC: if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) { 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++) { if(sd->add_mdmg[i].class_ == t_class) { cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100; break; } } } if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // Target cards. 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; } 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; for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) { if(tsd->add_mdef[i].class_ == s_class) { cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100; break; } } #ifndef RENEWAL //It was discovered that ranged defense also counts vs magic! [Skotlex] 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 ) damage = damage * cardfix / 1000; break; case BF_WEAPON: t_race2 = status->get_race2(target); if( cflag&2 ){ if( sd && !(nk&NK_NO_CARDFIX_ATK) ){ int 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&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 + 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; }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 += 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( 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+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; } }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->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; } } for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ){ if( sd->right_weapon.add_dmg[i].class_ == t_class ){ cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100; break; } } if( 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; } }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; } } 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; 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; } } #ifndef RENEWAL 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; #endif 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) ) { // misc damage reduction from equipment #ifndef RENEWAL 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; } cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100; cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100; 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; #endif cardfix = cardfix*(100 - tsd->subsize[sstatus->size]) / 100; cardfix = cardfix*(100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100; if ( cardfix != 1000 ) damage = damage * cardfix / 1000; } break; } return damage; } /*========================================== * Calculates defense reduction. [malufett] * flag: * &1 - idef/imdef(Ignore defense) * &2 - pdef(Pierce defense) * &4 - tdef(Total defense reduction) *------------------------------------------*/ // TODO: Add an enum for flag static 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; int i; if( !damage ) return 0; nullpo_ret(src); nullpo_ret(target); 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); switch(attack_type){ case BF_WEAPON: { /* Take note in RE * def1 = equip def * def2 = status def */ 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) #else 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 ) { if ( sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0 ) // hidden from status window def1 += 10 * def1 * sd->charm_count / 100; i = sd->ignore_def[is_boss(target) ? RC_BOSS : RC_NONBOSS]; i += sd->ignore_def[tstatus->race]; if ( i ) { if ( i > 100 ) i = 100; def1 -= def1 * i / 100; #ifndef RENEWAL def2 -= def2 * i / 100; #endif } } if( sc && sc->data[SC_EXPIATIO] ){ i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level def1 -= def1 * i / 100; #ifndef RENEWAL def2 -= def2 * i / 100; #endif } 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); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { if( !tsc || !tsc->data[SC_STEELBODY] ) def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else { //Assume type 2 if( !tsc || !tsc->data[SC_STEELBODY] ) def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } #ifndef RENEWAL if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] #endif if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) { //Sd vit-eq #ifndef RENEWAL //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); #else vit_def = def2; #endif 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); // [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; } else { //Mob-Pet vit-eq #ifndef RENEWAL //VIT + rnd(0,[VIT/20]^2-1) vit_def = (def2/20)*(def2/20); vit_def = def2 + (vit_def>0?rnd()%vit_def:0); #else vit_def = def2; #endif } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } #ifdef RENEWAL /** * RE DEF Reduction * Pierce defense gains 1 atk per def/2 **/ 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; if( !(flag&1) && !(flag&2) ) { if( flag&4 ) damage -= (def1 + vit_def); else damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def); } #else if( def1 > 100 ) def1 = 100; if( !(flag&1) ){ if( flag&2 ) damage = damage * pdef * (def1+vit_def) / 100; else damage = damage * (100-def1) / 100; } if( !(flag&1 || flag&2) ) damage -= vit_def; #endif } break; case BF_MAGIC: { 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) #else 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; if(sd) { i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS]; i += sd->ignore_mdef[tstatus->race]; if (i) { if (i > 100) i = 100; mdef -= mdef * i/100; //mdef2-= mdef2* i/100; } } #ifdef RENEWAL /** * RE MDEF Reduction **/ 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; else damage = damage * (100-mdef)/100 - mdef2; #endif } break; } return damage; } // Minstrel/Wanderer number check for chorus skills. static 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 } // FIXME: flag is undocumented static 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; struct status_change *sc, *tsc; struct map_session_data *sd, *tsd; struct status_data *st, *tst, *bst; 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); st = status->get_status_data(src); bst = status->get_base_status(src); tst = status->get_status_data(target); switch(attack_type){ case BF_MAGIC: switch(skill_id){ case MG_NAPALMBEAT: skillratio += skill_lv * 10 - 30; break; case MG_FIREBALL: #ifdef RENEWAL skillratio += 20 * skill_lv; #else skillratio += skill_lv * 10 - 30; #endif break; case MG_SOULSTRIKE: if (battle->check_undead(tst->race,tst->def_ele)) skillratio += 5*skill_lv; break; case MG_FIREWALL: skillratio -= 50; break; case MG_THUNDERSTORM: /** * in Renewal Thunder Storm boost is 100% (in pre-re, 80%) **/ #ifndef RENEWAL skillratio -= 20; #endif break; case MG_FROSTDIVER: skillratio += 10 * skill_lv; break; case AL_HOLYLIGHT: skillratio += 25; if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST) skillratio *= 5; //Does 5x damage include bonuses from other skills? break; case AL_RUWACH: skillratio += 45; break; case WZ_FROSTNOVA: skillratio += (100+skill_lv*10) * 2 / 3 - 100; break; case WZ_FIREPILLAR: if (skill_lv > 10) skillratio += 2300; //200% MATK each hit else skillratio += -60 + 20*skill_lv; //20% MATK each hit break; case WZ_SIGHTRASHER: skillratio += 20 * skill_lv; break; case WZ_WATERBALL: skillratio += 30 * skill_lv; break; case WZ_STORMGUST: skillratio += 40 * skill_lv; break; case HW_NAPALMVULCAN: skillratio += 10 * skill_lv - 30; break; case SL_STIN: skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. break; case SL_STUN: 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% break; case NJ_KOUENKA: skillratio -= 10; if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0) skillratio += 20 * sd->charm_count; break; case NJ_KAENSIN: skillratio -= 50; if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0) skillratio += 10 * sd->charm_count; break; case NJ_BAKUENRYU: skillratio += 50 * (skill_lv - 1); if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0) skillratio += 15 * sd->charm_count; break; #ifdef RENEWAL case NJ_HYOUSENSOU: skillratio -= 30; if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0) skillratio += 5 * sd->charm_count; break; #endif case NJ_HYOUSYOURAKU: skillratio += 50 * skill_lv; if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0) skillratio += 25 * sd->charm_count; break; case NJ_RAIGEKISAI: skillratio += 60 + 40 * skill_lv; if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0) skillratio += 15 * sd->charm_count; break; case NJ_KAMAITACHI: if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0) skillratio += 10 * sd->charm_count; /* Fall through */ case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case WZ_METEOR: skillratio += 25; break; case WZ_VERMILION: { int interval = 0, per = interval, ratio = per; while( (per++) < skill_lv ){ ratio += interval; if(per%3==0) interval += 20; } if( skill_lv > 9 ) ratio -= 10; skillratio += ratio; } break; case NJ_HUUJIN: skillratio += 50; if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0) skillratio += 20 * sd->charm_count; break; #else case WZ_VERMILION: skillratio += 20*skill_lv-20; break; #endif /** * Summoner **/ case SU_BITE: skillratio += 100; break; case SU_SCRATCH: skillratio += -50 + 50 * skill_lv; break; case SU_SCAROFTAROU: skillratio += -100 + 100 * skill_lv; break; case SU_PICKYPECK: case SU_PICKYPECK_DOUBLE_ATK: skillratio += 100 + 100 * skill_lv; if ((status_get_max_hp(target) / 100) <= 50) skillratio *= 2; break; case SU_LUNATICCARROTBEAT: skillratio += 100 + 100 * skill_lv; break; /** * Arch Bishop **/ case AB_JUDEX: skillratio = 300 + 20 * skill_lv; RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio = 500 + 100 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: 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 = 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 )] % skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_JACKFROST: if( tsc && tsc->data[SC_FROSTMISTY] ){ skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); }else{ skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(150); } break; case WL_DRAINLIFE: skillratio = 200 * skill_lv + status_get_int(src); RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio = 300 * skill_lv; RE_LVL_DMOD(100); skillratio += 1300; break; case WL_HELLINFERNO: skillratio = 300 * skill_lv; RE_LVL_DMOD(100); // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] % // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] % if( flag&ELE_DARK ) skillratio *= 4; skillratio /= 5; break; case WL_COMET: i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 ); if( i <= 3 ) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell else if( i <= 5 ) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell else if( i <= 7 ) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell else skillratio += 900 + 500 * skill_lv; // 19 x 19 cell if( sd && sd->status.party_id ){ struct map_session_data* psd; 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 ? rnd()%c : 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; status_zap(&psd->bl, 0, skill->get_sp(skill_id, skill_lv) / 2); } } break; case WL_CHAINLIGHTNING_ATK: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); if(flag > 0) skillratio += 100 * flag; break; case WL_EARTHSTRAIN: skillratio = 2000 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skillratio += 400 + 500 * skill_lv; break; case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50)); RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: { 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: 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_METALICSOUND: skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ); RE_LVL_DMOD(100); break; case WM_REVERBERATION_MAGIC: skillratio = 100 * skill_lv + 100; RE_LVL_DMOD(100); break; case SO_FIREWALK: skillratio = 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2; break; case SO_ELECTRICWALK: skillratio = 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2; break; case SO_EARTHGRAVE: 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]->val3 * 5; break; case SO_DIAMONDDUST: 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 * 5; break; case SO_POISON_BUSTER: skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5; break; case SO_PSYCHIC_WAVE: skillratio = 70 * skill_lv + 3 * st->int_; RE_LVL_DMOD(100); 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: 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 += sc->data[SC_BLAST_OPTION]->val2 * 5; break; case SO_CLOUD_KILL: skillratio = 40 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) 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; } break; // Magical Elemental Spirits Attack Skills case EL_FIRE_MANTLE: case EL_WATER_SCREW: skillratio += 900; break; case EL_FIRE_ARROW: case EL_ROCK_CRUSHER_ATK: skillratio += 200; break; case EL_FIRE_BOMB: case EL_ICE_NEEDLE: case EL_HURRICANE_ATK: skillratio += 400; break; case EL_FIRE_WAVE: case EL_TYPOON_MIS_ATK: skillratio += 1100; break; case MH_ERASER_CUTTER: 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 else skillratio += 400 + 100 * skill_lv; //700:900 break; case MH_HEILIGE_STANGE: skillratio += 400 + 250 * skill_lv; break; case MH_POISON_MIST: skillratio += 100 * skill_lv; break; case KO_KAIHOU: if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) { skillratio += -100 + 200 * sd->charm_count; RE_LVL_DMOD(100); pc->del_charm(sd, sd->charm_count, sd->charm_type); } break; case SU_SV_STEMSPEAR: skillratio += 600; break; case SU_CN_METEOR: skillratio += 100 + 100 * skill_lv; break; default: battle->calc_skillratio_magic_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag); break; } break; case BF_WEAPON: switch( skill_id ) { case SM_BASH: case MS_BASH: skillratio += 30 * skill_lv; break; case SM_MAGNUM: case MS_MAGNUM: skillratio += 20 * skill_lv; break; case MC_MAMMONITE: skillratio += 50 * skill_lv; break; case HT_POWER: skillratio += -50 + 8 * status_get_str(src); break; case AC_DOUBLE: case MA_DOUBLE: skillratio += 10 * (skill_lv-1); break; case AC_SHOWER: case MA_SHOWER: #ifdef RENEWAL skillratio += 50 + 10 * skill_lv; #else skillratio += -25 + 5 * skill_lv; #endif break; case AC_CHARGEARROW: case MA_CHARGEARROW: skillratio += 50; break; #ifndef RENEWAL case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: skillratio += -50 + 10 * skill_lv; break; #endif case KN_PIERCE: case ML_PIERCE: skillratio += 10 * skill_lv; break; case MER_CRASH: skillratio += 10 * skill_lv; break; case KN_SPEARSTAB: skillratio += 20 * skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50*skill_lv; break; case KN_BRANDISHSPEAR: case ML_BRANDISH: { int ratio = 100 + 20 * skill_lv; skillratio += ratio - 100; if(skill_lv>3 && flag==1) skillratio += ratio / 2; if(skill_lv>6 && flag==1) skillratio += ratio / 4; if(skill_lv>9 && flag==1) skillratio += ratio / 8; if(skill_lv>6 && flag==2) skillratio += ratio / 2; if(skill_lv>9 && flag==2) skillratio += ratio / 4; if(skill_lv>9 && flag==3) skillratio += ratio / 2; break; } case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio+= 40 * skill_lv; break; case AS_GRIMTOOTH: skillratio += 20 * skill_lv; break; case AS_POISONREACT: skillratio += 30 * skill_lv; break; case AS_SONICBLOW: skillratio += 300 + 40 * skill_lv; break; case TF_SPRINKLESAND: skillratio += 30; break; case MC_CARTREVOLUTION: skillratio += 50; if( sd && sd->cart_weight ) skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight else if (!sd) skillratio += 100; //Max damage for non players. break; case NPC_RANDOMATTACK: skillratio += 100 * skill_lv; break; case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLOODDRAIN: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: skillratio += 100 * (skill_lv-1); break; case NPC_EARTHQUAKE: skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2); break; case RG_BACKSTAP: if (sd != NULL && sd->weapontype == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200 + 40 * skill_lv) / 2; else skillratio += 200 + 40 * skill_lv; break; case RG_RAID: skillratio += 40 * skill_lv; break; case RG_INTIMIDATE: skillratio += 30 * skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20 * skill_lv; break; case CR_SHIELDBOOMERANG: skillratio += 30 * skill_lv; break; case NPC_DARKCROSS: case CR_HOLYCROSS: { int ratio = 35 * skill_lv; #ifdef RENEWAL if (sd != NULL && sd->weapontype == W_2HSPEAR) ratio *= 2; #endif skillratio += ratio; break; } case AM_DEMONSTRATION: skillratio += 20 * skill_lv; break; case AM_ACIDTERROR: #ifdef RENEWAL skillratio += 80 * skill_lv + 100; #else skillratio += 40 * skill_lv; #endif break; case MO_FINGEROFFENSIVE: skillratio+= 50 * skill_lv; break; case MO_INVESTIGATE: skillratio += 75 * skill_lv; break; case MO_EXTREMITYFIST: #ifndef RENEWAL { //Overflow check. [Skotlex] 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; } #endif break; case MO_TRIPLEATTACK: skillratio += 20 * skill_lv; break; case MO_CHAINCOMBO: skillratio += 50 + 50 * skill_lv; break; case MO_COMBOFINISH: skillratio += 140 + 60 * skill_lv; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: skillratio += 25 + 25 * skill_lv; break; case CH_TIGERFIST: skillratio += 100 * skill_lv - 60; break; case CH_CHAINCRUSH: skillratio += 300 + 100 * skill_lv; break; case CH_PALMSTRIKE: skillratio += 100 + 100 * skill_lv; break; case LK_HEADCRUSH: skillratio += 40 * skill_lv; break; case LK_JOINTBEAT: i = 10 * skill_lv - 50; // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment. if (flag&BREAK_NECK) i*=2; skillratio += i; break; case ASC_METEORASSAULT: skillratio += 40 * skill_lv - 60; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: skillratio += 100 + 50 * skill_lv; break; case CG_ARROWVULCAN: skillratio += 100 + 100 * skill_lv; break; case AS_SPLASHER: skillratio += 400 + 50 * skill_lv; if(sd) skillratio += 20 * pc->checkskill(sd,AS_POISONREACT); break; #ifndef RENEWAL case ASC_BREAKER: skillratio += 100*skill_lv-100; #else case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: skillratio += 50 * skill_lv; #endif break; case PA_SACRIFICE: skillratio += 10 * skill_lv - 10; break; case PA_SHIELDCHAIN: skillratio += 30 * skill_lv; break; case WS_CARTTERMINATION: i = 10 * (16 - skill_lv); if (i < 1) i = 1; //Preserve damage ratio when max cart weight is changed. if(sd && sd->cart_weight) skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100; else if (!sd) skillratio += 80000 / i - 100; break; case TK_DOWNKICK: skillratio += 60 + 20 * skill_lv; break; case TK_STORMKICK: skillratio += 60 + 20 * skill_lv; break; case TK_TURNKICK: skillratio += 90 + 30 * skill_lv; break; case TK_COUNTER: skillratio += 90 + 30 * skill_lv; break; case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_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?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; } break; case GS_TRIPLEACTION: skillratio += 50 * skill_lv; break; case GS_BULLSEYE: //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; #ifndef RENEWAL case GS_PIERCINGSHOT: skillratio += 20 * skill_lv; break; #endif case GS_RAPIDSHOWER: skillratio += 10 * skill_lv; break; case GS_DESPERADO: skillratio += 50 * (skill_lv-1); break; case GS_DUST: skillratio += 50 * skill_lv; break; case GS_FULLBUSTER: skillratio += 100 * (skill_lv+2); break; case GS_SPREADATTACK: #ifdef RENEWAL skillratio += 20 * (skill_lv); #else skillratio += 20 * (skill_lv-1); #endif break; case NJ_HUUMA: skillratio += 50 + 150 * skill_lv; break; case NJ_TATAMIGAESHI: skillratio += 10 * skill_lv; break; case NJ_KASUMIKIRI: skillratio += 10 * skill_lv; break; case NJ_KIRIKAGE: skillratio += 100 * (skill_lv-1); break; case KN_CHARGEATK: { int k = (flag-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. skillratio += 100 * k; } break; case HT_PHANTASMIC: skillratio += 50; break; case MO_BALKYOUNG: skillratio += 200; break; case HFLI_MOON: //[orn] skillratio += 10 + 110 * skill_lv; break; case HFLI_SBR44: //[orn] skillratio += 100 * (skill_lv-1); break; case NPC_VAMPIRE_GIFT: skillratio += ((skill_lv-1)%5+1) * 100; break; case RK_SONICWAVE: skillratio = (skill_lv + 5) * 100; skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100; break; case RK_HUNDREDSPEAR: skillratio += 500 + (80 * 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 += (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); } break; case RK_WINDCUTTER: 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 * status->get_lv(src) / 100; if( st->rhw.ele == ELE_FIRE ) skillratio += 100 * skill_lv; break; case RK_STORMBLAST: skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100; break; case RK_PHANTOMTHRUST: skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10); RE_LVL_DMOD(150); break; /** * GC Guillotine Cross **/ case GC_CROSSIMPACT: skillratio += 900 + 100 * skill_lv; RE_LVL_DMOD(120); break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_COUNTERSLASH: //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); break; case GC_ROLLINGCUTTER: skillratio = 50 + 50 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += 300 + 80 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_ROLLINGCUTTER] ) skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src); break; case GC_DARKCROW: skillratio += 100 * (skill_lv - 1); break; /** * Arch Bishop **/ case AB_DUPLELIGHT_MELEE: skillratio += 10 * skill_lv; break; /** * Ranger **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * skill_lv; RE_LVL_DMOD(100); break; case RA_CLUSTERBOMB: skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH:// ATK 300% 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 = 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 = 150 * skill_lv; break; /** * Mechanic **/ case NC_BOOSTKNUCKLE: skillratio = skill_lv * 100 + 200 + st->dex; RE_LVL_DMOD(120); break; case NC_PILEBUNKER: skillratio = skill_lv*100 + 300 + status_get_str(src); RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio = 70 * skill_lv + status_get_dex(src); RE_LVL_DMOD(120); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; RE_LVL_DMOD(150); break; case NC_ARMSCANNON: switch( tst->size ) { case SZ_SMALL: skillratio = 300 + 350 * skill_lv; break; // Medium case SZ_MEDIUM: skillratio = 300 + 400 * skill_lv; break; // Small case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large } RE_LVL_DMOD(120); break; case NC_AXEBOOMERANG: 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; } RE_LVL_DMOD(100); break; case NC_POWERSWING: skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100; break; case NC_AXETORNADO: 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+1); RE_LVL_DMOD(100); break; case SC_TRIANGLESHOT: skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ); RE_LVL_DMOD(120); break; case SC_FEINTBOMB: skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10; RE_LVL_DMOD(120); break; case LG_CANNONSPEAR: skillratio = (50 + st->str) * skill_lv; RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10); RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: 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 * skill_lv + 5 * st->agi; RE_LVL_DMOD(120); break; case LG_RAGEBURST: 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: if ( sd && skill_lv == 1 ) { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; if( shield_data ) 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 = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5); RE_LVL_DMOD(100); break; case LG_OVERBRAND: skillratio += -100 + 400 * skill_lv + 50 * ((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1); RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: skillratio = 200 * skill_lv + rnd->value(10, 100); RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio = 300 + 300 * skill_lv; RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: 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: skillratio = 120 * skill_lv; if( sc && sc->data[SC_BANDING] ) skillratio += 200 * sc->data[SC_BANDING]->val2; if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 ) skillratio = skillratio * 150 / 100; if( sc && sc->data[SC_INSPIRATION] ) skillratio += 600; RE_LVL_DMOD(100); break; case SR_DRAGONCOMBO: skillratio += 40 * skill_lv; RE_LVL_DMOD(100); break; case SR_SKYNETBLOW: if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] % skillratio += 100 * skill_lv + status_get_agi(src) + 50; else //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] % skillratio += -100 + 80 * skill_lv + status_get_agi(src); RE_LVL_DMOD(100); break; case SR_EARTHSHAKER: if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] % tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){ skillratio += -100 + 150 * skill_lv; RE_LVL_DMOD(100); skillratio += status_get_int(src) * 3; }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] % skillratio += 50 * (skill_lv-2); RE_LVL_DMOD(100); skillratio += status_get_int(src) * 2; } break; case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] % skillratio += 150 *skill_lv; RE_LVL_DMOD(150); break; case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % { 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; else skillratio += -100 + (hp+sp) / 4; RE_LVL_DMOD(100); } break; case SR_RAMPAGEBLASTER: skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100; if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) { skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20; RE_LVL_DMOD(120); } else { RE_LVL_DMOD(150); } break; case SR_KNUCKLEARROW: 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] % skillratio += 400 + (100 * skill_lv); RE_LVL_DMOD(100); break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % skillratio = status->get_lv(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_GATEOFHELL: if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) skillratio += 800 * skill_lv -100; else skillratio += 500 * skill_lv -100; RE_LVL_DMOD(100); break; case SR_GENTLETOUCH_QUIET: skillratio += 100 * skill_lv - 100 + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_HOWLINGOFLION: skillratio += 300 * skill_lv - 100; RE_LVL_DMOD(150); break; case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] % 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: skillratio += 200 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: skillratio = (st->agi + st->dex) * skill_lv / 5; RE_LVL_DMOD(100); break; case WM_GREAT_ECHO: { 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: { int strbonus = bst->str; skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / max(150 - strbonus, 1) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5); } break; case GN_CARTCANNON: skillratio += -100 + (int)(50.0f * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40.0f) + 60.0f * skill_lv); break; case GN_SPORE_EXPLOSION: skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100; /* Fall through */ case GN_CRAZYWEED_ATK: skillratio += 400 + 100 * skill_lv; break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { 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 ITEMID_VERY_HARD_LUMP: skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump break; } } 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); break; // Physical Elemental Spirits Attack Skills case EL_CIRCLE_OF_FIRE: case EL_FIRE_BOMB_ATK: case EL_STONE_RAIN: skillratio += 200; break; case EL_FIRE_WAVE_ATK: skillratio += 500; break; case EL_TIDAL_WEAPON: skillratio += 1400; break; case EL_WIND_SLASH: skillratio += 100; break; case EL_HURRICANE: skillratio += 600; break; case EL_TYPOON_MIS: case EL_WATER_SCREW_ATK: skillratio += 900; break; case EL_STONE_HAMMER: skillratio += 400; break; case EL_ROCK_CRUSHER: skillratio += 700; break; case KO_JYUMONJIKIRI: skillratio += -100 + 150 * skill_lv; RE_LVL_DMOD(120); if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] ) skillratio += status->get_lv(src) * skill_lv; break; 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; case KO_SETSUDAN: skillratio += -100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case MH_NEEDLE_OF_PARALYZE: skillratio += 600 + 100 * skill_lv; break; case MH_STAHL_HORN: skillratio += 400 + 100 * skill_lv; break; case MH_LAVA_SLIDE: skillratio += -100 + 70 * skill_lv; break; case MH_TINDER_BREAKER: case MH_MAGMA_FLOW: skillratio += -100 + 100 * skill_lv; break; default: battle->calc_skillratio_weapon_unknown(&attack_type, src, target, &skill_id, &skill_lv, &skillratio, &flag); break; } //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 != NULL && sd->weapontype == 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 ) return 0; return skillratio; } static void battle_calc_skillratio_magic_unknown(int *attack_type, struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *skillratio, int *flag) { } static void battle_calc_skillratio_weapon_unknown(int *attack_type, struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *skillratio, int *flag) { } /*========================================== * Check damage trough status. * ATK may be MISS, BLOCKED FAIL, reduce, increase, end status... * After this we apply bg/gvg reduction *------------------------------------------*/ static 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 *s_sd, *t_sd; struct status_change *s_sc, *sc; struct status_change_entry *sce; int div_, flag; nullpo_ret(bl); nullpo_ret(d); s_sd = BL_CAST(BL_PC, src); t_sd = BL_CAST(BL_PC, bl); div_ = d->div_; flag = d->flag; // need check src for null pointer? if( !damage ) return 0; if( battle_config.ksprotection && mob->ksprotected(src, bl) ) return 0; if (t_sd != NULL) { //Special no damage states if(flag&BF_WEAPON && t_sd->special_state.no_weapon_damage) damage -= damage * t_sd->special_state.no_weapon_damage / 100; if(flag&BF_MAGIC && t_sd->special_state.no_magic_damage) damage -= damage * t_sd->special_state.no_magic_damage / 100; if(flag&BF_MISC && t_sd->special_state.no_misc_damage) damage -= damage * t_sd->special_state.no_misc_damage / 100; if(!damage) return 0; } s_sc = status->get_sc(src); sc = status->get_sc(bl); if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; if (skill_id == PA_PRESSURE) return damage; //This skill bypass everything else. if( sc && sc->count ) { //First, sc_*'s that reduce damage to 0. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect if( skill_id == MG_NAPALMBEAT || 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) ){ if( skill_id == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect }else{ d->dmg_lv = ATK_BLOCK; return 0; } } if( sc->data[SC_ZEPHYR] && ((flag&BF_LONG) || rnd()%100 < 10) ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) { struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3); uint16 src_skill_id = sc->data[SC_SAFETYWALL]->val2; if (group) { 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 if ( ( group->val2 - damage) > 0 ) { group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); } else skill->del_unitgroup(group,ALC_MARK); if (--group->val3<=0) skill->del_unitgroup(group,ALC_MARK); #else if (--group->val2<=0) skill->del_unitgroup(group,ALC_MARK); #endif return 0; } status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER); } if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) { 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 + (t_sd ? t_sd->status.job_level / 5 : 0)) / 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(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) { int delay; struct status_change_entry *sce_d = sc->data[SC_DEVOTION]; // different delay depending on skill level [celest] if (sce->val1 <= 5) delay = 300; else if (sce->val1 > 5 && sce->val1 <= 9) delay = 200; else delay = 100; if (sce_d) { // If the target is too far away from the devotion caster, autoguard has no effect // Autoguard will be disabled later on struct block_list *d_bl = map->id2bl(sce_d->val1); struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl); struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl); if (d_bl != NULL && check_distance_bl(bl, d_bl, sce_d->val3) && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == bl->id) || (d_bl->type == BL_PC && d_sd->devotion[sce_d->val2] == bl->id)) ) { // if player is target of devotion, show guard effect on the devotion caster rather than the target clif->skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1); unit->set_walkdelay(d_bl, timer->gettick(), delay, 1); d->dmg_lv = ATK_MISS; return 0; } } else { clif->skill_nodamage(bl, bl, CR_AUTOGUARD, sce->val1, 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 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage d->dmg_lv = ATK_BLOCK; 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 ) { clif->millenniumshield(bl,sce->val2); sce->val3 = 1000; // Next Shield } else status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down } return 0; } if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) { // attack blocked by Parrying clif->skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); return 0; } if(sc->data[SC_DODGE_READY] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && (flag&BF_LONG || sc->data[SC_STRUP]) && rnd()%100 < 20) { if (t_sd && pc_issit(t_sd)) pc->setstand(t_sd); //Stand it to dodge. clif->skill_nodamage(bl,bl,TK_DODGE,1,1); if (!sc->data[SC_COMBOATTACK]) sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } if((sc->data[SC_HERMODE]) && flag&BF_MAGIC) return 0; if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) 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); //Shouldn't end until Breaker's non-weapon part connects. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON)) if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(bl, SC_KAUPE, INVALID_TIMER); return 0; } if (flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) != NULL && rnd()%100 < sce->val2) { clif->specialeffect(bl, 462, AREA); // Still need confirm it. return 0; } 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, 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); } //Both need to be consumed if they are active. if (sce && --(sce->val2) <= 0) status_change_end(bl, SC_NJ_UTSUSEMI, INVALID_TIMER); if ((sce=sc->data[SC_NJ_BUNSINJYUTSU]) && --(sce->val2) <= 0) status_change_end(bl, SC_NJ_BUNSINJYUTSU, INVALID_TIMER); return 0; } //Now damage increasing effects if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN #ifdef RENEWAL && skill_id != CR_ACIDDEMONSTRATION #endif ) { if( src->type != BL_MER || skill_id == 0 ) damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) ) status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. } #ifdef RENEWAL if( sc->data[SC_RAID] ) { damage += damage * 20 / 100; if (--sc->data[SC_RAID]->val1 == 0) status_change_end(bl, SC_RAID, INVALID_TIMER); } #endif if( damage ) { if( sc->data[SC_DEEP_SLEEP] ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); } if( s_sd && t_sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ switch (s_sd->weapontype) { case W_MACE: case W_2HMACE: case W_1HAXE: case W_2HAXE: damage = damage * 150/100; break; case W_MUSICAL: case W_WHIP: if(!t_sd->state.arrow_atk) break; FALLTHROUGH case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_DAGGER: case W_1HSWORD: case W_2HSWORD: damage = damage * 50/100; break; } } if( sc->data[SC_SIREN] ) status_change_end(bl,SC_SIREN,INVALID_TIMER); } //Finally damage reductions.... // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz] #ifndef RENEWAL if( sc->data[SC_ASSUMPTIO] ) { if( map_flag_vs(bl->m) ) damage = damage*2/3; //Receive 66% damage else damage >>= 1; //Receive 50% damage } #endif if(sc->data[SC_DEFENDER] && #ifdef RENEWAL ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION)) #else (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) // In pre-re Defender doesn't reduce damage from Acid Demonstration #endif damage = damage * ( 100 - sc->data[SC_DEFENDER]->val2 ) / 100; #ifndef RENEWAL if(sc->data[SC_GS_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= damage * 20 / 100; #endif 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; if( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] ) { if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) ) damage -= 15 * damage / 100;//15% reduction to physical melee attacks else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) ) damage -= 50 * damage / 100;//50% reduction to physical ranged attacks } if (sc->data[SC_SU_STOOP]) damage -= damage * 90 / 100; // Compressed code, fixed by map.h [Epoque] if (src->type == BL_MOB) { const struct mob_data *md = BL_UCCAST(BL_MOB, src); int i; if (sc->data[SC_MANU_DEF] != NULL) { for (i = 0; i < ARRAYLENGTH(mob->manuk); i++) { if (mob->manuk[i] == md->class_) { damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100; break; } } } if (sc->data[SC_SPL_DEF] != NULL) { for (i = 0; i < ARRAYLENGTH(mob->splendide); i++) { if (mob->splendide[i] == md->class_) { damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100; break; } } } if (sc->data[SC_MORA_BUFF] != NULL) { for (i = 0; i < ARRAYLENGTH(mob->mora); i++) { if (mob->mora[i] == md->class_) { damage -= damage * sc->data[SC_MORA_BUFF]->val1 / 100; break; } } } } if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER sce->val3&flag && sce->val4&flag) damage -= damage * sc->data[SC_ARMOR]->val2 / 100; if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK || #ifdef RENEWAL ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif ) ) { 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)*sstatus->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% damage -= damage * (6 * (1+per)) / 100; } if(sc->data[SC_GRANITIC_ARMOR]){ damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100; } if(sc->data[SC_PAIN_KILLER]){ 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,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 -= (int)cap_value(damage,INT_MIN,INT_MAX); if( src->type == BL_PC ) { if (s_sd != NULL && s_sd->weapontype != W_BOW) skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); } else 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(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); } /** * In renewal steel body reduces all incoming damage by 1/10 **/ #ifdef RENEWAL if( sc->data[SC_STEELBODY] ) { damage = damage > 10 ? damage / 10 : 1; } #endif //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] if( skill_id == RA_AIMEDBOLT && (sc->data[SC_WUGBITE] || sc->data[SC_ANKLESNARE] || sc->data[SC_ELECTRICSHOCKER]) ) { status_change_end(bl, SC_WUGBITE, INVALID_TIMER); status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER); status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); } //Finally Kyrie because it may, or not, reduce damage to 0. if((sce = sc->data[SC_KYRIE]) && damage > 0){ 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; } if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT) status_change_end(bl, SC_KYRIE, INVALID_TIMER); } if ((sce = sc->data[SC_TUNAPARTY]) != NULL && damage > 0) { clif->specialeffect(bl, 336, AREA); sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX); if (sce->val2 >= 0) { damage = 0; } else { damage = -sce->val2; } if (sce->val2 <= 0) { status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER); } } if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value damage = 0; if (!damage) return 0; 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 = 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); } d->dmg_lv = ATK_DEF; status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); return 0; } //Probably not the most correct place, but it'll do here //(since battle_drain is strictly for players currently) if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3) status->heal(src, damage*sce->val4/100, 0, 3); 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_STYLE_CHANGE] && rnd()%2) { struct homun_data *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 if (t_sd && damage > 0 && (sce = sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) { if ( rnd() % 100 < sce->val2 ) pc->addspiritball(t_sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(t_sd, 0)); } } //SC effects from caster side. if (s_sc && s_sc->count) { if( s_sc->data[SC_INVINCIBLE] && !s_sc->data[SC_INVINCIBLEOFF] ) damage += damage * 75 / 100; // [Epoque] if (bl->type == BL_MOB) { const struct mob_data *md = BL_UCCAST(BL_MOB, bl); int i; if (((sce=s_sc->data[SC_MANU_ATK]) != NULL && (flag&BF_WEAPON)) || ((sce=s_sc->data[SC_MANU_MATK]) != NULL && (flag&BF_MAGIC))) { for (i = 0; i < ARRAYLENGTH(mob->manuk); i++) if (md->class_ == mob->manuk[i]) { damage += damage * sce->val1 / 100; break; } } if (((sce=s_sc->data[SC_SPL_ATK]) != NULL && (flag&BF_WEAPON)) || ((sce=s_sc->data[SC_SPL_MATK]) != NULL && (flag&BF_MAGIC))) { for (i = 0; i < ARRAYLENGTH(mob->splendide); i++) if (md->class_ == mob->splendide[i]) { damage += damage * sce->val1 / 100; break; } } } if( s_sc->data[SC_POISONINGWEAPON] ) { struct status_data *tstatus = status->get_status_data(bl); if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < s_sc->data[SC_POISONINGWEAPON]->val3 ) { short rate = 100; if ( s_sc->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,s_sc->data[SC_POISONINGWEAPON]->val2,rate,s_sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } } if( s_sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * s_sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) ) status->change_spread(src, bl); if (s_sc->data[SC_SHIELDSPELL_REF] && s_sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0) skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY ); if (s_sc->data[SC_STYLE_CHANGE] && rnd()%2) { struct homun_data *hd = BL_CAST(BL_HOM,bl); if (hd) homun->addspiritball(hd, 10); } if (src->type == BL_PC && damage > 0 && (sce = s_sc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) { if (s_sd != NULL && rnd() % 100 < sce->val2) pc->addspiritball(s_sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(s_sd, 0)); } } /* no data claims these settings affect anything other than players */ if (damage && t_sd && bl->type == BL_PC) { damage = battle->calc_pc_damage(src, bl, d, damage, skill_id, skill_lv); } if(battle_config.skill_min_damage && damage > 0 && damage < div_) { if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) || (flag&BF_MAGIC && battle_config.skill_min_damage&2) || (flag&BF_MISC && battle_config.skill_min_damage&4) ) damage = div_; } if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) { struct mob_data *md = BL_UCAST(BL_MOB, bl); if (damage > 0) mob->skill_event(md, src, timer->gettick(), flag); if (skill_id) mob->skill_event(md, src, timer->gettick(), MSC_SKILLUSED|(skill_id<<16)); } if (t_sd && pc_ismadogear(t_sd) && rnd()%100 < 50) { int element = -1; if (!skill_id || (element = skill->get_ele(skill_id, skill_lv)) == -1) { // Take weapon's element struct status_data *sstatus = NULL; if (s_sd != NULL && s_sd->bonus.arrow_ele != 0) { element = s_sd->bonus.arrow_ele; } else if ((sstatus = status->get_status_data(src)) != NULL) { element = sstatus->rhw.ele; } } else if (element == -2) { // Use enchantment's element 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) pc->overheat(t_sd, 1); else if (element == ELE_WATER) pc->overheat(t_sd, -1); } return damage; } static int64 battle_calc_pc_damage(struct block_list *src, struct block_list *bl, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) { int flag = d->flag; switch (skill_id) { //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: break; default: if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag & BF_WEAPON) damage = damage * map->list[bl->m].weapon_damage_rate / 100; if (flag & BF_MAGIC) damage = damage * map->list[bl->m].magic_damage_rate / 100; if (flag & BF_MISC) 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->list[bl->m].short_damage_rate / 100; if (flag & BF_LONG) damage = damage * map->list[bl->m].long_damage_rate / 100; } if (!damage) damage = 1; break; } return damage; } /*========================================== * Calculates BG related damage adjustments. *------------------------------------------*/ // FIXME: flag is undocumented static 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; nullpo_retr(damage, bl); if (bl->type == BL_MOB) { struct mob_data* md = BL_CAST(BL_MOB, bl); if (flag&BF_SKILL && (md->class_ == MOBID_OBJ_A2 || md->class_ == MOBID_OBJ_B2)) return 0; // Crystal cannot receive skill damage on battlegrounds } return damage; } /*========================================== * Calculates GVG related damage adjustments. *------------------------------------------*/ // FIXME: flag is undocumented static 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); if (!damage) //No reductions to make. return 0; nullpo_retr(damage, src); nullpo_retr(damage, bl); if(md && md->guardian_data) { if (class_ == MOBID_EMPELIUM && flag&BF_SKILL) { //Skill immunity. switch (skill_id) { #ifndef RENEWAL case MO_TRIPLEATTACK: case HW_GRAVITATION: #endif case TF_DOUBLE: break; default: return 0; } } if(src->type != BL_MOB) { struct guild *g = NULL; if (src->type == BL_PC) { struct map_session_data *sd = BL_UCAST(BL_PC, src); g = sd->guild; } else { g = guild->search(status->get_guild_id(src)); } if (class_ == MOBID_EMPELIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0)) return 0; if (g && battle_config.guild_max_castles && guild->checkcastles(g)>=battle_config.guild_max_castles) return 0; // [MouseJstr] } } switch (skill_id) { case PA_PRESSURE: 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] if (md && md->guardian_data) { damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100; } */ break; } return damage; } /*========================================== * HP/SP drain calculation *------------------------------------------*/ static int battle_calc_drain(int64 damage, int rate, int per) { int64 diff = 0; if (per && rnd()%1000 < rate) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return (int)cap_value(diff,INT_MIN,INT_MAX); } /*========================================== * Consumes ammo for the given skill. *------------------------------------------*/ static void battle_consume_ammo(struct map_session_data *sd, int skill_id, int lv) { int qty=1; nullpo_retv(sd); if (!battle_config.arrow_decrement) return; if (skill_id && lv) { qty = skill->get_ammo_qty(skill_id, lv); if (!qty) qty = 1; } if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition pc->delitem(sd, sd->equip_index[EQI_AMMO], qty, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME); sd->state.arrow_atk = 0; } //Skill Range Criteria static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { nullpo_retr(BF_SHORT, src); nullpo_retr(BF_SHORT, target); if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 5)) return BF_SHORT; return BF_LONG; } 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; } static int battle_adjust_skill_damage(int m, unsigned short skill_id) { if( map->list[m].skill_count ) { int i; ARR_FIND(0, map->list[m].skill_count, i, map->list[m].skills[i]->skill_id == skill_id ); if( i < map->list[m].skill_count ) { return map->list[m].skills[i]->modifier; } } return 0; } static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { int i; nullpo_ret(sd); if (!sd->skillblown[0].id) return 0; //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; } return 0; } //For quick div adjustment. #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] *------------------------------------------*/ // FIXME: mflag is undocumented static struct Damage battle_calc_magic_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int mflag) { int nk; short s_ele = 0; struct map_session_data *sd = NULL; 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 { unsigned imdef : 2; unsigned infdef : 1; } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); nullpo_retr(ad, src); nullpo_retr(ad, target); //Initial Values ad.damage = 1; ad.div_=skill->get_num(skill_id,skill_lv); ad.amotion = (skill->get_inf(skill_id)&INF_GROUND_SKILL) ? 0 : sstatus->amotion; //Amotion should be 0 for ground skills. ad.dmotion=tstatus->dmotion; ad.blewcount = skill->get_blewcount(skill_id,skill_lv); ad.flag=BF_MAGIC|BF_SKILL; ad.dmg_lv=ATK_DEF; nk = skill->get_nk(skill_id); flag.imdef = (nk&NK_IGNORE_DEF)? 1 : 0; sd = BL_CAST(BL_PC, src); sc = status->get_sc(src); //Initialize variables that will be used afterwards s_ele = skill->get_ele(skill_id, skill_lv); if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) { //Summoning 10 spiritcharm will endow your weapon s_ele = sd->charm_type; } }else if (s_ele == -2) //Use status element 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; if( skill_id == SO_PSYCHIC_WAVE ) { if( sc && sc->count ) { if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4; else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4; else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3; else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; } } //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; ad.blewcount += battle->blewcount_bonus(sd, skill_id); } //Skill Range Criteria ad.flag |= battle->range_type(src, target, skill_id, skill_lv); flag.infdef = (tstatus->mode&MD_PLANT) ? 1 : 0; if (!flag.infdef && target->type == BL_SKILL) { const struct skill_unit *su = BL_UCCAST(BL_SKILL, target); if (su->group->unit_id == UNT_REVERBERATION) flag.infdef = 1; // Reverberation takes 1 damage } switch(skill_id) { case MG_FIREWALL: if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback break; case NJ_KAENSIN: case PR_SANCTUARY: ad.dmotion = 0; //No flinch animation. break; case WL_HELLINFERNO: if( mflag&ELE_DARK ) s_ele = ELE_DARK; break; case KO_KAIHOU: if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) { s_ele = sd->charm_type; } break; #ifdef RENEWAL case CR_ACIDDEMONSTRATION: case ASC_BREAKER: case HW_MAGICCRASHER: flag.imdef = 2; break; #endif } if (!flag.infdef) //No need to do the math for plants { int i; #ifdef RENEWAL 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 ) //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 ) //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD( a ) ( ad.damage+= (a) ) switch (skill_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, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10; break; case PR_ASPERSIO: ad.damage = 40; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src) + 200 - 200*tstatus->hp/tstatus->max_hp; // 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)); #else ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10; #endif } break; case PF_SOULBURN: ad.damage = tstatus->sp * 2; break; /** * Arch Bishop **/ case AB_RENOVATIO: //Damage calculation from iRO wiki. [Jobbie] ad.damage = status->get_lv(src) * 10 + sstatus->int_; break; /** * Summoner */ case SU_SV_ROOTTWIST_ATK: ad.damage = 100; break; default: { unsigned int skillratio = 100; //Skill dmg modifiers. MATK_ADD( status->get_matk(src, 2) ); #ifdef RENEWAL ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); ad.damage = battle->calc_cardfix2(src, target, ad.damage, s_ele, nk, ad.flag); #endif if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill if(mflag>0) ad.damage/= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); } if (sc){ if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST ) 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]->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 = BDT_NORMAL; } /* Fall through */ 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(100+50*skill_lv); if (sd != NULL && (sd->job & MAPID_THIRDMASK) == MAPID_ARCH_BISHOP) { int eucharistica_level = pc->checkskill(sd,AB_EUCHARISTICA); if (eucharistica_level > 0 && (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK)) MATK_ADDRATE(eucharistica_level); } } } #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE if (skill_id) { 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) { const struct mob_data *md = BL_UCCAST(BL_MOB, target); if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS)) continue; if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE)) continue; } 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; } } } #endif if(sd) { uint16 rskill;/* redirect skill */ //Damage bonuses if ((i = pc->skillatk_bonus(sd, skill_id))) ad.damage += ad.damage*i/100; 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? if (!flag.imdef && ( sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_race & map->race_id2mask(tstatus->race) || sd->bonus.ignore_mdef_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS) )) flag.imdef = 1; } ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0); if(ad.damage<1) ad.damage=1; else if(sc){//only applies when hit // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett] switch(skill_id){ case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_FIREBOLT: case MG_FIREWALL: case MG_COLDBOLT: case MG_FROSTDIVER: case WZ_EARTHSPIKE: case WZ_HEAVENDRIVE: if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION]) ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30; break; } } if (!(nk&NK_NO_ELEFIX)) ad.damage=battle->attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS ) { //Apply the physical part of the skill's damage. [Skotlex] struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag); ad.damage = battle->attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; if( src == target ) { if( src->type == BL_PC ) ad.damage = ad.damage/2; else ad.damage = 0; } } #ifndef RENEWAL ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); #endif } damage_div_fix(ad.damage, ad.div_); if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; if (skill_id != ASC_BREAKER) 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->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 */ case SO_VARETYR_SPEAR: { // Physical damage. struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag); if(!flag.infdef && ad.damage > 1) ad.damage += wd.damage; break; } //case HM_ERASER_CUTTER: } return ad; #undef MATK_RATE #undef MATK_ADDRATE #undef MATK_ADD } /*========================================== * Calculate Misc damage for skill_id *------------------------------------------*/ // FIXME: mflag is undocumented static struct Damage battle_calc_misc_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int mflag) { int temp; short i, nk; short s_ele; struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! struct status_data *sstatus = status->get_status_data(src); struct status_data *tstatus = status->get_status_data(target); struct status_change *tsc = status->get_sc(target); #ifdef RENEWAL struct status_change *sc = status->get_sc(src); #endif memset(&md,0,sizeof(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; md.dmotion=tstatus->dmotion; md.div_=skill->get_num( skill_id,skill_lv ); md.blewcount=skill->get_blewcount(skill_id,skill_lv); md.dmg_lv=ATK_DEF; md.flag=BF_MISC|BF_SKILL; nk = skill->get_nk(skill_id); sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) { sd->state.arrow_atk = 0; md.blewcount += battle->blewcount_bonus(sd, skill_id); } s_ele = skill->get_ele(skill_id, skill_lv); if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; else if (s_ele == -3) //Use random element s_ele = rnd()%ELE_MAX; //Skill Range Criteria md.flag |= battle->range_type(src, target, skill_id, skill_lv); switch( skill_id ) { #ifdef RENEWAL case HT_LANDMINE: 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 += md.damage * (rnd()%20-10) / 100; md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; break; case HT_BLASTMINE: md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; break; case HT_CLAYMORETRAP: md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; break; #endif case HT_BLITZBEAT: case SN_FALCONASSAULT: //Blitz-beat Damage. if(!sd || (temp = pc->checkskill(sd,HT_STEELCROW)) <= 0) temp=0; md.damage=(sstatus->dex/10+sstatus->int_/2+temp*3+40)*2; if(mflag > 1) //Autocasted Blitz. nk|=NK_SPLASHSPLIT; if (skill_id == SN_FALCONASSAULT) { //Div fix of Blitzbeat temp = skill->get_num(HT_BLITZBEAT, 5); damage_div_fix(md.damage, temp); //Falcon Assault Modifier md.damage=md.damage*(150+70*skill_lv)/100; } break; case TF_THROWSTONE: md.damage=50; break; case BA_DISSONANCE: md.damage=30+skill_lv*10; if (sd) md.damage+= 3*pc->checkskill(sd,BA_MUSICALLESSON); break; case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage=3; break; case NPC_DARKBREATH: md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000; if(md.damage > 9999) md.damage = 9999; break; case PA_PRESSURE: md.damage=500+300*skill_lv; break; case PA_GOSPEL: md.damage = 1+rnd()%9999; break; case CR_ACIDDEMONSTRATION: #ifdef RENEWAL {// [malufett] 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; // FIXME: What's the >> 32 supposed to do here? tmdef and tdef are both 16-bit... matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; 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); md.damage = matk + atk; if( src->type == BL_MOB ){ totaldef = (tdef + tmdef) >> 1; md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100; /* // Pending [malufett] if( unknown condition ){ md.damage = 7 * md.damage % 20; md.damage = 7 * md.damage / 20; }*/ }else{ float vitfactor = 0.0f, ftemp; if( (vitfactor=(status_get_vit(target)-120.0f)) > 0) vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target); 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; if( tsc && tsc->data[SC_LEXAETERNA] ) { md.damage <<= 1; status_change_end(target, SC_LEXAETERNA, INVALID_TIMER); } } #else // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; #endif // 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; break; case KO_MUCHANAGE: md.damage = skill->get_zeny(skill_id ,skill_lv); md.damage = md.damage * (50 + rnd()%50) / 100; if ( is_boss(target) || (sd && !pc->checkskill(sd,NJ_TOBIDOUGU)) ) md.damage >>= 1; break; case NJ_ZENYNAGE: md.damage = skill->get_zeny(skill_id ,skill_lv); if (!md.damage) md.damage = 2; md.damage = rnd()%md.damage + md.damage; if (is_boss(target)) md.damage=md.damage / 3; else if (tsd) md.damage=md.damage / 2; break; case GS_FLING: md.damage = sd?sd->status.job_level:status->get_lv(src); break; case HVAN_EXPLOSION: //[orn] md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100; break ; case ASC_BREAKER: { #ifndef RENEWAL md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_; nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part. #else int ratio = 300 + 50 * skill_lv; 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); #ifdef RENEWAL_EDP if( sc && sc->data[SC_EDP] ) ratio >>= 1; #endif md.damage = (matk + atk) * ratio / 100; md.damage -= totaldef; #endif } break; case HW_GRAVITATION: md.damage = 200+200*skill_lv; md.dmotion = 0; //No flinch animation. break; case NPC_EVILLAND: md.damage = skill->calc_heal(src,target,skill_id,skill_lv,false); break; case RK_DRAGONBREATH: 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 * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100; md.flag |= BF_LONG|BF_WEAPON; break; /** * Ranger **/ case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = (int64)skill_lv * sstatus->dex + sstatus->int_ * 5 ; RE_LVL_TMDMOD(); if(sd) { int researchskill_lv = pc->checkskill(sd,RA_RESEARCHTRAP); if(researchskill_lv) md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100); else md.damage = 0; }else md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100); break; case WM_SOUND_OF_DESTRUCTION: md.damage = 1000 * (int64)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); #else 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); md.damage += status_get_hp(src) - totaldef; } break; case NC_MAGMA_ERUPTION: md.damage = 1200 + 400 * skill_lv; break; case GN_THORNS_TRAP: md.damage = 100 + 200 * skill_lv + sstatus->int_; break; case GN_HELLS_PLANT_ATK: md.damage = skill_lv * status->get_lv(target) * 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, 0, 1, mflag); #ifdef RENEWAL short totaldef = status->get_total_def(target); #else short totaldef = tstatus->def2 + (short)status->get_def(target); #endif if (sd != NULL) wd.damage += sd->bonus.arrow_atk; md.damage = (int)(3 * (1 + wd.damage) * (5 + skill_lv) / 5.0f); md.damage -= totaldef; } break; default: battle->calc_misc_attack_unknown(src, target, &skill_id, &skill_lv, &mflag, &md); break; } if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets if(mflag>0) md.damage/= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); } damage_div_fix(md.damage, md.div_); if (!(nk&NK_IGNORE_FLEE)) { i = 0; //Temp for "hit or no hit" if(tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) i = 1; else { short flee = tstatus->flee, #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif 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); 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 // assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; #ifdef RENEWAL if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc->checkskill(sd,AC_VULTURE); #endif if( skill_id == KO_MUCHANAGE ) hitrate = (int)((10 - ((float)1 / (status_get_dex(src) + status_get_luk(src))) * 500) * ((float)skill_lv / 2 + 5)); hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 < hitrate) i = 1; } if (!i) { md.damage = 0; md.dmg_lv=ATK_FLEE; } } #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE if (skill_id) { 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) { const struct mob_data *t_md = BL_UCCAST(BL_MOB, target); if ((t_md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS)) continue; if (t_md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE)) continue; } 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); md.damage = battle->calc_cardfix2(src, target, md.damage, s_ele, nk, md.flag); 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)) != 0) md.damage += md.damage*i/100; } if( (i = battle->adjust_skill_damage(src->m,skill_id)) ) md.damage = md.damage * i / 100; if(md.damage < 0) md.damage = 0; else if(md.damage && tstatus->mode&MD_PLANT){ switch(skill_id){ case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: case RA_CLUSTERBOMB: #ifdef RENEWAL break; #endif default: md.damage = 1; } } if(!(nk&NK_NO_ELEFIX)) md.damage=battle->attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); md.damage=battle->calc_damage(src,target,&md,md.damage,skill_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->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 ) { case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if (md.damage == 1) break; FALLTHROUGH case RA_CLUSTERBOMB: { struct Damage wd; wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag); md.damage += wd.damage; } break; case NJ_ZENYNAGE: if( sd ) { if ( md.damage > sd->status.zeny ) md.damage = sd->status.zeny; pc->payzeny(sd, (int)cap_value(md.damage,INT_MIN,INT_MAX),LOG_TYPE_STEAL,NULL); } break; } battle->reflect_trap(target, src, &md, skill_id); return md; } static void battle_calc_misc_attack_unknown(struct block_list *src, struct block_list *target, uint16 *skill_id, uint16 *skill_lv, int *mflag, struct Damage *md) { } /*========================================== * battle_calc_weapon_attack (by Skotlex) *------------------------------------------*/ // FIXME: wflag is undocumented static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag) { short temp=0; 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 { unsigned hit : 1; ///< the attack Hit? (not a miss) unsigned cri : 1; ///< Critical hit unsigned idef : 1; ///< Ignore defense unsigned idef2 : 1; ///< Ignore defense (left weapon) unsigned pdef : 2; ///< Pierces defense (Investigate/Ice Pick) unsigned pdef2 : 2; ///< 1: Use def+def2/100, 2: Use def+def2/50 unsigned infdef : 1; ///< Infinite defense (plants) unsigned arrow : 1; ///< Attack is arrow-based unsigned rh : 1; ///< Attack considers right hand (wd.damage) unsigned lh : 1; ///< Attack considers left hand (wd.damage2) unsigned weapon : 1; ///< It's a weapon attack (consider VVS, and all that) #ifdef RENEWAL unsigned tdef : 1; ///< Total defense reduction unsigned distinct : 1; ///< Has its own battle calc formula #endif } flag; memset(&wd,0,sizeof(wd)); memset(&flag,0,sizeof(flag)); nullpo_retr(wd, src); nullpo_retr(wd, target); //Initial flag flag.rh=1; flag.weapon=1; flag.infdef = (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB?1:0); #ifdef RENEWAL if (skill_id == HT_FREEZINGTRAP) flag.infdef = 0; #endif if (!flag.infdef && target->type == BL_SKILL) { const struct skill_unit *su = BL_UCCAST(BL_SKILL, target); if (su->group->unit_id == UNT_REVERBERATION) flag.infdef = 1; // Reverberation takes 1 damage } //Initial Values wd.type = BDT_NORMAL; wd.div_ = skill_id ? skill->get_num(skill_id,skill_lv) : 1; wd.amotion=(skill_id && skill->get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. if(skill_id == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=tstatus->dmotion; wd.blewcount = skill_id ? skill->get_blewcount(skill_id,skill_lv) : 0; wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later nk = skill->get_nk(skill_id); if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; flag.hit = (nk&NK_IGNORE_FLEE) ? 1 : 0; flag.idef = flag.idef2 = (nk&NK_IGNORE_DEF) ? 1 : 0; #ifdef RENEWAL flag.tdef = 0; #endif if (sc && !sc->count) sc = NULL; //Skip checking as there are no status changes active. if (tsc && !tsc->count) tsc = NULL; //Skip checking as there are no status changes active. sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) wd.blewcount += battle->blewcount_bonus(sd, skill_id); //Set miscellaneous data that needs be filled regardless of hit/miss if( (sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill->get_ammotype(skill_id)) || sstatus->rhw.range>3)) ) flag.arrow = 1; if(skill_id) { wd.flag |= battle->range_type(src, target, skill_id, skill_lv); switch(skill_id) { case MO_FINGEROFFENSIVE: if(sd) { if (battle_config.finger_offensive_type) wd.div_ = 1; else wd.div_ = sd->spiritball_old; } break; case HT_PHANTASMIC: //Since these do not consume ammo, they need to be explicitly set as arrow attacks. flag.arrow = 1; break; #ifndef RENEWAL case PA_SHIELDCHAIN: case CR_SHIELDBOOMERANG: #endif case LG_SHIELDPRESS: case LG_EARTHDRIVE: flag.weapon = 0; break; case KN_PIERCE: case ML_PIERCE: wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); break; case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: wd.type = BDT_MULTIHIT; break; case GS_GROUNDDRIFT: case KN_SPEARSTAB: case KN_BOWLINGBASH: case MS_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount=0; break; case KN_AUTOCOUNTER: wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; break; case NPC_CRITICALSLASH: case LG_PINPOINTATTACK: flag.cri = 1; //Always critical skill. break; case LK_SPIRALPIERCE: if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; break; //When in banding, the number of hits is equal to the number of Royal Guards in banding. case LG_HESPERUSLIT: if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 ) wd.div_ = sc->data[SC_BANDING]->val2; break; case MO_INVESTIGATE: flag.pdef = flag.pdef2 = 2; break; case RA_AIMEDBOLT: if( tsc && (tsc->data[SC_WUGBITE] || tsc->data[SC_ANKLESNARE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 ); break; case NPC_EARTHQUAKE: wd.flag = (wd.flag&~(BF_WEAPON)) | BF_MAGIC; break; #ifdef RENEWAL case MO_EXTREMITYFIST: case GS_PIERCINGSHOT: case AM_ACIDTERROR: case AM_DEMONSTRATION: case NJ_ISSEN: case PA_SACRIFICE: flag.distinct = 1; break; case GN_CARTCANNON: case PA_SHIELDCHAIN: case GS_MAGICALBULLET: case NJ_SYURIKEN: case KO_BAKURETSU: flag.distinct = 1; /* Fall through */ case NJ_KUNAI: case HW_MAGICCRASHER: flag.tdef = 1; break; #endif } } else //Range for normal attacks. wd.flag |= flag.arrow?BF_LONG:BF_SHORT; if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { //Check for Lucky Dodge wd.type = BDT_PDODGE; wd.dmg_lv=ATK_LUCKY; if (wd.div_ < 0) wd.div_*=-1; return wd; } s_ele = s_ele_ = skill_id ? skill->get_ele(skill_id, skill_lv) : -1; if (s_ele == -1) { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) { //Summoning 10 spiritcharm will endow your weapon. s_ele = s_ele_ = sd->charm_type; } if( flag.arrow && sd && sd->bonus.arrow_ele ) s_ele = sd->bonus.arrow_ele; if( battle_config.attack_attr_none&src->type ) n_ele = true; //Weapon's element is "not elemental" } else if (s_ele == -2) { //Use enchantment's element s_ele = s_ele_ = status_get_attack_sc_element(src,sc); } else if (s_ele == -3) { //Use random element s_ele = s_ele_ = rnd()%ELE_MAX; } switch (skill_id) { case GS_GROUNDDRIFT: s_ele = s_ele_ = wflag; //element comes in flag. break; case LK_SPIRALPIERCE: if (!sd) n_ele = false; //forced neutral for monsters break; case LG_HESPERUSLIT: if ( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 == 5 ) s_ele = ELE_HOLY; // Banding with 5 RGs: change atk element to Holy. break; } if (!(nk & NK_NO_ELEFIX) && !n_ele) if (src->type == BL_HOM) n_ele = true; //skill is "not elemental" if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) { s_ele = s_ele_ = ELE_HOLY; n_ele = false; } if(!skill_id) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if (sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST) { flag.rh=0; flag.lh=1; } if (sstatus->lhw.atk) flag.lh=1; } if (sd && !skill_id) { //Check for double attack. if (( (skill_lv=pc->checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST ) // Need confirmation ) { //Success chance is not added, the higher one is used [Skotlex] if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) { wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd.type = BDT_MULTIHIT; } } else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc->checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv ) { wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv); wd.type = BDT_MULTIHIT; } 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 = rnd()%100; switch(sc->data[SC_FEARBREEZE]->val1){ case 5: if( chance < 3){// 3 % chance to attack 5 times. wd.div_ = 5; break; } FALLTHROUGH case 4: if( chance < 7){// 6 % chance to attack 4 times. wd.div_ = 4; break; } FALLTHROUGH case 3: if( chance < 10){// 9 % chance to attack 3 times. wd.div_ = 3; break; } FALLTHROUGH case 2: case 1: if( chance < 13){// 12 % chance to attack 2 times. wd.div_ = 2; break; } } if ( wd.div_ > 1 ) { wd.div_ = min(wd.div_, sd->status.inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd.div_ - 1; wd.type = BDT_MULTIHIT; } } } //Check for critical if( !flag.cri && wd.type != BDT_MULTIHIT && sstatus->cri && (!skill_id || skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE)) { short cri = sstatus->cri; if (sd != NULL) { // if show_katar_crit_bonus is enabled, it already done the calculation in status.c if (!battle_config.show_katar_crit_bonus && sd->weapontype == W_KATAR) { cri <<= 1; } cri+= sd->critaddrace[tstatus->race]; if (flag.arrow) { cri += sd->bonus.arrow_cri; } } if (sc && sc->data[SC_CAMOUFLAGE]) cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4); #ifndef RENEWAL //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk*(!sd&&tsd?3:2); #else 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); FALLTHROUGH case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) flag.cri = 1; else cri <<= 1; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: cri += 200; break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; } if(tsd && tsd->bonus.critical_def) cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; if (rnd()%1000 < cri) flag.cri = 1; } if (flag.cri) { wd.type = BDT_CRIT; #ifndef RENEWAL flag.idef = flag.idef2 = #endif flag.hit = 1; } else { //Check for Perfect Hit if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) flag.hit = 1; if (sc && sc->data[SC_FUSION]) { flag.hit = 1; //SG_FUSION always hit [Komurka] flag.idef = flag.idef2 = 1; //def ignore [Komurka] } if( !flag.hit ) switch(skill_id) { case AS_SPLASHER: if( !wflag ) // Always hits the one exploding. flag.hit = 1; break; case CR_SHIELDBOOMERANG: if( sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER ) flag.hit = 1; break; } if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) flag.hit = 1; } if (!flag.hit) { //Hit/Flee calculation short flee = tstatus->flee; #ifdef RENEWAL short hitrate = 0; //Default hitrate #else short hitrate = 80; //Default hitrate #endif 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); if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //asume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate+= sstatus->hit - flee; if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks. tsc && tsc->data[SC_FOGWALL]) hitrate -= 50; if(sd && flag.arrow) hitrate += sd->bonus.arrow_hit; #ifdef RENEWAL if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc->checkskill(sd,AC_VULTURE); #endif switch(skill_id) { //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: case MS_BASH: hitrate += hitrate * 5 * skill_lv / 100; break; case MS_MAGNUM: case SM_MAGNUM: hitrate += hitrate * 10 * skill_lv / 100; break; case KN_AUTOCOUNTER: case PA_SHIELDCHAIN: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLEEDING: case NPC_EARTHQUAKE: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: hitrate += hitrate * 20 / 100; break; case KN_PIERCE: case ML_PIERCE: hitrate += hitrate * 5 * skill_lv / 100; break; case AS_SONICBLOW: if(sd && pc->checkskill(sd,AS_SONICACCEL)>0) hitrate += hitrate * 50 / 100; break; case MC_CARTREVOLUTION: case GN_CART_TORNADO: case GN_CARTCANNON: if( sd && pc->checkskill(sd, GN_REMODELING_CART) ) hitrate += pc->checkskill(sd, GN_REMODELING_CART) * 4; break; 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 ) { // Weaponry Research hidden bonus if ((temp = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate * ( 2 * temp ) / 100; if ((sd->weapontype == W_1HSWORD || sd->weapontype == W_DAGGER) && (temp = pc->checkskill(sd, GN_TRAINING_SWORD)) > 0) hitrate += 3 * temp; } hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); #ifdef RENEWAL if( !sd ) hitrate = cap_value(hitrate, 5, 95); #endif 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 if (flag.hit && !flag.infdef) { //No need to do the math for plants unsigned int skillratio = 100; //Skill dmg modifiers. //Hitting attack //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define ATK_RATE( a ) do { int64 temp__ = (a); wd.damage= wd.damage*temp__/100 ; if(flag.lh) wd.damage2= wd.damage2*temp__/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 ) do { int64 temp__ = (a); wd.damage+= wd.damage*temp__/100; if(flag.lh) wd.damage2+= wd.damage2*temp__/100; } while(0) //Adds an absolute value to damage. 100 = +100 damage #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 , s ) ( wd.damage = battle->calc_base_damage(src, target, s, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) ) #define GET_NORMAL_ATTACK2( f , s ) ( wd.damage2 = battle->calc_base_damage(src, target, s, 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; #ifdef RENEWAL 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); i = 0; GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0 ); if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 ) wd.div_ = ~( i++ + 2 ) + 1; 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); } break; case NJ_SYURIKEN: // [malufett] GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0); ATK_ADD(battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon)); #endif break; #ifndef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight 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% ATK_RATE(125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(75); break; } break; case PA_SHIELDCHAIN: #endif case CR_SHIELDBOOMERANG: 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 ) damagevalue = sd->inventory_data[index]->weight/10; ATK_ADD(damagevalue); } else ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 break; case HFLI_SBR44: //[orn] if (src->type == BL_HOM) { const struct homun_data *hd = BL_UCCAST(BL_HOM, src); wd.damage = hd->homunculus.intimacy; break; } break; default: { i = (flag.cri #ifdef RENEWAL || (sc && sc->data[SC_MAXIMIZEPOWER]) #endif ?1:0)| (flag.arrow?2:0)| #ifndef RENEWAL (skill_id == HW_MAGICCRASHER?4:0)| (skill_id == MO_EXTREMITYFIST?8:0)| #endif (!skill_id && sc && sc->data[SC_HLIF_CHANGE]?4:0)| (sc && sc->data[SC_WEAPONPERFECT]?8:0); if (flag.arrow && sd) switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: i |= 16; // for ex. shuriken must not be influenced by DEX } #ifdef RENEWAL GET_NORMAL_ATTACK( i, skill_id); wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon); wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag); if (flag.lh){ GET_NORMAL_ATTACK2( i, skill_id ); wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon); wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag); } #else wd.damage = battle->calc_base_damage2(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (flag.lh) 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) wd.damage/= wflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); } //Add any bonuses that modify the base baseatk+watk (pre-skills) if(sd) { #ifndef RENEWAL if (sd->bonus.atk_rate) ATK_ADDRATE(sd->bonus.atk_rate); #endif 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(sc->data[SC_MTF_CRIDAMAGE]->val1);// 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] ATK_ADDRATE(2*temp*i); } #endif } break; } //End default case } //End switch(skill_id) 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 ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) { ATK_ADDRATE(sc->data[SC_EXEEDBREAK]->val1); status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } switch(skill_id){ case SR_GATEOFHELL: 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; case KO_BAKURETSU: { #ifdef RENEWAL GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); #endif skillratio = skill_lv * (50 + status_get_dex(src) / 4); skillratio = (int)(skillratio * (sd ? pc->checkskill(sd, NJ_TOBIDOUGU) : 10) * 40.f / 100.0f * status->get_lv(src) / 120); ATK_RATE(skillratio + 10 * (sd ? sd->status.job_level : 0)); } break; #ifdef RENEWAL case GS_MAGICALBULLET: GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); ATK_ADD(battle->attr_fix(src, target, battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag), ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv)); break; case GS_PIERCINGSHOT: GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0); if ( wd.damage ) { if ( sd && sd->weapontype1 == W_RIFLE ) ATK_RATE(30 * (skill_lv + 5)); else ATK_RATE(20 * (skill_lv + 5)); } break; case MO_EXTREMITYFIST: // [malufett] { short totaldef = status->get_total_def(target); GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | 8, skill_id); if ( wd.damage ) { ATK_ADD(250 * (skill_lv + 1) + (10 * (status_get_sp(src) + 1) * wd.damage / 100) + (8 * wd.damage)); ATK_ADD(-totaldef); } } break; case PA_SHIELDCHAIN: GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); if ( sd ) { short index = sd->equip_index[EQI_HAND_L]; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) { ATK_ADD(sd->inventory_data[index]->weight / 10 + 4 * sd->status.inventory[index].refine); } } else ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); break; case AM_DEMONSTRATION: case AM_ACIDTERROR: // [malufett/Hercules] { int64 matk; int totaldef = status->get_total_def(target) + status->get_total_mdef(target); matk = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag); matk = battle->attr_fix(src, target, matk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); matk = matk * battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag) / 100; GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0); ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); ATK_ADD(matk); ATK_ADD(-totaldef); if ( skill_id == AM_ACIDTERROR && is_boss(target) ) ATK_RATE(50); if ( skill_id == AM_DEMONSTRATION ) wd.damage = max(wd.damage, 1); } break; case GN_CARTCANNON: GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); ATK_ADD(sd ? sd->bonus.arrow_atk : 0); wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon); ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); if ( sd && s_ele != sd->bonus.arrow_ele ) s_ele = sd->bonus.arrow_ele; break; case NJ_TATAMIGAESHI: ATK_RATE(200); /* Fall through */ case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: // [malufett] if( skill_id != NJ_TATAMIGAESHI ){ short index = sd?sd->equip_index[EQI_HAND_R]:0; GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 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) ATK_ADD(sd->inventory_data[index]->weight * 7 / 100); switch (tstatus->size) { case SZ_SMALL: //Small: 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); wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag); } FALLTHROUGH #endif default: ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); } //Constant/misc additions from skills switch (skill_id) { #ifdef RENEWAL 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; #ifndef RENEWAL case GS_MAGICALBULLET: ATK_ADD( status->get_matk(src, 2) ); break; 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 + (int64)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. damage_div_fix(wd.damage, wd.div_); #endif //The following are applied on top of current damage and are stackable. if ( sc ) { #ifndef RENEWAL if( sc->data[SC_TRUESIGHT] ) ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); #endif #ifndef RENEWAL_EDP if( sc->data[SC_EDP] ){ switch(skill_id){ case AS_SPLASHER: // Needs more info case ASC_BREAKER: case ASC_METEORASSAULT: break; default: ATK_ADDRATE(sc->data[SC_EDP]->val3); } } #endif if(sc->data[SC_STYLE_CHANGE]){ struct homun_data *hd = BL_CAST(BL_HOM, src); if (hd != NULL) ATK_ADD(hd->homunculus.spiritball * 3); } if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { if (sd != NULL && pc->checkskill(sd, SU_POWEROFLIFE) > 0) { if (pc->checkskill(sd, SU_SCAROFTAROU) == 5 && pc->checkskill(sd, SU_PICKYPECK) == 5 && pc->checkskill(sd, SU_ARCLOUSEDASH) == 5 && pc->checkskill(sd, SU_LUNATICCARROTBEAT) == 5) { ATK_ADDRATE(20); } } } } switch (skill_id) { case AS_SONICBLOW: if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc->checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(10); break; case CR_SHIELDBOOMERANG: if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) ATK_ADDRATE(100); 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( 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(sc->data[SC_MTF_RANGEATK]->val1);// temporary it should be 'bonus.long_attack_atk_rate' #endif if (sc != NULL && sc->data[SC_ARCLOUSEDASH] != NULL && sc->data[SC_ARCLOUSEDASH]->val4 != 0) { ATK_ADDRATE(sc->data[SC_ARCLOUSEDASH]->val4); } if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 && (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) ) ATK_ADDRATE(-i); if (skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri) { //Elemental/Racial adjustments if (sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race) || sd->right_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS) ) flag.pdef = 1; if (sd->left_weapon.def_ratio_atk_ele & (1<def_ele) || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(tstatus->race) || sd->left_weapon.def_ratio_atk_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS) ) { //Pass effect onto right hand if configured so. [Skotlex] if (battle_config.left_cardfix_to_right && flag.rh) flag.pdef = 1; else flag.pdef2 = 1; } } if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) { //Ignore Defense? if (!flag.idef && ( sd->right_weapon.ignore_def_ele & (1<def_ele) || sd->right_weapon.ignore_def_race & map->race_id2mask(tstatus->race) || sd->right_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS) )) flag.idef = 1; if (!flag.idef2 && ( sd->left_weapon.ignore_def_ele & (1<def_ele) || sd->left_weapon.ignore_def_race & map->race_id2mask(tstatus->race) || sd->left_weapon.ignore_def_race & map->race_id2mask(is_boss(target) ? RC_BOSS : RC_NONBOSS) )) { if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex] flag.idef = 1; else flag.idef2 = 1; } } } if((!flag.idef || !flag.idef2) #ifdef RENEWAL && (!flag.distinct || flag.tdef) #endif ) { //Defense reduction wd.damage = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage, (flag.idef?1:0)|(flag.pdef?2:0) #ifdef RENEWAL |(flag.tdef?4:0) #endif , flag.pdef); if( wd.damage2 ) wd.damage2 = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage2, (flag.idef2?1:0)|(flag.pdef2?2:0) #ifdef RENEWAL |(flag.tdef?4:0) #endif , flag.pdef2); } #ifdef RENEWAL if ( flag.distinct ) { wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag); if ( flag.lh ) { wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag); } } //Div fix. damage_div_fix(wd.damage, wd.div_); if ( skill_id > 0 && (skill->get_ele(skill_id, skill_lv) == ELE_NEUTRAL || flag.distinct) ) { // re-evaluate forced neutral skills wd.damage = battle->attr_fix(src, target, wd.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if ( flag.lh ) wd.damage2 = battle->attr_fix(src, target, wd.damage2, s_ele_, tstatus->def_ele, tstatus->ele_lv); } #endif #if 0 // Can't find any source about this one even in eagis if (skill_id == NPC_EARTHQUAKE) { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] //Also divide the extra bonuses from atk2 based on the number in range [Kevin] if ( wflag>0 ) ATK_ADD((sstatus->rhw.atk2*skillratio / 100) / wflag); else ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); } #endif //Post skill/vit reduction damage increases if (sc) { //SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE #endif ){ int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 #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 if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST ) { // Counts refine bonus multiple times if( skill_id == MO_FINGEROFFENSIVE ) { ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); } else { ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2); } } //Set to min of 1 if (flag.rh && wd.damage < 1) wd.damage = 1; if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; #else if (flag.rh && wd.damage < 1) wd.damage = 0; if (flag.lh && wd.damage2 < 1) wd.damage2 = 0; #endif #ifndef RENEWAL 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_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon); #else 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 else if(wd.div_ < 0) //Since the attack missed... wd.div_ *= -1; #ifndef RENEWAL if(sd && (temp=pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0) ATK_ADD(temp*2); #endif #ifndef RENEWAL wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, flag.arrow); if( flag.lh ) wd.damage2 = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage2, nk, n_ele, s_ele, s_ele_, true, flag.arrow); #endif if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. #ifndef HMAP_ZONE_DAMAGE_CAP_TYPE if (skill_id) { 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) { const struct mob_data *md = BL_UCCAST(BL_MOB, target); if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS)) continue; if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE)) continue; } 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 // Offensive damage increment in renewal is done somewhere else if (sd) { if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.div_*sd->spiritball_old*3); } else { ATK_ADD(wd.div_*sd->spiritball*3); } //Card Fix, sd side 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); if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. short index= sd->equip_index[EQI_HAND_L]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) ATK_ADD(10*sd->status.inventory[index].refine); } } //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, (flag.lh ? 1 : 0), wd.flag); } #endif if( flag.infdef ) { //Plants receive 1 damage when hit 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) ) wd.damage2 = wd.div_; if (flag.hit && class_ == MOBID_EMPELIUM) { if(wd.damage2 > 0) { wd.damage2 = battle->attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); } else if(wd.damage > 0) { wd.damage = battle->attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); wd.damage = battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); } return wd; } if( !(battle_config.skill_min_damage&1) ) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] return wd; } if (sd) { if (!flag.rh && flag.lh) { //Move lh damage to the rh wd.damage = wd.damage2; wd.damage2 = 0; flag.rh=1; flag.lh=0; } else if(flag.rh && flag.lh) { //Dual-wield if (wd.damage) { temp = pc->checkskill(sd,AS_RIGHT) * 10; if ((sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) temp = pc->checkskill(sd,KO_RIGHT) * 10 + 20; ATK_RATER( 50 + temp ); } if (wd.damage2) { temp = pc->checkskill(sd,AS_LEFT) * 10; if ((sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) temp = pc->checkskill(sd,KO_LEFT) * 10 + 20; ATK_RATEL( 30 + temp ); } #ifdef RENEWAL if(wd.damage < 0) wd.damage = 0; if(wd.damage2 < 0) wd.damage2 = 0; #else if(wd.damage < 1) wd.damage = 1; if(wd.damage2 < 1) wd.damage2 = 1; #endif } else if (sd->weapontype == W_KATAR && skill_id == 0) { // Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) temp = pc->checkskill(sd,TF_DOUBLE); wd.damage2 = wd.damage * (1 + (temp * 2))/100; if(wd.damage && !wd.damage2) { #ifdef RENEWAL wd.damage2 = 0; #else wd.damage2 = 1; #endif } flag.lh = 1; } } if(!flag.rh && wd.damage) wd.damage=0; 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]) { int hp= sstatus->max_hp; if (sd && tsd) { hp = 8*hp/100; if ((sstatus->hp * 100) <= (sstatus->max_hp * 20)) hp = sstatus->hp; } else hp = 2*hp/100; //2% hp loss per hit status_zap(src, hp, 0); } status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); } switch(skill_id){ case LG_RAYOFGENESIS: { struct Damage md = battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag); wd.damage += md.damage; break; } } if( wd.damage + wd.damage2 ) { //There is a total damage value int64 damage = wd.damage + wd.damage2; if (!wd.damage2) { #ifdef RENEWAL if (skill_id != ASC_BREAKER) #endif 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->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) { #ifdef RENEWAL if (skill_id != ASC_BREAKER) #endif 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->list[target->m].flag.battleground) wd.damage = battle->calc_bg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag); } else { #ifdef RENEWAL if( skill_id != ASC_BREAKER ){ 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 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->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; if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; 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 != 0 && tsc != NULL && tsc->data[SC_SWORDREJECT] != NULL && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->weapontype == W_2HSWORD) && rnd()%100 < tsc->data[SC_SWORDREJECT]->val2 ) { ATK_RATER(50); status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,BDT_NORMAL,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); } #ifndef RENEWAL if(skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) struct Damage md = battle->calc_misc_attack(src, target, skill_id, skill_lv, wflag); wd.damage += md.damage; } #endif return wd; } /*========================================== * Battle main entry, from skill->attack *------------------------------------------*/ static 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; case BF_MISC: d = battle->calc_misc_attack(bl,target,skill_id,skill_lv,count); break; default: ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); memset(&d,0,sizeof(d)); break; } nullpo_retr(d, target); #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE if( target && skill_id ) { int i; 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) { const struct mob_data *md = BL_UCCAST(BL_MOB, target); if ((md->status.mode&MD_BOSS) && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS)) continue; if (md->special_state.clone && !(map->list[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE)) continue; } 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; } } } #endif if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? d.dmg_lv = ATK_MISS; d.dmotion = 0; } else // Some skills like Weaponry Research will cause damage even if attack is dodged d.dmg_lv = ATK_DEF; if (sd && d.damage + d.damage2 > 1) { // HPVanishRate if (sd->bonus.hp_vanish_rate && sd->bonus.hp_vanish_trigger && rnd() % 1000 < sd->bonus.hp_vanish_rate && ((d.flag&sd->bonus.hp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.hp_vanish_trigger&BF_RANGEMASK) || (d.flag&sd->bonus.hp_vanish_trigger&BF_SKILLMASK))) status_percent_damage(&sd->bl, target, -sd->bonus.hp_vanish_per, 0, false); // SPVanishRate if (sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd() % 1000 < 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; } //Performs reflect damage (magic (maya) is performed over skill.c). static void battle_reflect_damage(struct block_list *target, struct block_list *src, struct Damage *wd, uint16 skill_id) { int64 damage, rdamage = 0, trdamage = 0; struct map_session_data *sd, *tsd; struct status_change *sc; int64 tick = timer->gettick(); int delay = 50, rdelay = 0; #ifdef RENEWAL int max_reflect_damage; max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100); #endif damage = wd->damage + wd->damage2; nullpo_retv(wd); 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, BDT_SKILL); // This is how official does clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, BDT_NORMAL); 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( 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, BDT_SKILL); 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_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, BDT_ENDURE); /* 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. */ struct status_change *ssc; if( sc ) { struct status_change_entry *sce_d = sc->data[SC_DEVOTION]; struct block_list *d_bl = NULL; if (sce_d && sce_d->val1) d_bl = map->id2bl(sce_d->val1); if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion ) { 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, BDT_ENDURE); #else rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, BDT_ENDURE); #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] && rnd()%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, BDT_ENDURE); /* 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_MVPCARD_ORCLORD]) { NORMALIZE_RDAMAGE(damage * sc->data[SC_MVPCARD_ORCLORD]->val1 / 100); rdelay = clif->delay_damage(tick + delay, src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE); 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; } } 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, BDT_ENDURE); /* 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 {/* 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, BDT_ENDURE); /* 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 */ } } // Tell analyzers/compilers that we want to += it even the value is currently unused (it'd be used if we added new checks) (void)delay; /* something caused reflect */ if( trdamage ) { skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } return; #undef NORMALIZE_RDAMAGE } /** * Reflects damage from certain traps, if battle_config.trap_reflect is true. * @param target : Player who triggered the trap * @param src : Player who set the trap * @param md : Trap damage structure * @param skill_id : Trap skill ID */ static void battle_reflect_trap(struct block_list *target, struct block_list *src, struct Damage *md, uint16 skill_id) { if (battle_config.trap_reflect == true) { if (src != target) { // Don't reflect your own damage switch (skill_id) { case HT_CLAYMORETRAP: case HT_LANDMINE: case HT_FREEZINGTRAP: case HT_BLASTMINE: // Needs official info //case RA_CLUSTERBOMB: //case RA_FIRINGTRAP: //case RA_ICEBOUNDTRAP: //case GN_THORNS_TRAP: //case KO_MAKIBISHI: case MA_LANDMINE: case MA_FREEZINGTRAP: battle->reflect_damage(target, src, md, skill_id); break; } } } } static void battle_drain(struct map_session_data *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; int64 *damage; nullpo_retv(sd); for (i = 0; i < 4; i++) { //First two iterations: Right hand if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } else { wd = &sd->left_weapon; damage = &ldamage; } if (*damage <= 0) continue; //First and Third iterations: race, other two boss/nonboss state if (i == 0 || i == 2) type = race; else type = boss ? RC_BOSS : RC_NONBOSS; hp = wd->hp_drain[type].value; if (wd->hp_drain[type].rate) hp += battle->calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per); sp = wd->sp_drain[type].value; if (wd->sp_drain[type].rate) sp += battle->calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per); // HPVanishRate if (sd->bonus.hp_vanish_rate && rnd() % 1000 < sd->bonus.hp_vanish_rate && !sd->bonus.hp_vanish_trigger) status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false); // SPVanishRate 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 (hp) { if (wd->hp_drain[type].type) rhp += hp; thp += hp; } if (sp) { if (wd->sp_drain[type].type) rsp += sp; tsp += sp; } } if (sd->sp_gain_race_attack[race]) tsp += sd->sp_gain_race_attack[race]; if (sd->hp_gain_race_attack[race]) thp += sd->hp_gain_race_attack[race]; if (!thp && !tsp) return; status->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain ? 3 : 1); if (rhp || rsp) status_zap(tbl, rhp, rsp); } // Deals the same damage to targets in area. [pakpil] static 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, int64); src=va_arg(ap,struct block_list *); amotion=va_arg(ap,int); dmotion=va_arg(ap,int); damage=va_arg(ap,int); if (bl->type == BL_MOB && BL_UCCAST(BL_MOB, bl)->class_ == MOBID_EMPELIUM) return 0; if( bl != src && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { nullpo_ret(src); map->freeblock_lock(); if (src->type == BL_PC) battle->drain(BL_UCAST(BL_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,amotion,dmotion,damage,1,BDT_ENDURE,0); if (src->type != BL_PC || !BL_UCCAST(BL_PC, src)->state.autocast) skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map->freeblock_unlock(); } return 0; } static bool battle_check_arrows(struct map_session_data *sd) { int index = sd->equip_index[EQI_AMMO]; if (index < 0) { if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA) clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0, 0); else clif->arrow_fail(sd, 0); return false; } //Ammo check by Ishizu-chan if (sd->inventory_data[index]) { switch (sd->weapontype) { case W_BOW: if (sd->inventory_data[index]->subtype != A_ARROW) { clif->arrow_fail(sd, 0); return false; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->subtype != A_BULLET) { clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0, 0); return false; } break; case W_GRENADE: if (sd->inventory_data[index]->subtype != A_GRENADE) { clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0, 0); return false; } break; } } return true; } /*========================================== * Do a basic physical attack (call trough unit_attack_timer) *------------------------------------------*/ // FIXME: flag is undocumented static 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; int64 damage; int skillv; struct Damage wd; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); if (src->prev == NULL || target->prev == NULL) return ATK_NONE; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sstatus = status->get_status_data(src); tstatus = status->get_status_data(target); sc = status->get_sc(src); tsc = status->get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; if (tsc && !tsc->count) tsc = NULL; if (sd) { sd->state.arrow_atk = (sd->weapontype == W_BOW || (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE)); if (sd->state.arrow_atk) { if (battle->check_arrows(sd) == false) return ATK_NONE; } } 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 || (!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, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 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->weapontype == 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(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, BDT_NORMAL, 0); //Display MISS. clif->bladestop(target, src->id, 1); sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; } } if(sd && (skillv = pc->checkskill(sd,MO_TRIPLEATTACK)) > 0) { int triple_rate= 30 - skillv; //Base Rate if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } if (rnd()%100 < triple_rate) { if( skill->attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) return ATK_DEF; return ATK_MISS; } } if (sc) { if (sc->data[SC_SACRIFICE]) { uint16 skill_lv = sc->data[SC_SACRIFICE]->val1; damage_lv ret_val; if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) status_change_end(src, SC_SACRIFICE, INVALID_TIMER); /** * We need to calculate the DMG before the hp reduction, because it can kill the source. * For further information: bugreport:4950 **/ ret_val = (damage_lv)skill->attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0); status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% if( ret_val == ATK_NONE ) return ATK_MISS; return ret_val; } if (sc->data[SC_MAGICALATTACK]) { if( skill->attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,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 = 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_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); wd.damage = ad.damage; damage_div_fix(wd.damage, wd.div_); }else status_change_end(src,SC_SPELLFIST,INVALID_TIMER); } 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, DELITEM_SKILLUSE, LOG_TYPE_CONSUME); sc->data[SC_FEARBREEZE]->val4 = 0; } } if (sd && sd->state.arrow_atk) //Consume arrow. battle->consume_ammo(sd, 0, 0); damage = wd.damage + wd.damage2; if( damage > 0 && src != target ) { if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ){ // Activates it only from melee damage uint16 skill_id; if( rnd()%2 == 1 ) skill_id = AB_DUPLELIGHT_MELEE; else skill_id = AB_DUPLELIGHT_MAGIC; skill->attack(skill->get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); } } 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); if (target->type == BL_SKILL && damage > 0) { struct skill_unit *su = BL_UCAST(BL_SKILL, target); if (su->group && su->group->skill_id == HT_BLASTMINE) skill->blown(src, target, 3, -1, 0); } 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 = map->id2bl(sce->val1); struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl); struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl); if (d_bl != NULL && ((d_bl->type == BL_MER && d_md->master != NULL && d_md->master->bl.id == target->id) || (d_bl->type == BL_PC && d_sd->devotion[sce->val2] == target->id) ) && check_distance_bl(target, d_bl, sce->val3) ) { clif->damage(d_bl, d_bl, 0, 0, damage, 0, BDT_NORMAL, 0); status_fix_damage(NULL, d_bl, damage, 0); } else { status_change_end(target, SC_DEVOTION, INVALID_TIMER); } } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) { struct elemental_data *ed = BL_UCAST(BL_PC, target)->ed; if (ed != NULL) { clif->skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, BDT_SKILL); 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 = 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, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 ); map->freeblock_unlock(); return ATK_NONE; } } } if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; uint16 skill_id = sc->data[SC_AUTOSPELL]->val2; uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3; int i = rnd()%100; if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_SAGE) i = 0; //Max chance, no skill_lv reduction. [Skotlex] if (i >= 50) skill_lv -= 2; else if (i >= 15) skill_lv--; if (skill_lv < 1) skill_lv = 1; sp = skill->get_sp(skill_id,skill_lv) * 2 / 3; if (status->charge(src, 0, sp)) { skill->castend_type(skill->get_casttype(skill_id), src, target, skill_id, skill_lv, tick, flag); } } 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; 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_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 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == r_skill) maxcount--; } if( maxcount == 0 ) type = -1; } if( type != CAST_GROUND ) { clif->skill_fail(sd, r_skill, USESKILL_FAIL_LEVEL, 0, 0); map->freeblock_unlock(); return wd.dmg_lv; } } sd->state.autocast = 1; skill->consume_requirement(sd,r_skill,r_lv,3); skill->castend_type(type, src, target, r_skill, r_lv, tick, flag); sd->state.autocast = 0; sd->ud.canact_tick = tick + skill->delay_fix(src, r_skill, r_lv); clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, r_skill, r_lv), 0, 0, 1); } } if (wd.flag & BF_WEAPON && src != target && damage > 0) { if (battle_config.left_cardfix_to_right) battle->drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target)); else battle->drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); } } if (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 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; skill->attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); } else { skill->attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_POISONREACT, INVALID_TIMER); } } map->freeblock_unlock(); return wd.dmg_lv; } #undef ATK_RATE #undef ATK_RATER #undef ATK_RATEL #undef ATK_ADDRATE #undef ATK_ADD #undef ATK_ADD2 #undef GET_NORMAL_ATTACK #undef GET_NORMAL_ATTACK2 static bool battle_check_undead(int race, int element) { if(battle_config.undead_detect_type == 0) { if(element == ELE_UNDEAD) return true; } else if(battle_config.undead_detect_type == 1) { if(race == RC_UNDEAD) return true; } else { if(element == ELE_UNDEAD || race == RC_UNDEAD) return true; } return false; } //Returns the upmost level master starting with the given object static struct block_list *battle_get_master(struct block_list *src) { struct block_list *prev = NULL; //Used for infinite loop check (master of yourself?) nullpo_retr(NULL, src); do { prev = src; switch (src->type) { case BL_PET: { struct pet_data *pd = BL_UCAST(BL_PET, src); if (pd->msd != NULL) src = &pd->msd->bl; } break; case BL_MOB: { struct mob_data *md = BL_UCAST(BL_MOB, src); if (md->master_id != 0) src = map->id2bl(md->master_id); } break; case BL_HOM: { struct homun_data *hd = BL_UCAST(BL_HOM, src); if (hd->master != NULL) src = &hd->master->bl; } break; case BL_MER: { struct mercenary_data *md = BL_UCAST(BL_MER, src); if (md->master != NULL) src = &md->master->bl; } break; case BL_ELEM: { struct elemental_data *ed = BL_UCAST(BL_ELEM, src); if (ed->master != NULL) src = &ed->master->bl; } break; case BL_SKILL: { struct skill_unit *su = BL_UCAST(BL_SKILL, src); if (su->group != NULL && su->group->src_id != 0) src = map->id2bl(su->group->src_id); } break; } } while (src && src != prev); return prev; } /*========================================== * Checks the state between two targets (rewritten by Skotlex) * (enemy, friend, party, guild, etc) * See battle.h for possible values/combinations * to be used here (BCT_* constants) * Return value is: * 1: flag holds true (is enemy, party, etc) * -1: flag fails * 0: Invalid target (non-targetable ever) *------------------------------------------*/ static int battle_check_target(struct block_list *src, struct block_list *target, int flag) { int16 m; //map int state = 0; //Initial state none int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. struct block_list *s_bl = src, *t_bl = target; nullpo_ret(src); nullpo_ret(target); m = target->m; if (flag & BCT_ENEMY && (map->getcell(m, src, src->x, src->y, CELL_CHKBASILICA) || map->getcell(m, src, 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 ) t_bl = target; if( (s_bl = battle->get_master(src)) == NULL ) s_bl = src; if (s_bl->type == BL_PC) { const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl); switch (t_bl->type) { case BL_MOB: // Source => PC, Target => MOB if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVM)) return 0; break; case BL_PC: if (pc_has_permission(s_sd, PC_PERM_DISABLE_PVP)) return 0; break; default:/* anything else goes */ break; } } switch( target->type ) { // Checks on actual target case BL_PC: { const struct status_change *sc = status->get_sc(src); const struct map_session_data *t_sd = BL_UCCAST(BL_PC, target); if (t_sd->invincible_timer != INVALID_TIMER) { switch( battle->get_current_skill(src) ) { /* TODO a proper distinction should be established bugreport:8397 */ case PR_SANCTUARY: case PR_MAGNIFICAT: break; default: return -1; } } if (pc_isinvisible(t_sd)) return -1; //Cannot be targeted yet. if (sc && sc->count) { if (sc->data[SC_SIREN] && sc->data[SC_SIREN]->val2 == target->id) return -1; } } break; case BL_MOB: { const struct mob_data *md = BL_UCCAST(BL_MOB, target); if(( (md->special_state.ai == AI_SPHERE || (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB ) || (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) ) { //Targetable by players state |= BCT_ENEMY; strip_enemy = 0; } break; } case BL_SKILL: { const struct skill_unit *su = BL_UCCAST(BL_SKILL, target); if( !su->group ) return 0; if( skill->get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS && su->group->unit_id != UNT_NETHERWORLD ) { //Only a few skills can target traps... switch( battle->get_current_skill(src) ) { case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps case RK_DRAGONBREATH_WATER: if( !map->list[m].flag.pvp && !map->list[m].flag.gvg ) break; FALLTHROUGH case 0://you can hit them without skills case MA_REMOVETRAP: case HT_REMOVETRAP: case AC_SHOWER: case MA_SHOWER: case WZ_SIGHTRASHER: case WZ_SIGHTBLASTER: case SM_MAGNUM: case MS_MAGNUM: case RA_DETONATOR: case RA_SENSITIVEKEEN: case RK_STORMBLAST: case SR_RAMPAGEBLASTER: case NC_COLDSLOWER: #ifdef RENEWAL case KN_BOWLINGBASH: case KN_SPEARSTAB: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: case MO_FINGEROFFENSIVE: case MO_INVESTIGATE: case MO_TRIPLEATTACK: case MO_EXTREMITYFIST: case CR_HOLYCROSS: 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: return 0; } } else if (su->group->skill_id==WZ_ICEWALL || 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. return 0; } } break; //Valid targets with no special checks here. case BL_MER: case BL_HOM: case BL_ELEM: break; //All else not specified is an invalid target. default: return 0; } //end switch actual target switch( t_bl->type ) { //Checks on target master case BL_PC: { const struct map_session_data *sd = BL_UCCAST(BL_PC, t_bl); if (t_bl == s_bl) break; if (sd->block_action.immune && flag&BCT_ENEMY) return 0; // Global immunity only to Attacks if (sd->status.karma && s_bl->type == BL_PC && BL_UCCAST(BL_PC, s_bl)->status.karma) state |= BCT_ENEMY; // Characters with bad karma may fight amongst them if( sd->state.killable ) { state |= BCT_ENEMY; // Everything can kill it strip_enemy = 0; } break; } case BL_MOB: { const struct mob_data *md = BL_UCCAST(BL_MOB, t_bl); 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 switch( src->type ) { //Checks on actual src type case BL_PET: if (t_bl->type != BL_MOB && flag&BCT_ENEMY) return 0; //Pet may not attack non-mobs. if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->guardian_data && flag&BCT_ENEMY) return 0; //pet may not attack Guardians/Emperium break; case BL_SKILL: { const struct skill_unit *su = BL_UCCAST(BL_SKILL, src); const struct status_change *sc = status->get_sc(target); if (su->group == NULL) return 0; if (su->group->src_id == target->id) { int inf2 = skill->get_inf2(su->group->skill_id); if (inf2&INF2_NO_TARGET_SELF) return -1; if (inf2&INF2_TARGET_SELF) return 1; } //Status changes that prevent traps from triggering if (sc != NULL && sc->count != 0 && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { if (sc->data[SC_WZ_SIGHTBLASTER] != NULL && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0) return -1; } } break; case BL_MER: if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM && flag&BCT_ENEMY) return 0; //mercenary may not attack Emperium break; } //end switch actual src switch( s_bl->type ) { //Checks on source master case BL_PC: { const struct map_session_data *sd = BL_UCCAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map->list[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) ) { if (t_bl->type == BL_PC && sd->duel_group == BL_UCCAST(BL_PC, t_bl)->duel_group) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else if (src->type != BL_SKILL || (flag&BCT_ALL) != BCT_ALL) return 0; } } if (map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->class_ == MOBID_EMPELIUM) return 0; //If you don't belong to a guild, can't target emperium. if( t_bl->type != BL_PC ) state |= BCT_ENEMY; //Natural enemy. break; } case BL_MOB: { const struct mob_data *md = BL_UCCAST(BL_MOB, s_bl); 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 == AI_NONE) { //Normal mobs const struct mob_data *target_md = BL_CCAST(BL_MOB, target); if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK) || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE)) state |= BCT_PARTY; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; } default: //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 if( (flag&BCT_ALL) == BCT_ALL ) { //All actually stands for all attackable chars if( target->type&BL_CHAR ) return 1; else return -1; } if( flag == BCT_NOONE ) //Why would someone use this? no clue. return -1; if( t_bl == s_bl ) { //No need for further testing. state |= BCT_SELF|BCT_PARTY|BCT_GUILD; if( state&BCT_ENEMY && strip_enemy ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } if (map_flag_vs(m)) { //Check rivalry settings. int sbg_id = 0, tbg_id = 0, s_clan = 0, t_clan = 0; if (map->list[m].flag.battleground) { sbg_id = bg->team_get_id(s_bl); tbg_id = bg->team_get_id(t_bl); } else if (map->list[m].flag.cvc) { s_clan = clan->get_id(s_bl); t_clan = clan->get_id(t_bl); } if (flag & (BCT_PARTY | BCT_ENEMY)) { int s_party = status->get_party_id(s_bl); int s_guild = status->get_guild_id(s_bl); int t_guild = status->get_guild_id(t_bl); if (s_party != 0 && s_party == status->get_party_id(t_bl)) { if (map_flag_gvg(m) && map->list[m].flag.gvg_noparty) { if (s_guild != 0 && t_guild != 0 && (s_guild == t_guild || guild->isallied(s_guild, t_guild))) state |= BCT_PARTY; else state |= flag & BCT_ENEMY ? BCT_ENEMY : BCT_PARTY; } else if (!(map->list[m].flag.pvp && map->list[m].flag.pvp_noparty) && (!map->list[m].flag.battleground || sbg_id == tbg_id)) { state |= BCT_PARTY; } else if (!map->list[m].flag.cvc || s_clan == t_clan) { state |= BCT_PARTY; } else { state |= BCT_ENEMY; } } 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->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) && (!map->list[m].flag.cvc || s_clan == t_clan) ) { state |= BCT_GUILD; } else { state |= BCT_ENEMY; } } if (state & BCT_ENEMY && ((map->list[m].flag.battleground && sbg_id && sbg_id == tbg_id) || (map->list[m].flag.cvc && s_clan && s_clan == t_clan))) state &= ~BCT_ENEMY; if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) { // Prevent novice engagement on pk_mode (feature by Valaris) const struct map_session_data *s_sd = BL_UCCAST(BL_PC, s_bl); const struct map_session_data *t_sd = BL_UCCAST(BL_PC, t_bl); if ( (s_sd->job & MAPID_UPPERMASK) == MAPID_NOVICE || (t_sd->job & MAPID_UPPERMASK) == MAPID_NOVICE || s_sd->status.base_level < battle_config.pk_min_level || t_sd->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && abs(s_sd->status.base_level - t_sd->status.base_level) > battle_config.pk_level_range) ) state &= ~BCT_ENEMY; } }//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)) state |= BCT_PARTY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { int s_guild = status->get_guild_id(s_bl); int t_guild = status->get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))) state |= BCT_GUILD; } } //end non pvp/gvg chk rivality if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } /*========================================== * Check if can attack from this range * Basic check then calling path->search for obstacle etc.. *------------------------------------------*/ static bool battle_check_range(struct block_list *src, struct block_list *bl, int range) { int d; nullpo_retr(false, src); nullpo_retr(false, bl); if( src->m != bl->m ) return false; #ifndef CIRCULAR_AREA if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] if ( !check_distance_client_bl(src, bl, range) ) return false; } else #endif if( !check_distance_bl(src, bl, range) ) return false; if( (d = distance_bl(src, bl)) < 2 ) return true; // No need for path checking. if( d > AREA_SIZE ) return false; // Avoid targeting objects beyond your range of sight. return path->search_long(NULL,src,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } static const struct battle_data { const char* str; int* val; int defval; int min; int max; } battle_data[] = { { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, }, { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, { "traps_setting", &battle_config.traps_setting, 0, 0, 1, }, { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 2, }, { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, //{ "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, }, { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, }, { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, { "item_check", &battle_config.item_check, 0, 0, 0xF, }, { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, }, { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, }, { "summer2_ignorepalette", &battle_config.summer2_ignorepalette, 0, 0, 1, }, { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 }, { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, }, { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, }, { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, { "max_hp", &battle_config.max_hp, 1000000, 100, 21474836, }, { "max_sp", &battle_config.max_sp, 1000000, 100, 21474836, }, { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, }, { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, }, { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, { "battle_log", &battle_config.battle_log, 0, 0, 1, }, { "etc_log", &battle_config.etc_log, 1, 0, 1, }, { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, }, { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, { "party_change_leader_same_map", &battle_config.party_change_leader_same_map, 0, 0, 1, }, { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, { "show_picker_item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, }, { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, }, { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, { "check_occupied_cells", &battle_config.check_occupied_cells, 1, 0, 1, }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, }, { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, }, { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, }, { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, }, { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, }, { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, }, { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, }, { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, { "chat_area_size", &battle_config.chat_area_size, 9, 0, INT_MAX, }, { "dead_area_size", &battle_config.dead_area_size, 32, 0, INT_MAX, }, { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, { "display_version", &battle_config.display_version, 1, 0, 1, }, { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, }, { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, { "show_katar_crit_bonus", &battle_config.show_katar_crit_bonus, 0, 0, 1, }, { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, { "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, }, { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, }, { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, }, { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, }, { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, }, { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, { "invincible_nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, { "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, }, { "features/buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, { "features/search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, { "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, 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 }, { "mvp_tomb_spawn_delay", &battle_config.mvp_tomb_spawn_delay, 10000, 0, INT_MAX }, { "features/atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 }, { "vendchat_near_hiddennpc", &battle_config.vendchat_near_hiddennpc, 0, 0, 1 }, { "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, }, { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, }, /** * Hercules **/ { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, }, { "trap_reflect", &battle_config.trap_reflect, 1, 0, 1, }, { "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, }, { "unequip_restricted_equipment", &battle_config.unequip_restricted_equipment, 0, 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, }, { "features/banking", &battle_config.feature_banking, 1, 0, 1, }, { "features/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, }, { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, }, { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, }, { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, }, { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, }, { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, }, { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, }, { "features/roulette", &battle_config.feature_roulette, 1, 0, 1, }, { "show_monster_hp_bar", &battle_config.show_monster_hp_bar, 1, 0, 1, }, { "fix_warp_hit_delay_abuse", &battle_config.fix_warp_hit_delay_abuse, 0, 0, 1, }, { "costume_refine_def", &battle_config.costume_refine_def, 1, 0, 1, }, { "shadow_refine_def", &battle_config.shadow_refine_def, 1, 0, 1, }, { "shadow_refine_atk", &battle_config.shadow_refine_atk, 1, 0, 1, }, { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, }, { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, }, { "save_body_style", &battle_config.save_body_style, 0, 0, 1, }, { "player_warp_keep_direction", &battle_config.player_warp_keep_direction, 0, 0, 1, }, { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, }, { "bow_unequip_arrow", &battle_config.bow_unequip_arrow, 1, 0, 1, }, { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, 10000, }, { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, }, { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, }, { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, }, { "boarding_halter_speed", &battle_config.boarding_halter_speed, 25, 0, 100, }, { "features/rodex", &battle_config.feature_rodex, 1, 0, 1, }, { "features/rodex_use_accountmail", &battle_config.feature_rodex_use_accountmail, 0, 0, 1, }, { "features/enable_homun_autofeed", &battle_config.feature_enable_homun_autofeed, 1, 0, 1, }, { "features/enable_pet_autofeed", &battle_config.feature_enable_pet_autofeed, 1, 0, 1, }, { "storage_use_item", &battle_config.storage_use_item, 0, 0, 1, }, { "features/enable_attendance_system", &battle_config.feature_enable_attendance_system,1, 0, 1, }, { "features/feature_attendance_endtime",&battle_config.feature_attendance_endtime, 1, 0, 99999999, }, { "min_item_buy_price", &battle_config.min_item_buy_price, 1, 0, INT_MAX, }, { "min_item_sell_price", &battle_config.min_item_sell_price, 0, 0, INT_MAX, }, { "display_fake_hp_when_dead", &battle_config.display_fake_hp_when_dead, 1, 0, 1, }, }; static bool battle_set_value_sub(int index, int value) { Assert_retr(false, index >= 0); if (value < battle_data[index].min || value > battle_data[index].max) { ShowWarning("Value for setting '%s': %d is invalid (min:%d max:%d)! Defaulting to %d...\n", battle_data[index].str, value, battle_data[index].min, battle_data[index].max, battle_data[index].defval); value = battle_data[index].defval; } *battle_data[index].val = value; return true; } static bool battle_set_value(const char *param, const char *value) { int val; int i; nullpo_retr(false, param); nullpo_retr(false, value); val = config_switch(value); ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(param, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) { if (HPM->parse_conf_entry(param, value, HPCT_BATTLE)) /* if plugin-owned, succeed */ return true; return false; // not found } return battle->config_set_value_sub(i, val); } static bool battle_get_value(const char *w1, int *value) { int i; nullpo_retr(false, w1); nullpo_retr(false, value); ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) { if (HPM->getBattleConf(w1,value)) return true; } else { *value = *battle_data[i].val; return true; } return false; } static void battle_set_defaults(void) { int i; for (i = 0; i < ARRAYLENGTH(battle_data); i++) *battle_data[i].val = battle_data[i].defval; } static void battle_adjust_conf(void) { battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; battle_config.max_aspd = 2000 - battle_config.max_aspd*10; battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10; battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; battle_config.max_cart_weight *= 10; if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] battle_config.max_def = 100; if(battle_config.min_hitrate > battle_config.max_hitrate) battle_config.min_hitrate = battle_config.max_hitrate; if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex battle_config.pet_max_atk1 = battle_config.pet_max_atk2; if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] battle_config.day_duration = 60000; if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] battle_config.night_duration = 60000; #if PACKETVER < 20100427 if( battle_config.feature_buying_store ) { ShowWarning("conf/map/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); battle_config.feature_buying_store = 0; } #endif #if PACKETVER < 20100803 if( battle_config.feature_search_stores ) { ShowWarning("conf/map/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); battle_config.feature_search_stores = 0; } #endif #if PACKETVER < 20130724 if( battle_config.feature_banking ) { ShowWarning("conf/map/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 < 20141022 if( battle_config.feature_roulette ) { ShowWarning("conf/map/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n"); battle_config.feature_roulette = 0; } #endif #if PACKETVER > 20120000 && PACKETVER < 20130515 /* exact date (when it started) not known */ if( battle_config.feature_auction == 1 ) { ShowWarning("conf/map/battle/feature.conf:features/auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n"); ShowWarning("conf/map/battle/feature.conf:features/auction change value to '2' to silence this warning and maintain it enabled\n"); battle_config.feature_auction = 0; } #endif #if PACKETVER < 20131223 if (battle_config.mvp_exp_reward_message) { ShowWarning("conf/map/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n"); battle_config.mvp_exp_reward_message = 0; } #endif #ifndef CELL_NOSTACK if (battle_config.custom_cell_stack_limit != 1) ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } /** * Dynamically reads battle configuration and initializes required variables. * * @param filename Path to configuration file. * @param imported Whether the current config is imported from another file. * @retval false in case of error. */ static bool battle_config_read(const char *filename, bool imported) { struct config_t config; const struct config_setting_t *setting = NULL; int i; const char *import = NULL; bool retval = true; nullpo_retr(false, filename); if (!libconfig->load_file(&config, filename)) return false; // Error message is already shown by libconfig->load_file() if (!imported) battle->config_set_defaults(); for (i = 0; i < ARRAYLENGTH(battle_data); i++) { int type, val; char config_name[256]; safesnprintf(config_name, sizeof config_name, "battle_configuration/%s", battle_data[i].str); if ((setting = libconfig->lookup(&config, config_name)) == NULL) { if (!imported) { ShowWarning("Missing configuration '%s' in file %s!\n", config_name, filename); retval = false; } continue; } switch ((type = config_setting_type(setting))) { case CONFIG_TYPE_INT: val = libconfig->setting_get_int(setting); break; case CONFIG_TYPE_BOOL: val = libconfig->setting_get_bool(setting); break; default: // Unsupported type ShowWarning("Setting %s has unsupported type %d, ignoring...\n", config_name, type); retval = false; continue; } if (!battle->config_set_value_sub(i, val)) retval = false; } if (!HPM->parse_battle_conf(&config, filename, imported)) retval = false; // import should overwrite any previous configuration, so it should be called last if (libconfig->lookup_string(&config, "import", &import) == CONFIG_TRUE) { if (strcmp(import, filename) == 0 || strcmp(import, map->BATTLE_CONF_FILENAME) == 0) { ShowWarning("battle_config_read: Loop detected! Skipping 'import'...\n"); } else { if (!battle->config_read(import, true)) retval = false; } } libconfig->destroy(&config); if (!imported) { battle->config_adjust(); clif->bc_ready(); } return retval; } static 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"); } static void do_final_battle(void) { ers_destroy(battle->delay_damage_ers); } /* initialize the interface */ void battle_defaults(void) { battle = &battle_s; 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; battle->calc_attack = battle_calc_attack; battle->calc_damage = battle_calc_damage; battle->calc_pc_damage = battle_calc_pc_damage; battle->calc_gvg_damage = battle_calc_gvg_damage; battle->calc_bg_damage = battle_calc_bg_damage; battle->weapon_attack = battle_weapon_attack; battle->check_arrows = battle_check_arrows; battle->calc_weapon_attack = battle_calc_weapon_attack; battle->delay_damage = battle_delay_damage; battle->drain = battle_drain; battle->reflect_damage = battle_reflect_damage; battle->reflect_trap = battle_reflect_trap; battle->attr_ratio = battle_attr_ratio; battle->attr_fix = battle_attr_fix; battle->calc_cardfix = battle_calc_cardfix; battle->calc_cardfix2 = battle_calc_cardfix2; 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; battle->get_target = battle_gettarget; battle->get_current_skill = battle_getcurrentskill; battle->check_undead = battle_check_undead; battle->check_target = battle_check_target; battle->check_range = battle_check_range; battle->consume_ammo = battle_consume_ammo; battle->get_targeted_sub = battle_gettargeted_sub; battle->get_enemy_sub = battle_getenemy_sub; battle->get_enemy_area_sub = battle_getenemyarea_sub; 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; battle->config_read = battle_config_read; battle->config_set_defaults = battle_set_defaults; battle->config_set_value_sub = battle_set_value_sub; battle->config_set_value = battle_set_value; battle->config_get_value = battle_get_value; battle->config_adjust = battle_adjust_conf; battle->get_enemy_area = battle_getenemyarea; battle->damage_area = battle_damage_area; battle->calc_masteryfix_unknown = battle_calc_masteryfix_unknown; battle->calc_skillratio_magic_unknown = battle_calc_skillratio_magic_unknown; battle->calc_skillratio_weapon_unknown = battle_calc_skillratio_weapon_unknown; battle->calc_misc_attack_unknown = battle_calc_misc_attack_unknown; }