// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "battle.hpp"
#include "../common/timer.hpp"
#include "../common/nullpo.hpp"
#include "clif.hpp"
#include "guild.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "pc.hpp"
#include "skill.hpp"
#include "../common/socket.hpp"
#include "../common/mt_rand.hpp"
#ifdef MEMWATCH
#include "memwatch.hpp"
#endif
int attr_fix_table[4][10][10];
struct Battle_Config battle_config;
/*==========================================
* 二点間の距離を返す
* 戻りは整数で0以上
*------------------------------------------
*/
static int distance (int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs (x0 - x1);
dy = abs (y0 - y1);
return dx > dy ? dx : dy;
}
/*==========================================
* 自分をロックしている対象の数を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_counttargeted (struct block_list *bl, struct block_list *src,
int target_lv)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC)
return pc_counttargeted ((struct map_session_data *) bl, src,
target_lv);
else if (bl->type == BL_MOB)
return mob_counttargeted ((struct mob_data *) bl, src, target_lv);
return 0;
}
/*==========================================
* 対象のClassを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_class (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->mob_class;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->status.pc_class;
else
return 0;
}
/*==========================================
* 対象の方向を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_dir (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->dir;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->dir;
else
return 0;
}
/*==========================================
* 対象のレベルを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_lv (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->stats[MOB_LV];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->status.base_level;
else
return 0;
}
/*==========================================
* 対象の射程を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_range (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return mob_db[((struct mob_data *) bl)->mob_class].range;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->attackrange;
else
return 0;
}
/*==========================================
* 対象のHPを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_hp (struct block_list *bl)
{
nullpo_retr (1, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->hp;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->status.hp;
else
return 1;
}
/*==========================================
* 対象のMHPを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_max_hp (struct block_list *bl)
{
nullpo_retr (1, bl);
if (bl->type == BL_PC && ((struct map_session_data *) bl))
return ((struct map_session_data *) bl)->status.max_hp;
else
{
struct status_change *sc_data = battle_get_sc_data (bl);
int max_hp = 1;
if (bl->type == BL_MOB && ((struct mob_data *) bl))
{
max_hp = ((struct mob_data *) bl)->stats[MOB_MAX_HP];
if (mob_db[((struct mob_data *) bl)->mob_class].mexp > 0)
{
if (battle_config.mvp_hp_rate != 100)
max_hp = (max_hp * battle_config.mvp_hp_rate) / 100;
}
else
{
if (battle_config.monster_hp_rate != 100)
max_hp = (max_hp * battle_config.monster_hp_rate) / 100;
}
}
if (sc_data)
{
if (sc_data[SC_APPLEIDUN].timer != -1)
max_hp +=
((5 + sc_data[SC_APPLEIDUN].val1 * 2 +
((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) +
sc_data[SC_APPLEIDUN].val3 / 10) * max_hp) / 100;
}
if (max_hp < 1)
max_hp = 1;
return max_hp;
}
return 1;
}
/*==========================================
* 対象のStrを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_str (struct block_list *bl)
{
int str = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && ((struct mob_data *) bl))
str = ((struct mob_data *) bl)->stats[MOB_STR];
else if (bl->type == BL_PC && ((struct map_session_data *) bl))
return ((struct map_session_data *) bl)->paramc[0];
if (sc_data)
{
if (sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1
&& bl->type != BL_PC)
str += 4;
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
{ // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
str >>= 1; // 悪 魔/不死
else
str += sc_data[SC_BLESSING].val1; // その他
}
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
str += 5;
}
if (str < 0)
str = 0;
return str;
}
/*==========================================
* 対象のAgiを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_agi (struct block_list *bl)
{
int agi = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
agi = ((struct mob_data *) bl)->stats[MOB_AGI];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
agi = ((struct map_session_data *) bl)->paramc[1];
if (sc_data)
{
if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCはpc.cで)
agi += 2 + sc_data[SC_INCREASEAGI].val1;
if (sc_data[SC_CONCENTRATE].timer != -1
&& sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
if (sc_data[SC_DECREASEAGI].timer != -1) // 速度減少
agi -= 2 + sc_data[SC_DECREASEAGI].val1;
if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
agi >>= 1;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
agi += 5;
}
if (agi < 0)
agi = 0;
return agi;
}
/*==========================================
* 対象のVitを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_vit (struct block_list *bl)
{
int vit = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
vit = ((struct mob_data *) bl)->stats[MOB_VIT];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
vit = ((struct map_session_data *) bl)->paramc[2];
if (sc_data)
{
if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC)
vit = vit * 60 / 100;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
vit += 5;
}
if (vit < 0)
vit = 0;
return vit;
}
/*==========================================
* 対象のIntを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_int (struct block_list *bl)
{
int int_ = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
int_ = ((struct mob_data *) bl)->stats[MOB_INT];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
int_ = ((struct map_session_data *) bl)->paramc[3];
if (sc_data)
{
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
{ // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
int_ >>= 1; // 悪 魔/不死
else
int_ += sc_data[SC_BLESSING].val1; // その他
}
if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
int_ = int_ * 60 / 100;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
int_ += 5;
}
if (int_ < 0)
int_ = 0;
return int_;
}
/*==========================================
* 対象のDexを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_dex (struct block_list *bl)
{
int dex = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
dex = ((struct mob_data *) bl)->stats[MOB_DEX];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
dex = ((struct map_session_data *) bl)->paramc[4];
if (sc_data)
{
if (sc_data[SC_CONCENTRATE].timer != -1
&& sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
{ // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
dex >>= 1; // 悪 魔/不死
else
dex += sc_data[SC_BLESSING].val1; // その他
}
if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
dex >>= 1;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
dex += 5;
}
if (dex < 0)
dex = 0;
return dex;
}
/*==========================================
* 対象のLukを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_luk (struct block_list *bl)
{
int luk = 0;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
luk = ((struct mob_data *) bl)->stats[MOB_LUK];
else if (bl->type == BL_PC && (struct map_session_data *) bl)
luk = ((struct map_session_data *) bl)->paramc[5];
if (sc_data)
{
if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
luk += 30;
if (sc_data[SC_CURSE].timer != -1) // 呪い
luk = 0;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
luk += 5;
}
if (luk < 0)
luk = 0;
return luk;
}
/*==========================================
* 対象のFleeを返す(汎用)
* 戻りは整数で1以上
*------------------------------------------
*/
int battle_get_flee (struct block_list *bl)
{
int flee = 1;
struct status_change *sc_data;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
flee = ((struct map_session_data *) bl)->flee;
else
flee = battle_get_agi (bl) + battle_get_lv (bl);
if (sc_data)
{
if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
flee +=
flee * (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 +
(sc_data[SC_WHISTLE].val3 >> 16)) / 100;
if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC)
flee -= flee * 25 / 100;
if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ウィンドウォーク
flee += flee * (sc_data[SC_WINDWALK].val2) / 100;
if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ
flee -= flee * 50 / 100;
if (battle_is_unarmed (bl))
flee += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200
flee += skill_power_bl (bl, TMW_SPEED) >> 3;
}
if (flee < 1)
flee = 1;
return flee;
}
/*==========================================
* 対象のHitを返す(汎用)
* 戻りは整数で1以上
*------------------------------------------
*/
int battle_get_hit (struct block_list *bl)
{
int hit = 1;
struct status_change *sc_data;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
hit = ((struct map_session_data *) bl)->hit;
else
hit = battle_get_dex (bl) + battle_get_lv (bl);
if (sc_data)
{
if (sc_data[SC_HUMMING].timer != -1 && bl->type != BL_PC) //
hit +=
hit * (sc_data[SC_HUMMING].val1 * 2 +
sc_data[SC_HUMMING].val2 +
sc_data[SC_HUMMING].val3) / 100;
if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪い
hit -= hit * 25 / 100;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
hit += 3 * (sc_data[SC_TRUESIGHT].val1);
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100;
if (battle_is_unarmed (bl))
hit += (skill_power_bl (bl, TMW_BRAWLING) >> 4); // +12 for 200
}
if (hit < 1)
hit = 1;
return hit;
}
/*==========================================
* 対象の完全回避を返す(汎用)
* 戻りは整数で1以上
*------------------------------------------
*/
int battle_get_flee2 (struct block_list *bl)
{
int flee2 = 1;
struct status_change *sc_data;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
{
flee2 = battle_get_luk (bl) + 10;
flee2 +=
((struct map_session_data *) bl)->flee2 -
(((struct map_session_data *) bl)->paramc[5] + 10);
}
else
flee2 = battle_get_luk (bl) + 1;
if (sc_data)
{
if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC)
flee2 += (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2
+ (sc_data[SC_WHISTLE].val3 & 0xffff)) * 10;
if (battle_is_unarmed (bl))
flee2 += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200
flee2 += skill_power_bl (bl, TMW_SPEED) >> 3;
}
if (flee2 < 1)
flee2 = 1;
return flee2;
}
/*==========================================
* 対象のクリティカルを返す(汎用)
* 戻りは整数で1以上
*------------------------------------------
*/
static
int battle_get_critical (struct block_list *bl)
{
int critical = 1;
struct status_change *sc_data;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
{
critical = battle_get_luk (bl) * 2 + 10;
critical +=
((struct map_session_data *) bl)->critical -
((((struct map_session_data *) bl)->paramc[5] * 3) + 10);
}
else
critical = battle_get_luk (bl) * 3 + 1;
if (sc_data)
{
if (sc_data[SC_FORTUNE].timer != -1 && bl->type != BL_PC)
critical +=
(10 + sc_data[SC_FORTUNE].val1 + sc_data[SC_FORTUNE].val2 +
sc_data[SC_FORTUNE].val3) * 10;
if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC)
critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト
critical += critical * sc_data[SC_TRUESIGHT].val1 / 100;
}
if (critical < 1)
critical = 1;
return critical;
}
/*==========================================
* base_atkの取得
* 戻りは整数で1以上
*------------------------------------------
*/
int battle_get_baseatk (struct block_list *bl)
{
struct status_change *sc_data;
int batk = 1;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
batk = ((struct map_session_data *) bl)->base_atk; //設定されているbase_atk
else
{ //それ以外なら
int str, dstr;
str = battle_get_str (bl); //STR
dstr = str / 10;
batk = dstr * dstr + str; //base_atkを計算する
}
if (sc_data)
{ //状態異常あり
if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk増加
if (sc_data[SC_CURSE].timer != -1) //呪われていたら
batk -= batk * 25 / 100; //base_atkが25%減少
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (batk < 1)
batk = 1; //base_atkは最低でも1
return batk;
}
/*==========================================
* 対象のAtkを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_atk (struct block_list *bl)
{
struct status_change *sc_data;
int atk = 0;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
atk = ((struct map_session_data *) bl)->watk;
else if (bl->type == BL_MOB && (struct mob_data *) bl)
atk = ((struct mob_data *) bl)->stats[MOB_ATK1];
if (sc_data)
{
if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
if (sc_data[SC_CURSE].timer != -1)
atk -= atk * 25 / 100;
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (atk < 0)
atk = 0;
return atk;
}
/*==========================================
* 対象の左手Atkを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
static
int battle_get_atk_ (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
{
int atk = ((struct map_session_data *) bl)->watk_;
if (((struct map_session_data *) bl)->sc_data[SC_CURSE].timer != -1)
atk -= atk * 25 / 100;
return atk;
}
else
return 0;
}
/*==========================================
* 対象のAtk2を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_atk2 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->watk2;
else
{
struct status_change *sc_data = battle_get_sc_data (bl);
int atk2 = 0;
if (bl->type == BL_MOB && (struct mob_data *) bl)
atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2];
if (sc_data)
{
if (sc_data[SC_IMPOSITIO].timer != -1)
atk2 += sc_data[SC_IMPOSITIO].val1 * 5;
if (sc_data[SC_PROVOKE].timer != -1)
atk2 = atk2 * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
if (sc_data[SC_CURSE].timer != -1)
atk2 -= atk2 * 25 / 100;
if (sc_data[SC_DRUMBATTLE].timer != -1)
atk2 += sc_data[SC_DRUMBATTLE].val2;
if (sc_data[SC_NIBELUNGEN].timer != -1
&& (battle_get_element (bl) / 10) >= 8)
atk2 += sc_data[SC_NIBELUNGEN].val2;
if (sc_data[SC_STRIPWEAPON].timer != -1)
atk2 = atk2 * 90 / 100;
if (sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (atk2 < 0)
atk2 = 0;
return atk2;
}
return 0;
}
/*==========================================
* 対象の左手Atk2を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
static
int battle_get_atk_2 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC)
return ((struct map_session_data *) bl)->watk_2;
else
return 0;
}
/*==========================================
* 対象のMAtk1を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
static
int battle_get_matk1 (struct block_list *bl)
{
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB)
{
int matk, int_ = battle_get_int (bl);
matk = int_ + (int_ / 5) * (int_ / 5);
if (sc_data)
if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
return matk;
}
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->matk1;
else
return 0;
}
/*==========================================
* 対象のMAtk2を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
static
int battle_get_matk2 (struct block_list *bl)
{
struct status_change *sc_data = battle_get_sc_data (bl);
nullpo_retr (0, bl);
if (bl->type == BL_MOB)
{
int matk, int_ = battle_get_int (bl);
matk = int_ + (int_ / 7) * (int_ / 7);
if (sc_data)
if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100;
return matk;
}
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->matk2;
else
return 0;
}
/*==========================================
* 対象のDefを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_def (struct block_list *bl)
{
struct status_change *sc_data;
int def = 0, skilltimer = -1, skillid = 0;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
{
def = ((struct map_session_data *) bl)->def;
skilltimer = ((struct map_session_data *) bl)->skilltimer;
skillid = ((struct map_session_data *) bl)->skillid;
}
else if (bl->type == BL_MOB && (struct mob_data *) bl)
{
def = ((struct mob_data *) bl)->stats[MOB_DEF];
skilltimer = ((struct mob_data *) bl)->skilltimer;
skillid = ((struct mob_data *) bl)->skillid;
}
if (def < 1000000)
{
if (sc_data)
{
//キーピング時はDEF100
if (sc_data[SC_KEEPING].timer != -1)
def = 100;
//プロボック時は減算
if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
//戦太鼓の響き時は加算
if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC)
def += sc_data[SC_DRUMBATTLE].val3;
//毒にかかっている時は減算
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def = def * 75 / 100;
//ストリップシールド時は減算
if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC)
def = def * 85 / 100;
//シグナムクルシス時は減算
if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC)
def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100;
//永遠の混沌時はDEF0になる
if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC)
def = 0;
//凍結、石化時は右シフト
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
def >>= 1;
//コンセントレーション時は減算
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
def =
(def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100;
}
//詠唱中は詠唱時減算率に基づいて減算
if (skilltimer != -1)
{
int def_rate = skill_get_castdef (skillid);
if (def_rate != 0)
def = (def * (100 - def_rate)) / 100;
}
}
if (def < 0)
def = 0;
return def;
}
/*==========================================
* 対象のMDefを返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_mdef (struct block_list *bl)
{
struct status_change *sc_data;
int mdef = 0;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
mdef = ((struct map_session_data *) bl)->mdef;
else if (bl->type == BL_MOB && (struct mob_data *) bl)
mdef = ((struct mob_data *) bl)->stats[MOB_MDEF];
if (mdef < 1000000)
{
if (sc_data)
{
//バリアー状態時はMDEF100
if (mdef < 90 && sc_data[SC_MBARRIER].timer != -1)
{
mdef += sc_data[SC_MBARRIER].val1;
if (mdef > 90)
mdef = 90;
}
if (sc_data[SC_BARRIER].timer != -1)
mdef = 100;
//凍結、石化時は1.25倍
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
mdef = mdef * 125 / 100;
if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
mdef -= (mdef * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
}
}
if (mdef < 0)
mdef = 0;
return mdef;
}
/*==========================================
* 対象のDef2を返す(汎用)
* 戻りは整数で1以上
*------------------------------------------
*/
int battle_get_def2 (struct block_list *bl)
{
struct status_change *sc_data;
int def2 = 1;
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC)
def2 = ((struct map_session_data *) bl)->def2;
else if (bl->type == BL_MOB)
def2 = ((struct mob_data *) bl)->stats[MOB_VIT];
if (sc_data)
{
if (sc_data[SC_ANGELUS].timer != -1 && bl->type != BL_PC)
def2 = def2 * (110 + 5 * sc_data[SC_ANGELUS].val1) / 100;
if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def2 = def2 * 75 / 100;
//コンセントレーション時は減算
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (def2 < 1)
def2 = 1;
return def2;
}
/*==========================================
* 対象のMDef2を返す(汎用)
* 戻りは整数で0以上
*------------------------------------------
*/
int battle_get_mdef2 (struct block_list *bl)
{
int mdef2 = 0;
struct status_change *sc_data = battle_get_sc_data (bl);
nullpo_retr (0, bl);
if (bl->type == BL_MOB)
mdef2 =
((struct mob_data *) bl)->stats[MOB_INT] +
(((struct mob_data *) bl)->stats[MOB_VIT] >> 1);
else if (bl->type == BL_PC)
mdef2 =
((struct map_session_data *) bl)->mdef2 +
(((struct map_session_data *) bl)->paramc[2] >> 1);
if (sc_data)
{
if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC)
mdef2 -= (mdef2 * 6 * sc_data[SC_MINDBREAKER].val1) / 100;
}
if (mdef2 < 0)
mdef2 = 0;
return mdef2;
}
/*==========================================
* 対象のSpeed(移動速度)を返す(汎用)
* 戻りは整数で1以上
* Speedは小さいほうが移動速度が速い
*------------------------------------------
*/
int battle_get_speed (struct block_list *bl)
{
nullpo_retr (1000, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->speed;
else
{
struct status_change *sc_data = battle_get_sc_data (bl);
int speed = 1000;
if (bl->type == BL_MOB && (struct mob_data *) bl)
speed = ((struct mob_data *) bl)->stats[MOB_SPEED];
if (sc_data)
{
//速度増加時は25%減算
if (sc_data[SC_INCREASEAGI].timer != -1
&& sc_data[SC_DONTFORGETME].timer == -1)
speed -= speed * 25 / 100;
//速度減少時は25%加算
if (sc_data[SC_DECREASEAGI].timer != -1)
speed = speed * 125 / 100;
//クァグマイア時は50%加算
if (sc_data[SC_QUAGMIRE].timer != -1)
speed = speed * 3 / 2;
//私を忘れないで…時は加算
if (sc_data[SC_DONTFORGETME].timer != -1)
speed =
speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100;
//金剛時は25%加算
if (sc_data[SC_STEELBODY].timer != -1)
speed = speed * 125 / 100;
//ディフェンダー時は加算
if (sc_data[SC_DEFENDER].timer != -1)
speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100;
//踊り状態は4倍遅い
if (sc_data[SC_DANCING].timer != -1)
speed *= 4;
//呪い時は450加算
if (sc_data[SC_CURSE].timer != -1)
speed = speed + 450;
//ウィンドウォーク時はLv*2%減算
if (sc_data[SC_WINDWALK].timer != -1)
speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100;
}
if (speed < 1)
speed = 1;
return speed;
}
return 1000;
}
/*==========================================
* 対象のaDelay(攻撃時ディレイ)を返す(汎用)
* aDelayは小さいほうが攻撃速度が速い
*------------------------------------------
*/
int battle_get_adelay (struct block_list *bl)
{
nullpo_retr (4000, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return (((struct map_session_data *) bl)->aspd << 1);
else
{
struct status_change *sc_data = battle_get_sc_data (bl);
int adelay = 4000, aspd_rate = 100, i;
if (bl->type == BL_MOB && (struct mob_data *) bl)
adelay = ((struct mob_data *) bl)->stats[MOB_ADELAY];
if (sc_data)
{
//ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
//アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
if (sc_data[SC_ADRENALINE].timer != -1
&& sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_QUAGMIRE].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
{ // アドレナリンラッシュ
//使用者とパーティメンバーで格差が出る設定でなければ3割減算
if (sc_data[SC_ADRENALINE].val2
|| !battle_config.party_skill_penaly)
aspd_rate -= 30;
//そうでなければ2.5割減算
else
aspd_rate -= 25;
}
//スピアクィッケン時は減算
if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
//夕日のアサシンクロス時は減算
if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_ADRENALINE].timer == -1
&& sc_data[SC_SPEARSQUICKEN].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -=
5 + sc_data[SC_ASSNCROS].val1 +
sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
//私を忘れないで…時は加算
if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
aspd_rate +=
sc_data[SC_DONTFORGETME].val1 * 3 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 >> 16);
//金剛時25%加算
if (sc_data[SC_STEELBODY].timer != -1) // 金剛
aspd_rate += 25;
//増速ポーション使用時は減算
if (sc_data[i = SC_SPEEDPOTION2].timer != -1
|| sc_data[i = SC_SPEEDPOTION1].timer != -1
|| sc_data[i = SC_SPEEDPOTION0].timer != -1)
aspd_rate -= sc_data[i].val1;
// Fate's `haste' spell works the same as the above
if (sc_data[SC_HASTE].timer != -1)
aspd_rate -= sc_data[SC_HASTE].val1;
//ディフェンダー時は加算
if (sc_data[SC_DEFENDER].timer != -1)
adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100);
}
if (aspd_rate != 100)
adelay = adelay * aspd_rate / 100;
if (adelay < battle_config.monster_max_aspd << 1)
adelay = battle_config.monster_max_aspd << 1;
return adelay;
}
return 4000;
}
int battle_get_amotion (struct block_list *bl)
{
nullpo_retr (2000, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->amotion;
else
{
struct status_change *sc_data = battle_get_sc_data (bl);
int amotion = 2000, aspd_rate = 100, i;
if (bl->type == BL_MOB && (struct mob_data *) bl)
amotion = mob_db[((struct mob_data *) bl)->mob_class].amotion;
if (sc_data)
{
if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
if (sc_data[SC_ADRENALINE].timer != -1
&& sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_QUAGMIRE].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
{ // アドレナリンラッシュ
if (sc_data[SC_ADRENALINE].val2
|| !battle_config.party_skill_penaly)
aspd_rate -= 30;
else
aspd_rate -= 25;
}
if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス
sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_ADRENALINE].timer == -1
&& sc_data[SC_SPEARSQUICKEN].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
aspd_rate -=
5 + sc_data[SC_ASSNCROS].val1 +
sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで
aspd_rate +=
sc_data[SC_DONTFORGETME].val1 * 3 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 >> 16);
if (sc_data[SC_STEELBODY].timer != -1) // 金剛
aspd_rate += 25;
if (sc_data[i = SC_SPEEDPOTION2].timer != -1
|| sc_data[i = SC_SPEEDPOTION1].timer != -1
|| sc_data[i = SC_SPEEDPOTION0].timer != -1)
aspd_rate -= sc_data[i].val1;
if (sc_data[SC_HASTE].timer != -1)
aspd_rate -= sc_data[SC_HASTE].val1;
if (sc_data[SC_DEFENDER].timer != -1)
amotion += (550 - sc_data[SC_DEFENDER].val1 * 50);
}
if (aspd_rate != 100)
amotion = amotion * aspd_rate / 100;
if (amotion < battle_config.monster_max_aspd)
amotion = battle_config.monster_max_aspd;
return amotion;
}
return 2000;
}
int battle_get_dmotion (struct block_list *bl)
{
int ret;
struct status_change *sc_data;
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
{
ret = mob_db[((struct mob_data *) bl)->mob_class].dmotion;
if (battle_config.monster_damage_delay_rate != 100)
ret = ret * battle_config.monster_damage_delay_rate / 400;
}
else if (bl->type == BL_PC && (struct map_session_data *) bl)
{
ret = ((struct map_session_data *) bl)->dmotion;
if (battle_config.pc_damage_delay_rate != 100)
ret = ret * battle_config.pc_damage_delay_rate / 400;
}
else
return 2000;
if ((sc_data && sc_data[SC_ENDURE].timer != -1) ||
(bl->type == BL_PC
&& ((struct map_session_data *) bl)->special_state.infinite_endure))
ret = 0;
return ret;
}
int battle_get_element (struct block_list *bl)
{
int ret = 20;
struct status_change *sc_data;
nullpo_retr (ret, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_MOB && (struct mob_data *) bl) // 10の位=Lv*2、1の位=属性
ret = ((struct mob_data *) bl)->def_ele;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
ret = 20 + ((struct map_session_data *) bl)->def_ele; // 防御属性Lv1
if (sc_data)
{
if (sc_data[SC_BENEDICTIO].timer != -1) // 聖体降福
ret = 26;
if (sc_data[SC_FREEZE].timer != -1) // 凍結
ret = 21;
if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
ret = 22;
}
return ret;
}
int battle_get_attack_element (struct block_list *bl)
{
int ret = 0;
struct status_change *sc_data = battle_get_sc_data (bl);
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
ret = 0;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
ret = ((struct map_session_data *) bl)->atk_ele;
if (sc_data)
{
if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン
ret = 1;
if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン
ret = 2;
if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー
ret = 3;
if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
ret = 4;
if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン
ret = 5;
if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
ret = 6;
}
return ret;
}
int battle_get_attack_element2 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
{
int ret = ((struct map_session_data *) bl)->atk_ele_;
struct status_change *sc_data =
((struct map_session_data *) bl)->sc_data;
if (sc_data)
{
if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン
ret = 1;
if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン
ret = 2;
if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー
ret = 3;
if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
ret = 4;
if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン
ret = 5;
if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
ret = 6;
}
return ret;
}
return 0;
}
int battle_get_party_id (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->status.party_id;
else if (bl->type == BL_MOB && (struct mob_data *) bl)
{
struct mob_data *md = (struct mob_data *) bl;
if (md->master_id > 0)
return -md->master_id;
return -md->bl.id;
}
else if (bl->type == BL_SKILL && (struct skill_unit *) bl)
return ((struct skill_unit *) bl)->group->party_id;
else
return 0;
}
int battle_get_guild_id (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->status.guild_id;
else if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->mob_class;
else if (bl->type == BL_SKILL && (struct skill_unit *) bl)
return ((struct skill_unit *) bl)->group->guild_id;
else
return 0;
}
int battle_get_race (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return mob_db[((struct mob_data *) bl)->mob_class].race;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return 7;
else
return 0;
}
int battle_get_size (struct block_list *bl)
{
nullpo_retr (1, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return mob_db[((struct mob_data *) bl)->mob_class].size;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return 1;
else
return 1;
}
int battle_get_mode (struct block_list *bl)
{
nullpo_retr (0x01, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return mob_db[((struct mob_data *) bl)->mob_class].mode;
else
return 0x01; // とりあえず動くということで1
}
int battle_get_mexp (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
{
const struct mob_data *mob = (struct mob_data *) bl;
const int retval =
(mob_db[mob->mob_class].mexp *
(int) (mob->stats[MOB_XP_BONUS])) >> MOB_XP_BONUS_SHIFT;
fprintf (stderr, "Modifier of %x: -> %d\n", mob->stats[MOB_XP_BONUS],
retval);
return retval;
}
else
return 0;
}
int battle_get_stat (int stat_id /* SP_VIT or similar */ ,
struct block_list *bl)
{
switch (stat_id)
{
case SP_STR:
return battle_get_str (bl);
case SP_AGI:
return battle_get_agi (bl);
case SP_DEX:
return battle_get_dex (bl);
case SP_VIT:
return battle_get_vit (bl);
case SP_INT:
return battle_get_int (bl);
case SP_LUK:
return battle_get_luk (bl);
default:
return 0;
}
}
// StatusChange系の所得
struct status_change *battle_get_sc_data (struct block_list *bl)
{
nullpo_retr (NULL, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return ((struct mob_data *) bl)->sc_data;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return ((struct map_session_data *) bl)->sc_data;
return NULL;
}
short *battle_get_sc_count (struct block_list *bl)
{
nullpo_retr (NULL, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return &((struct mob_data *) bl)->sc_count;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return &((struct map_session_data *) bl)->sc_count;
return NULL;
}
short *battle_get_opt1 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return &((struct mob_data *) bl)->opt1;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return &((struct map_session_data *) bl)->opt1;
else if (bl->type == BL_NPC && (struct npc_data *) bl)
return &((struct npc_data *) bl)->opt1;
return 0;
}
short *battle_get_opt2 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return &((struct mob_data *) bl)->opt2;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return &((struct map_session_data *) bl)->opt2;
else if (bl->type == BL_NPC && (struct npc_data *) bl)
return &((struct npc_data *) bl)->opt2;
return 0;
}
short *battle_get_opt3 (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return &((struct mob_data *) bl)->opt3;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return &((struct map_session_data *) bl)->opt3;
else if (bl->type == BL_NPC && (struct npc_data *) bl)
return &((struct npc_data *) bl)->opt3;
return 0;
}
short *battle_get_option (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (struct mob_data *) bl)
return &((struct mob_data *) bl)->option;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
return &((struct map_session_data *) bl)->status.option;
else if (bl->type == BL_NPC && (struct npc_data *) bl)
return &((struct npc_data *) bl)->option;
return 0;
}
//-------------------------------------------------------------------
// ダメージの遅延
struct battle_delay_damage_
{
struct block_list *src, *target;
int damage;
int flag;
};
static
void battle_delay_damage_sub (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct battle_delay_damage_ *dat = (struct battle_delay_damage_ *) data;
if (dat && map_id2bl (id) == dat->src && dat->target->prev != NULL)
battle_damage (dat->src, dat->target, dat->damage, dat->flag);
free (dat);
}
int battle_delay_damage (unsigned int tick, struct block_list *src,
struct block_list *target, int damage, int flag)
{
struct battle_delay_damage_ *dat;
CREATE (dat, struct battle_delay_damage_, 1);
nullpo_retr (0, src);
nullpo_retr (0, target);
dat->src = src;
dat->target = target;
dat->damage = damage;
dat->flag = flag;
add_timer (tick, battle_delay_damage_sub, src->id, (int) dat);
return 0;
}
// 実際にHPを操作
int battle_damage (struct block_list *bl, struct block_list *target,
int damage, int flag)
{
struct map_session_data *sd = NULL;
struct status_change *sc_data = battle_get_sc_data (target);
short *sc_count;
int i;
nullpo_retr (0, target); //blはNULLで呼ばれることがあるので他でチェック
if (damage == 0)
return 0;
if (target->prev == NULL)
return 0;
if (bl)
{
if (bl->prev == NULL)
return 0;
if (bl->type == BL_PC)
sd = (struct map_session_data *) bl;
}
if (damage < 0)
return battle_heal (bl, target, -damage, 0, flag);
if (!flag && (sc_count = battle_get_sc_count (target)) != NULL
&& *sc_count > 0)
{
// 凍結、石化、睡眠を消去
if (sc_data[SC_FREEZE].timer != -1)
skill_status_change_end (target, SC_FREEZE, -1);
if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
skill_status_change_end (target, SC_STONE, -1);
if (sc_data[SC_SLEEP].timer != -1)
skill_status_change_end (target, SC_SLEEP, -1);
}
if (target->type == BL_MOB)
{ // MOB
struct mob_data *md = (struct mob_data *) target;
if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠唱妨害
skill_castcancel (target, 0);
return mob_damage (bl, md, damage, 0);
}
else if (target->type == BL_PC)
{ // PC
struct map_session_data *tsd = (struct map_session_data *) target;
if (tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1)
{ // ディボーションをかけられている
struct map_session_data *md =
map_id2sd (tsd->sc_data[SC_DEVOTION].val1);
if (md && skill_devotion3 (&md->bl, target->id))
{
skill_devotion (md, target->id);
}
else if (md && bl)
for (i = 0; i < 5; i++)
if (md->dev.val1[i] == target->id)
{
clif_damage (bl, &md->bl, gettick (), 0, 0,
damage, 0, 0, 0);
pc_damage (&md->bl, md, damage);
return 0;
}
}
if (tsd && tsd->skilltimer != -1)
{ // 詠唱妨害
// フェンカードや妨害されないスキルかの検査
if ((!tsd->special_state.no_castcancel || map[bl->m].flag.gvg)
&& tsd->state.skillcastcancel
&& !tsd->special_state.no_castcancel2)
skill_castcancel (target, 0);
}
return pc_damage (bl, tsd, damage);
}
else if (target->type == BL_SKILL)
return skill_unit_ondamaged ((struct skill_unit *) target, bl, damage,
gettick ());
return 0;
}
int battle_heal (struct block_list *bl, struct block_list *target, int hp,
int sp, int flag)
{
nullpo_retr (0, target); //blはNULLで呼ばれることがあるので他でチェック
if (target->type == BL_PC
&& pc_isdead ((struct map_session_data *) target))
return 0;
if (hp == 0 && sp == 0)
return 0;
if (hp < 0)
return battle_damage (bl, target, -hp, flag);
if (target->type == BL_MOB)
return mob_heal ((struct mob_data *) target, hp);
else if (target->type == BL_PC)
return pc_heal ((struct map_session_data *) target, hp, sp);
return 0;
}
// 攻撃停止
int battle_stopattack (struct block_list *bl)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB)
return mob_stopattack ((struct mob_data *) bl);
else if (bl->type == BL_PC)
return pc_stopattack ((struct map_session_data *) bl);
return 0;
}
// 移動停止
int battle_stopwalking (struct block_list *bl, int type)
{
nullpo_retr (0, bl);
if (bl->type == BL_MOB)
return mob_stop_walking ((struct mob_data *) bl, type);
else if (bl->type == BL_PC)
return pc_stop_walking ((struct map_session_data *) bl, type);
return 0;
}
/*==========================================
* ダメージの属性修正
*------------------------------------------
*/
int battle_attr_fix (int damage, int atk_elem, int def_elem)
{
int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
if (atk_elem < 0 || atk_elem > 9 || def_type < 0 || def_type > 9 ||
def_lv < 1 || def_lv > 4)
{ // 属 性値がおかしいのでとりあえずそのまま返す
if (battle_config.error_log)
printf
("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",
atk_elem, def_type, def_lv);
return damage;
}
return damage * attr_fix_table[def_lv - 1][atk_elem][def_type] / 100;
}
/*==========================================
* ダメージ最終計算
*------------------------------------------
*/
int battle_calc_damage (struct block_list *src, struct block_list *bl,
int damage, int div_, int skill_num, int skill_lv,
int flag)
{
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct status_change *sc_data, *sc;
short *sc_count;
int class_;
nullpo_retr (0, bl);
class_ = battle_get_class (bl);
if (bl->type == BL_MOB)
md = (struct mob_data *) bl;
else
sd = (struct map_session_data *) bl;
sc_data = battle_get_sc_data (bl);
sc_count = battle_get_sc_count (bl);
if (sc_count != NULL && *sc_count > 0)
{
if (sc_data[SC_SAFETYWALL].timer != -1 && damage > 0
&& flag & BF_WEAPON && flag & BF_SHORT
&& skill_num != NPC_GUIDEDATTACK)
{
// セーフティウォール
struct skill_unit *unit =
(struct skill_unit *) sc_data[SC_SAFETYWALL].val2;
if (unit && unit->alive && (--unit->group->val2) <= 0)
skill_delunit (unit);
skill_unit_move (bl, gettick (), 1); // 重ね掛けチェック
damage = 0;
}
if (sc_data[SC_PNEUMA].timer != -1 && damage > 0 && flag & BF_WEAPON
&& flag & BF_LONG && skill_num != NPC_GUIDEDATTACK)
{
// ニューマ
damage = 0;
}
if (sc_data[SC_ROKISWEIL].timer != -1 && damage > 0 &&
flag & BF_MAGIC)
{
// ニューマ
damage = 0;
}
if (sc_data[SC_AETERNA].timer != -1 && damage > 0)
{ // レックスエーテルナ
damage <<= 1;
skill_status_change_end (bl, SC_AETERNA, -1);
}
//属性場のダメージ増加
if (sc_data[SC_VOLCANO].timer != -1)
{ // ボルケーノ
if (flag & BF_SKILL && skill_get_pl (skill_num) == 3)
damage += damage * sc_data[SC_VOLCANO].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 3))
damage += damage * sc_data[SC_VOLCANO].val4 / 100;
}
if (sc_data[SC_VIOLENTGALE].timer != -1)
{ // バイオレントゲイル
if (flag & BF_SKILL && skill_get_pl (skill_num) == 4)
damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 4))
damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
}
if (sc_data[SC_DELUGE].timer != -1)
{ // デリュージ
if (flag & BF_SKILL && skill_get_pl (skill_num) == 1)
damage += damage * sc_data[SC_DELUGE].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 1))
damage += damage * sc_data[SC_DELUGE].val4 / 100;
}
if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0
&& flag & BF_WEAPON)
{ // エナジーコート
if (sd)
{
if (sd->status.sp > 0)
{
int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
if (sd->status.sp < 0)
sd->status.sp = 0;
damage -= damage * ((per + 1) * 6) / 100;
clif_updatestatus (sd, SP_SP);
}
if (sd->status.sp <= 0)
skill_status_change_end (bl, SC_ENERGYCOAT, -1);
}
else
damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
}
if (sc_data[SC_KYRIE].timer != -1 && damage > 0)
{ // キリエエレイソン
sc = &sc_data[SC_KYRIE];
sc->val2 -= damage;
if (flag & BF_WEAPON)
{
if (sc->val2 >= 0)
damage = 0;
else
damage = -sc->val2;
}
if ((--sc->val3) <= 0 || (sc->val2 <= 0)
|| skill_num == AL_HOLYLIGHT)
skill_status_change_end (bl, SC_KYRIE, -1);
}
if (sc_data[SC_BASILICA].timer != -1 && damage > 0)
{
// ニューマ
damage = 0;
}
if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0
&& flag & BF_MAGIC)
{
// ニューマ
damage = 0;
}
if (sc_data[SC_AUTOGUARD].timer != -1 && damage > 0
&& flag & BF_WEAPON)
{
if (MRAND (100) < sc_data[SC_AUTOGUARD].val2)
{
damage = 0;
clif_skill_nodamage (bl, bl, CR_AUTOGUARD,
sc_data[SC_AUTOGUARD].val1, 1);
if (sd)
sd->canmove_tick = gettick () + 300;
else if (md)
md->canmove_tick = gettick () + 300;
}
}
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
if (sc_data[SC_PARRYING].timer != -1 && damage > 0
&& flag & BF_WEAPON)
{
if (MRAND (100) < sc_data[SC_PARRYING].val2)
{
damage = 0;
clif_skill_nodamage (bl, bl, LK_PARRYING,
sc_data[SC_PARRYING].val1, 1);
}
}
// リジェクトソード
if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0
&& flag & BF_WEAPON
&&
((src->type == BL_PC
&& ((struct map_session_data *) src)->status.weapon == (1 || 2
|| 3))
|| src->type == BL_MOB))
{
if (MRAND (100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1))
{ //反射確率は10+5*Lv
damage = damage * 50 / 100;
battle_damage (bl, src, damage, 0);
//ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ
//エフェクトもこれでいいのかわかんねぇ
clif_skill_nodamage (bl, bl, ST_REJECTSWORD,
sc_data[SC_REJECTSWORD].val1, 1);
if ((--sc_data[SC_REJECTSWORD].val2) <= 0)
skill_status_change_end (bl, SC_REJECTSWORD, -1);
}
}
}
if (class_ == 1288 || class_ == 1287 || class_ == 1286 || class_ == 1285)
{
// if(class == 1288) {
if (class_ == 1288 && flag & BF_SKILL)
damage = 0;
if (src->type == BL_PC)
{
struct guild *g =
guild_search (((struct map_session_data *) src)->
status.guild_id);
struct guild_castle *gc = guild_mapname2gc (map[bl->m].name);
if (!((struct map_session_data *) src)->status.guild_id)
damage = 0;
if (gc && agit_flag == 0 && class_ != 1288) // guardians cannot be damaged during non-woe [Valaris]
damage = 0; // end woe check [Valaris]
if (g == NULL)
damage = 0; //ギルド未加入ならダメージ無し
else if ((gc != NULL) && guild_isallied (g, gc))
damage = 0; //自占領ギルドのエンペならダメージ無し
else if (g && guild_checkskill (g, GD_APPROVAL) <= 0)
damage = 0; //正規ギルド承認がないとダメージ無し
else if (battle_config.guild_max_castles != 0
&& guild_checkcastles (g) >=
battle_config.guild_max_castles)
damage = 0; // [MouseJstr]
}
else
damage = 0;
}
if (map[bl->m].flag.gvg && damage > 0)
{ //GvG
if (flag & BF_WEAPON)
{
if (flag & BF_SHORT)
damage = damage * battle_config.gvg_short_damage_rate / 100;
if (flag & BF_LONG)
damage = damage * battle_config.gvg_long_damage_rate / 100;
}
if (flag & BF_MAGIC)
damage = damage * battle_config.gvg_magic_damage_rate / 100;
if (flag & BF_MISC)
damage = damage * battle_config.gvg_misc_damage_rate / 100;
if (damage < 1)
damage = 1;
}
if (battle_config.skill_min_damage || flag & BF_MISC)
{
if (div_ < 255)
{
if (damage > 0 && damage < div_)
damage = div_;
}
else if (damage > 0 && damage < 3)
damage = 3;
}
if (md != NULL && md->hp > 0 && damage > 0) // 反撃などのMOBスキル判定
mobskill_event (md, flag);
return damage;
}
/*==========================================
* 修練ダメージ
*------------------------------------------
*/
static
int battle_addmastery (struct map_session_data *sd, struct block_list *target,
int dmg, int type)
{
int damage, skill;
int race = battle_get_race (target);
int weapon;
damage = 0;
nullpo_retr (0, sd);
// デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?)
if ((skill = pc_checkskill (sd, AL_DEMONBANE)) > 0
&& (battle_check_undead (race, battle_get_elem_type (target))
|| race == 6))
damage += (skill * 3);
// ビーストベイン(+4 〜 +40) vs 動物 or 昆虫
if ((skill = pc_checkskill (sd, HT_BEASTBANE)) > 0
&& (race == 2 || race == 4))
damage += (skill * 4);
if (type == 0)
weapon = sd->weapontype1;
else
weapon = sd->weapontype2;
switch (weapon)
{
case 0x01: // 短剣 (Updated By AppleGirl)
case 0x02: // 1HS
{
// 剣修練(+4 〜 +40) 片手剣 短剣含む
if ((skill = pc_checkskill (sd, SM_SWORD)) > 0)
{
damage += (skill * 4);
}
break;
}
case 0x03: // 2HS
{
// 両手剣修練(+4 〜 +40) 両手剣
if ((skill = pc_checkskill (sd, SM_TWOHAND)) > 0)
{
damage += (skill * 4);
}
break;
}
case 0x04: // 1HL
{
// 槍修練(+4 〜 +40,+5 〜 +50) 槍
if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
{
if (!pc_isriding (sd))
damage += (skill * 4); // ペコに乗ってない
else
damage += (skill * 5); // ペコに乗ってる
}
break;
}
case 0x05: // 2HL
{
// 槍修練(+4 〜 +40,+5 〜 +50) 槍
if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
{
if (!pc_isriding (sd))
damage += (skill * 4); // ペコに乗ってない
else
damage += (skill * 5); // ペコに乗ってる
}
break;
}
case 0x06: // 片手斧
{
if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x07: // Axe by Tato
{
if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x08: // メイス
{
// メイス修練(+3 〜 +30) メイス
if ((skill = pc_checkskill (sd, PR_MACEMASTERY)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x09: // なし?
break;
case 0x0a: // 杖
break;
case 0x0b: // 弓
break;
case 0x00: // 素手
case 0x0c: // Knuckles
{
// 鉄拳(+3 〜 +30) 素手,ナックル
if ((skill = pc_checkskill (sd, MO_IRONHAND)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x0d: // Musical Instrument
{
// 楽器の練習(+3 〜 +30) 楽器
if ((skill = pc_checkskill (sd, BA_MUSICALLESSON)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x0e: // Dance Mastery
{
// Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭
if ((skill = pc_checkskill (sd, DC_DANCINGLESSON)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x0f: // Book
{
// Advance Book Skill Effect(+3 damage for every lvl = +30) {
if ((skill = pc_checkskill (sd, SA_ADVANCEDBOOK)) > 0)
{
damage += (skill * 3);
}
break;
}
case 0x10: // Katars
{
// カタール修練(+3 〜 +30) カタール
if ((skill = pc_checkskill (sd, AS_KATAR)) > 0)
{
//ソニックブロー時は別処理(1撃に付き1/8適応)
damage += (skill * 3);
}
break;
}
}
damage = dmg + damage;
return (damage);
}
static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
struct block_list *target,
int skill_num,
int skill_lv, int wflag)
{
struct map_session_data *tsd = NULL;
struct mob_data *md = (struct mob_data *) src, *tmd = NULL;
int hitrate, flee, cri = 0, atkmin, atkmax;
int luk, target_count = 1;
int def1 = battle_get_def (target);
int def2 = battle_get_def2 (target);
int t_vit = battle_get_vit (target);
struct Damage wd;
int damage, damage2 = 0, type, div_, blewcount =
skill_get_blewcount (skill_num, skill_lv);
int flag, skill, ac_flag = 0, dmg_lv = 0;
int t_mode = 0, t_race = 0, t_size = 1, s_race = 0, s_ele = 0;
struct status_change *sc_data, *t_sc_data;
short *sc_count;
short *option, *opt1, *opt2;
//return前の処理があるので情報出力部のみ変更
if (src == NULL || target == NULL || md == NULL)
{
nullpo_info (NLP_MARK);
memset (&wd, 0, sizeof (wd));
return wd;
}
s_race = battle_get_race (src);
s_ele = battle_get_attack_element (src);
sc_data = battle_get_sc_data (src);
sc_count = battle_get_sc_count (src);
option = battle_get_option (src);
opt1 = battle_get_opt1 (src);
opt2 = battle_get_opt2 (src);
// ターゲット
if (target->type == BL_PC)
tsd = (struct map_session_data *) target;
else if (target->type == BL_MOB)
tmd = (struct mob_data *) target;
t_race = battle_get_race (target);
t_size = battle_get_size (target);
t_mode = battle_get_mode (target);
t_sc_data = battle_get_sc_data (target);
if ((skill_num == 0
|| (target->type == BL_PC && battle_config.pc_auto_counter_type & 2)
|| (target->type == BL_MOB
&& battle_config.monster_auto_counter_type & 2))
&& skill_lv >= 0)
{
if (skill_num != CR_GRANDCROSS && t_sc_data
&& t_sc_data[SC_AUTOCOUNTER].timer != -1)
{
int dir = map_calc_dir (src, target->x, target->y), t_dir =
battle_get_dir (target);
int dist = distance (src->x, src->y, target->x, target->y);
if (dist <= 0 || map_check_dir (dir, t_dir))
{
memset (&wd, 0, sizeof (wd));
t_sc_data[SC_AUTOCOUNTER].val3 = 0;
t_sc_data[SC_AUTOCOUNTER].val4 = 1;
if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1)
{
int range = battle_get_range (target);
if ((target->type == BL_PC
&& ((struct map_session_data *) target)->
status.weapon != 11 && dist <= range + 1)
|| (target->type == BL_MOB && range <= 3
&& dist <= range + 1))
t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
}
return wd;
}
else
ac_flag = 1;
}
}
flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定
// 回避率計算、回避判定は後で
flee = battle_get_flee (target);
if (battle_config.agi_penaly_type > 0
|| battle_config.vit_penaly_type > 0)
target_count +=
battle_counttargeted (target, src,
battle_config.agi_penaly_count_lv);
if (battle_config.agi_penaly_type > 0)
{
if (target_count >= battle_config.agi_penaly_count)
{
if (battle_config.agi_penaly_type == 1)
flee =
(flee *
(100 -
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num)) / 100;
else if (battle_config.agi_penaly_type == 2)
flee -=
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num;
if (flee < 1)
flee = 1;
}
}
hitrate = battle_get_hit (src) - flee + 80;
type = 0; // normal
div_ = 1; // single attack
luk = battle_get_luk (src);
if (battle_config.enemy_str)
damage = battle_get_baseatk (src);
else
damage = 0;
if (skill_num == HW_MAGICCRASHER)
{ /* マジッククラッシャーはMATKで殴る */
atkmin = battle_get_matk1 (src);
atkmax = battle_get_matk2 (src);
}
else
{
atkmin = battle_get_atk (src);
atkmax = battle_get_atk2 (src);
}
if (mob_db[md->mob_class].range > 3)
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
if (atkmin > atkmax)
atkmin = atkmax;
if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
{ // マキシマイズパワー
atkmin = atkmax;
}
cri = battle_get_critical (src);
cri -= battle_get_luk (target) * 3;
if (battle_config.enemy_critical_rate != 100)
{
cri = cri * battle_config.enemy_critical_rate / 100;
if (cri < 1)
cri = 1;
}
if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に
cri <<= 1;
if (ac_flag)
cri = 1000;
if (skill_num == KN_AUTOCOUNTER)
{
if (!(battle_config.monster_auto_counter_type & 1))
cri = 1000;
else
cri <<= 1;
}
if (tsd && tsd->critical_def)
cri = cri * (100 - tsd->critical_def) / 100;
if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND (1000)) < cri) // 判定(スキルの場合は無視)
// 敵の判定
{
damage += atkmax;
type = 0x0a;
}
else
{
int vitbonusmax;
if (atkmax > atkmin)
damage += atkmin + MRAND ((atkmax - atkmin + 1));
else
damage += atkmin;
// スキル修正1(攻撃力倍化系)
// オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
// バッシュ,マグナムブレイク,
// ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
// メマーナイト,カートレボリューション
// ダブルストレイフィング,アローシャワー,チャージアロー,
// ソニックブロー
if (sc_data)
{ //状態異常中のダメージ追加
if (sc_data[SC_OVERTHRUST].timer != -1) // オーバートラスト
damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
if (sc_data[SC_TRUESIGHT].timer != -1) // トゥルーサイト
damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
if (sc_data[SC_BERSERK].timer != -1) // バーサーク
damage += damage * 50 / 100;
}
if (skill_num > 0)
{
int i;
if ((i = skill_get_pl (skill_num)) > 0)
s_ele = i;
flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
switch (skill_num)
{
case SM_BASH: // バッシュ
damage = damage * (100 + 30 * skill_lv) / 100;
hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
break;
case SM_MAGNUM: // マグナムブレイク
damage =
damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
break;
case MC_MAMMONITE: // メマーナイト
damage = damage * (100 + 50 * skill_lv) / 100;
break;
case AC_DOUBLE: // ダブルストレイフィング
damage = damage * (180 + 20 * skill_lv) / 100;
div_ = 2;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case AC_SHOWER: // アローシャワー
damage = damage * (75 + 5 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case AC_CHARGEARROW: // チャージアロー
damage = damage * 150 / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case KN_PIERCE: // ピアース
damage = damage * (100 + 10 * skill_lv) / 100;
hitrate = hitrate * (100 + 5 * skill_lv) / 100;
div_ = t_size + 1;
damage *= div_;
break;
case KN_SPEARSTAB: // スピアスタブ
damage = damage * (100 + 15 * skill_lv) / 100;
break;
case KN_SPEARBOOMERANG: // スピアブーメラン
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case KN_BRANDISHSPEAR: // ブランディッシュスピア
damage = damage * (100 + 20 * skill_lv) / 100;
if (skill_lv > 3 && wflag == 1)
damage2 += damage / 2;
if (skill_lv > 6 && wflag == 1)
damage2 += damage / 4;
if (skill_lv > 9 && wflag == 1)
damage2 += damage / 8;
if (skill_lv > 6 && wflag == 2)
damage2 += damage / 2;
if (skill_lv > 9 && wflag == 2)
damage2 += damage / 4;
if (skill_lv > 9 && wflag == 3)
damage2 += damage / 2;
damage += damage2;
blewcount = 0;
break;
case KN_BOWLINGBASH: // ボウリングバッシュ
damage = damage * (100 + 50 * skill_lv) / 100;
blewcount = 0;
break;
case KN_AUTOCOUNTER:
if (battle_config.monster_auto_counter_type & 1)
hitrate += 20;
else
hitrate = 1000000;
flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
break;
case AS_SONICBLOW: // ソニックブロウ
damage = damage * (300 + 50 * skill_lv) / 100;
div_ = 8;
break;
case TF_SPRINKLESAND: // 砂まき
damage = damage * 125 / 100;
break;
case MC_CARTREVOLUTION: // カートレボリューション
damage = (damage * 150) / 100;
break;
// 以下MOB
case NPC_COMBOATTACK: // 多段攻撃
div_ = skill_get_num (skill_num, skill_lv);
damage *= div_;
break;
case NPC_RANDOMATTACK: // ランダムATK攻撃
damage = damage * (MPRAND (50, 150)) / 100;
break;
// 属性攻撃(適当)
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
damage = damage * (100 + 25 * (skill_lv - 1)) / 100;
break;
case NPC_GUIDEDATTACK:
hitrate = 1000000;
break;
case NPC_RANGEATTACK:
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case NPC_PIERCINGATT:
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
break;
case RG_BACKSTAP: // バックスタブ
damage = damage * (300 + 40 * skill_lv) / 100;
hitrate = 1000000;
break;
case RG_RAID: // サプライズアタック
damage = damage * (100 + 40 * skill_lv) / 100;
break;
case RG_INTIMIDATE: // インティミデイト
damage = damage * (100 + 30 * skill_lv) / 100;
break;
case CR_SHIELDCHARGE: // シールドチャージ
damage = damage * (100 + 20 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
s_ele = 0;
break;
case CR_SHIELDBOOMERANG: // シールドブーメラン
damage = damage * (100 + 30 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
s_ele = 0;
break;
case CR_HOLYCROSS: // ホーリークロス
damage = damage * (100 + 35 * skill_lv) / 100;
div_ = 2;
break;
case CR_GRANDCROSS:
hitrate = 1000000;
break;
case AM_DEMONSTRATION: // デモンストレーション
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
case AM_ACIDTERROR: // アシッドテラー
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
case MO_FINGEROFFENSIVE: //指弾
damage = damage * (100 + 50 * skill_lv) / 100;
div_ = 1;
break;
case MO_INVESTIGATE: // 発 勁
if (def1 < 1000000)
damage =
damage * (100 + 75 * skill_lv) / 100 * (def1 +
def2) /
100;
hitrate = 1000000;
s_ele = 0;
break;
case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
damage = damage * 8 + 250 + (skill_lv * 150);
hitrate = 1000000;
s_ele = 0;
break;
case MO_CHAINCOMBO: // 連打掌
damage = damage * (150 + 50 * skill_lv) / 100;
div_ = 4;
break;
case BA_MUSICALSTRIKE: // ミュージカルストライク
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case DC_THROWARROW: // 矢撃ち
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case MO_COMBOFINISH: // 猛龍拳
damage = damage * (240 + 60 * skill_lv) / 100;
break;
case CH_TIGERFIST: // 伏虎拳
damage = damage * (100 + 20 * skill_lv) / 100;
break;
case CH_CHAINCRUSH: // 連柱崩撃
damage = damage * (100 + 20 * skill_lv) / 100;
div_ = skill_get_num (skill_num, skill_lv);
break;
case CH_PALMSTRIKE: // 猛虎硬派山
damage = damage * (50 + 100 * skill_lv) / 100;
break;
case LK_SPIRALPIERCE: /* スパイラルピアース */
damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
div_ = 5;
if (tsd)
tsd->canmove_tick = gettick () + 1000;
else if (tmd)
tmd->canmove_tick = gettick () + 1000;
break;
case LK_HEADCRUSH: /* ヘッドクラッシュ */
damage = damage * (100 + 20 * skill_lv) / 100;
break;
case LK_JOINTBEAT: /* ジョイントビート */
damage = damage * (50 + 10 * skill_lv) / 100;
break;
case ASC_METEORASSAULT: /* メテオアサルト */
damage = damage * (40 + 40 * skill_lv) / 100;
break;
case SN_SHARPSHOOTING: /* シャープシューティング */
damage += damage * (30 * skill_lv) / 100;
break;
case CG_ARROWVULCAN: /* アローバルカン */
damage = damage * (160 + 40 * skill_lv) / 100;
div_ = 9;
break;
case AS_SPLASHER: /* ベナムスプラッシャー */
damage = damage * (200 + 20 * skill_lv) / 100;
break;
}
}
if (skill_num != NPC_CRITICALSLASH)
{
// 対 象の防御力によるダメージの減少
// ディバインプロテクション(ここでいいのかな?)
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != KN_AUTOCOUNTER && def1 < 1000000)
{ //DEF, VIT無視
int t_def;
target_count =
1 + battle_counttargeted (target, src,
battle_config.vit_penaly_count_lv);
if (battle_config.vit_penaly_type > 0)
{
if (target_count >= battle_config.vit_penaly_count)
{
if (battle_config.vit_penaly_type == 1)
{
def1 =
(def1 *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
def2 =
(def2 *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
t_vit =
(t_vit *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
}
else if (battle_config.vit_penaly_type == 2)
{
def1 -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
def2 -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
t_vit -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
}
if (def1 < 0)
def1 = 0;
if (def2 < 1)
def2 = 1;
if (t_vit < 1)
t_vit = 1;
}
}
t_def = def2 * 8 / 10;
if (battle_check_undead (s_race, battle_get_elem_type (src))
|| s_race == 6)
if (tsd && (skill = pc_checkskill (tsd, AL_DP)) > 0)
t_def += skill * 3;
vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
if (battle_config.monster_defense_type)
{
damage =
damage - (def1 * battle_config.monster_defense_type) -
t_def -
((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1)));
}
else
{
damage =
damage * (100 - def1) / 100 - t_def -
((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1)));
}
}
}
}
// 0未満だった場合1に補正
if (damage < 1)
damage = 1;
// 回避修正
if (hitrate < 1000000)
hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
if (hitrate < 1000000 && // 必中攻撃
(t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中
t_sc_data[SC_STAN].timer != -1 || // スタンは必中
t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中
hitrate = 1000000;
if (type == 0 && MRAND (100) >= hitrate)
{
damage = damage2 = 0;
dmg_lv = ATK_FLEE;
}
else
{
dmg_lv = ATK_DEF;
}
if (tsd)
{
int cardfix = 100, i;
cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属 性によるダメージ耐性
cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性
if (mob_db[md->mob_class].mode & 0x20)
cardfix = cardfix * (100 - tsd->subrace[10]) / 100;
else
cardfix = cardfix * (100 - tsd->subrace[11]) / 100;
for (i = 0; i < tsd->add_def_class_count; i++)
{
if (tsd->add_def_classid[i] == md->mob_class)
{
cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100;
break;
}
}
if (flag & BF_LONG)
cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100;
if (flag & BF_SHORT)
cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100;
damage = damage * cardfix / 100;
}
if (t_sc_data)
{
int cardfix = 100;
if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG)
cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100;
if (cardfix != 100)
damage = damage * cardfix / 100;
}
if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1)
{ //アシャンプティオ
if (!map[target->m].flag.pvp)
damage = damage / 3;
else
damage = damage / 2;
}
if (damage < 0)
damage = 0;
// 属 性の適用
if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_element (target) == 8) && (target->type == BL_PC))) // [MouseJstr]
if (skill_num != 0 || s_ele != 0
|| !battle_config.mob_attack_attr_none)
damage =
battle_attr_fix (damage, s_ele, battle_get_element (target));
if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* オーラブレード 必中 */
damage += sc_data[SC_AURABLADE].val1 * 10;
if (skill_num == PA_PRESSURE) /* プレッシャー 必中? */
damage = 700 + 100 * skill_lv;
// インベナム修正
if (skill_num == TF_POISON)
{
damage =
battle_attr_fix (damage + 15 * skill_lv, s_ele,
battle_get_element (target));
}
if (skill_num == MC_CARTREVOLUTION)
{
damage = battle_attr_fix (damage, 0, battle_get_element (target));
}
// 完全回避の判定
if (skill_num == 0 && skill_lv >= 0 && tsd != NULL
&& MRAND (1000) < battle_get_flee2 (target))
{
damage = 0;
type = 0x0b;
dmg_lv = ATK_LUCKY;
}
if (battle_config.enemy_perfect_flee)
{
if (skill_num == 0 && skill_lv >= 0 && tmd != NULL
&& MRAND (1000) < battle_get_flee2 (target))
{
damage = 0;
type = 0x0b;
dmg_lv = ATK_LUCKY;
}
}
// if(def1 >= 1000000 && damage > 0)
if (t_mode & 0x40 && damage > 0)
damage = 1;
if (tsd && tsd->special_state.no_weapon_damage)
damage = 0;
if (skill_num != CR_GRANDCROSS)
damage =
battle_calc_damage (src, target, damage, div_, skill_num,
skill_lv, flag);
wd.damage = damage;
wd.damage2 = 0;
wd.type = type;
wd.div_ = div_;
wd.amotion = battle_get_amotion (src);
if (skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion = battle_get_dmotion (target);
wd.blewcount = blewcount;
wd.flag = flag;
wd.dmg_lv = dmg_lv;
return wd;
}
int battle_is_unarmed (struct block_list *bl)
{
if (!bl)
return 0;
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
return (sd->equip_index[EQUIP_SHIELD] == -1
&& sd->equip_index[EQUIP_WEAPON] == -1);
}
else
return 0;
}
/*
* =========================================================================
* PCの武器による攻撃
*-------------------------------------------------------------------------
*/
static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
struct block_list *target,
int skill_num,
int skill_lv, int wflag)
{
struct map_session_data *sd = (struct map_session_data *) src, *tsd =
NULL;
struct mob_data *tmd = NULL;
int hitrate, flee, cri = 0, atkmin, atkmax;
int dex, luk, target_count = 1;
int def1 = battle_get_def (target);
int def2 = battle_get_def2 (target);
int t_vit = battle_get_vit (target);
struct Damage wd;
int damage, damage2, damage3 = 0, damage4 = 0, type, div_, blewcount =
skill_get_blewcount (skill_num, skill_lv);
int flag, skill, dmg_lv = 0;
int t_mode = 0, t_race = 0, t_size = 1, s_race = 7, s_ele = 0;
struct status_change *sc_data, *t_sc_data;
short *sc_count;
short *option, *opt1, *opt2;
int atkmax_ = 0, atkmin_ = 0, s_ele_; //二刀流用
int watk, watk_, cardfix, t_ele;
int da = 0, i, t_class, ac_flag = 0;
int idef_flag = 0, idef_flag_ = 0;
int target_distance;
//return前の処理があるので情報出力部のみ変更
if (src == NULL || target == NULL || sd == NULL)
{
nullpo_info (NLP_MARK);
memset (&wd, 0, sizeof (wd));
return wd;
}
// アタッカー
s_race = battle_get_race (src); //種族
s_ele = battle_get_attack_element (src); //属性
s_ele_ = battle_get_attack_element2 (src); //左手属性
sc_data = battle_get_sc_data (src); //ステータス異常
sc_count = battle_get_sc_count (src); //ステータス異常の数
option = battle_get_option (src); //鷹とかペコとかカートとか
opt1 = battle_get_opt1 (src); //石化、凍結、スタン、睡眠、暗闇
opt2 = battle_get_opt2 (src); //毒、呪い、沈黙、暗闇?
if (skill_num != CR_GRANDCROSS) //グランドクロスでないなら
sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃
// ターゲット
if (target->type == BL_PC) //対象がPCなら
tsd = (struct map_session_data *) target; //tsdに代入(tmdはNULL)
else if (target->type == BL_MOB) //対象がMobなら
tmd = (struct mob_data *) target; //tmdに代入(tsdはNULL)
t_race = battle_get_race (target); //対象の種族
t_ele = battle_get_elem_type (target); //対象の属性
t_size = battle_get_size (target); //対象のサイズ
t_mode = battle_get_mode (target); //対象のMode
t_sc_data = battle_get_sc_data (target); //対象のステータス異常
//オートカウンター処理ここから
if ((skill_num == 0
|| (target->type == BL_PC && battle_config.pc_auto_counter_type & 2)
|| (target->type == BL_MOB
&& battle_config.monster_auto_counter_type & 2))
&& skill_lv >= 0)
{
if (skill_num != CR_GRANDCROSS && t_sc_data
&& t_sc_data[SC_AUTOCOUNTER].timer != -1)
{ //グランドクロスでなく、対象がオートカウンター状態の場合
int dir = map_calc_dir (src, target->x, target->y), t_dir =
battle_get_dir (target);
int dist = distance (src->x, src->y, target->x, target->y);
if (dist <= 0 || map_check_dir (dir, t_dir))
{ //対象との距離が0以下、または対象の正面?
memset (&wd, 0, sizeof (wd));
t_sc_data[SC_AUTOCOUNTER].val3 = 0;
t_sc_data[SC_AUTOCOUNTER].val4 = 1;
if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1)
{ //自分がオートカウンター状態
int range = battle_get_range (target);
if ((target->type == BL_PC && ((struct map_session_data *) target)->status.weapon != 11 && dist <= range + 1) || //対象がPCで武器が弓矢でなく射程内
(target->type == BL_MOB && range <= 3 && dist <= range + 1)) //または対象がMobで射程が3以下で射程内
t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
}
return wd; //ダメージ構造体を返して終了
}
else
ac_flag = 1;
}
}
//オートカウンター処理ここまで
flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定
// 回避率計算、回避判定は後で
flee = battle_get_flee (target);
if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効
target_count += battle_counttargeted (target, src, battle_config.agi_penaly_count_lv); //対象の数を算出
if (battle_config.agi_penaly_type > 0)
{
if (target_count >= battle_config.agi_penaly_count)
{ //ペナルティ設定より対象が多い
if (battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少
flee =
(flee *
(100 -
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num)) / 100;
else if (battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少
flee -=
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num;
if (flee < 1)
flee = 1; //回避率は最低でも1
}
}
hitrate = battle_get_hit (src) - flee + 80; //命中率計算
{ // [fate] Reduce hit chance by distance
int dx = abs (src->x - target->x);
int dy = abs (src->y - target->y);
int malus_dist;
target_distance = MAX (dx, dy);
malus_dist =
MAX (0, target_distance - (skill_power (sd, AC_OWL) / 75));
hitrate -= (malus_dist * (malus_dist + 1));
}
dex = battle_get_dex (src); //DEX
luk = battle_get_luk (src); //LUK
watk = battle_get_atk (src); //ATK
watk_ = battle_get_atk_ (src); //ATK左手
type = 0; // normal
div_ = 1; // single attack
if (skill_num == HW_MAGICCRASHER)
{ /* マジッククラッシャーはMATKで殴る */
damage = damage2 = battle_get_matk1 (src); //damega,damega2初登場、base_atkの取得
}
else
{
damage = damage2 = battle_get_baseatk (&sd->bl); //damega,damega2初登場、base_atkの取得
}
if (sd->attackrange > 2)
{ // [fate] ranged weapon?
const int range_damage_bonus = 80; // up to 31.25% bonus for long-range hit
damage =
damage * (256 +
((range_damage_bonus * target_distance) /
sd->attackrange)) >> 8;
damage2 =
damage2 * (256 +
((range_damage_bonus * target_distance) /
sd->attackrange)) >> 8;
}
atkmin = atkmin_ = dex; //最低ATKはDEXで初期化?
sd->state.arrow_atk = 0; //arrow_atk初期化
if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
atkmin =
atkmin * (80 +
sd->inventory_data[sd->equip_index[9]]->wlv * 20) / 100;
if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
atkmin_ =
atkmin_ * (80 +
sd->inventory_data[sd->equip_index[8]]->wlv * 20) /
100;
if (sd->status.weapon == 11)
{ //武器が弓矢の場合
atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100; //弓用最低ATK計算
flag = (flag & ~BF_RANGEMASK) | BF_LONG; //遠距離攻撃フラグを有効
if (sd->arrow_ele > 0) //属性矢なら属性を矢の属性に変更
s_ele = sd->arrow_ele;
sd->state.arrow_atk = 1; //arrow_atk有効化
}
// サイズ修正
// ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする
// ウェポンパーフェクション,ドレイクC
if (((sd->special_state.no_sizefix)
|| (pc_isriding (sd)
&& (sd->status.weapon == 4 || sd->status.weapon == 5)
&& t_size == 1) || skill_num == MO_EXTREMITYFIST))
{ //ペコ騎乗していて、槍で中型を攻撃
atkmax = watk;
atkmax_ = watk_;
}
else
{
atkmax = (watk * sd->atkmods[t_size]) / 100;
atkmin = (atkmin * sd->atkmods[t_size]) / 100;
atkmax_ = (watk_ * sd->atkmods_[t_size]) / 100;
atkmin_ = (atkmin_ * sd->atkmods[t_size]) / 100;
}
if ((sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer != -1)
|| (sd->special_state.no_sizefix))
{ // ウェポンパーフェクション || ドレイクカード
atkmax = watk;
atkmax_ = watk_;
}
if (atkmin > atkmax && !(sd->state.arrow_atk))
atkmin = atkmax; //弓は最低が上回る場合あり
if (atkmin_ > atkmax_)
atkmin_ = atkmax_;
if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
{ // マキシマイズパワー
atkmin = atkmax;
atkmin_ = atkmax_;
}
//ダブルアタック判定
if (sd->weapontype1 == 0x01)
{
if (skill_num == 0 && skill_lv >= 0
&& (skill = pc_checkskill (sd, TF_DOUBLE)) > 0)
da = (MRAND (100) < (skill * 5)) ? 1 : 0;
}
//三段掌
if (skill_num == 0 && skill_lv >= 0
&& (skill = pc_checkskill (sd, MO_TRIPLEATTACK)) > 0
&& sd->status.weapon <= 16 && !sd->state.arrow_atk)
{
da = (MRAND (100) < (30 - skill)) ? 2 : 0;
}
if (sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
da = (MRAND (100) < sd->double_rate) ? 1 : 0;
// 過剰精錬ボーナス
if (sd->overrefine > 0)
damage += MPRAND (1, sd->overrefine);
if (sd->overrefine_ > 0)
damage2 += MPRAND (1, sd->overrefine_);
if (da == 0)
{ //ダブルアタックが発動していない
// クリティカル計算
cri = battle_get_critical (src);
if (sd->state.arrow_atk)
cri += sd->arrow_cri;
if (sd->status.weapon == 16)
// カタールの場合、クリティカルを倍に
cri <<= 1;
cri -= battle_get_luk (target) * 3;
if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に
cri <<= 1;
if (ac_flag)
cri = 1000;
if (skill_num == KN_AUTOCOUNTER)
{
if (!(battle_config.pc_auto_counter_type & 1))
cri = 1000;
else
cri <<= 1;
}
if (skill_num == SN_SHARPSHOOTING && MRAND (100) < 50)
cri = 1000;
}
if (tsd && tsd->critical_def)
cri = cri * (100 - tsd->critical_def) / 100;
if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない
(MRAND (1000)) < cri) // 判定(スキルの場合は無視)
{
damage += atkmax;
damage2 += atkmax_;
if (sd->atk_rate != 100)
{
damage = (damage * sd->atk_rate) / 100;
damage2 = (damage2 * sd->atk_rate) / 100;
}
if (sd->state.arrow_atk)
damage += sd->arrow_atk;
type = 0x0a;
/* if(def1 < 1000000) {
if(sd->def_ratio_atk_ele & (1<<t_ele) || sd->def_ratio_atk_race & (1<<t_race)) {
damage = (damage * (def1 + def2))/100;
idef_flag = 1;
}
if(sd->def_ratio_atk_ele_ & (1<<t_ele) || sd->def_ratio_atk_race_ & (1<<t_race)) {
damage2 = (damage2 * (def1 + def2))/100;
idef_flag_ = 1;
}
if(t_mode & 0x20) {
if(!idef_flag && sd->def_ratio_atk_race & (1<<10)) {
damage = (damage * (def1 + def2))/100;
idef_flag = 1;
}
if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) {
damage2 = (damage2 * (def1 + def2))/100;
idef_flag_ = 1;
}
}
else {
if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) {
damage = (damage * (def1 + def2))/100;
idef_flag = 1;
}
if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) {
damage2 = (damage2 * (def1 + def2))/100;
idef_flag_ = 1;
}
}
}*/
}
else
{
int vitbonusmax;
if (atkmax > atkmin)
damage += atkmin + MRAND ((atkmax - atkmin + 1));
else
damage += atkmin;
if (atkmax_ > atkmin_)
damage2 += atkmin_ + MRAND ((atkmax_ - atkmin_ + 1));
else
damage2 += atkmin_;
if (sd->atk_rate != 100)
{
damage = (damage * sd->atk_rate) / 100;
damage2 = (damage2 * sd->atk_rate) / 100;
}
if (sd->state.arrow_atk)
{
if (sd->arrow_atk > 0)
damage += MRAND ((sd->arrow_atk + 1));
hitrate += sd->arrow_hit;
}
if (skill_num != MO_INVESTIGATE && def1 < 1000000)
{
if (sd->def_ratio_atk_ele & (1 << t_ele)
|| sd->def_ratio_atk_race & (1 << t_race))
{
damage = (damage * (def1 + def2)) / 100;
idef_flag = 1;
}
if (sd->def_ratio_atk_ele_ & (1 << t_ele)
|| sd->def_ratio_atk_race_ & (1 << t_race))
{
damage2 = (damage2 * (def1 + def2)) / 100;
idef_flag_ = 1;
}
if (t_mode & 0x20)
{
if (!idef_flag && sd->def_ratio_atk_race & (1 << 10))
{
damage = (damage * (def1 + def2)) / 100;
idef_flag = 1;
}
if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 10))
{
damage2 = (damage2 * (def1 + def2)) / 100;
idef_flag_ = 1;
}
}
else
{
if (!idef_flag && sd->def_ratio_atk_race & (1 << 11))
{
damage = (damage * (def1 + def2)) / 100;
idef_flag = 1;
}
if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 11))
{
damage2 = (damage2 * (def1 + def2)) / 100;
idef_flag_ = 1;
}
}
}
// スキル修正1(攻撃力倍化系)
// オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正
// バッシュ,マグナムブレイク,
// ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
// メマーナイト,カートレボリューション
// ダブルストレイフィング,アローシャワー,チャージアロー,
// ソニックブロー
if (sc_data)
{ //状態異常中のダメージ追加
if (sc_data[SC_OVERTHRUST].timer != -1)
{ // オーバートラスト
damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
}
if (sc_data[SC_TRUESIGHT].timer != -1)
{ // トゥルーサイト
damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
}
if (sc_data[SC_BERSERK].timer != -1)
{ // バーサーク
damage += damage * 50 / 100;
damage2 += damage2 * 50 / 100;
}
}
if (skill_num > 0)
{
int i;
if ((i = skill_get_pl (skill_num)) > 0)
s_ele = s_ele_ = i;
flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
switch (skill_num)
{
case SM_BASH: // バッシュ
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
break;
case SM_MAGNUM: // マグナムブレイク
damage =
damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
damage2 =
damage2 * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
break;
case MC_MAMMONITE: // メマーナイト
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
break;
case AC_DOUBLE: // ダブルストレイフィング
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
damage += arr;
damage2 += arr;
}
damage = damage * (180 + 20 * skill_lv) / 100;
damage2 = damage2 * (180 + 20 * skill_lv) / 100;
div_ = 2;
if (sd->arrow_ele > 0)
{
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
}
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
case AC_SHOWER: // アローシャワー
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
damage += arr;
damage2 += arr;
}
damage = damage * (75 + 5 * skill_lv) / 100;
damage2 = damage2 * (75 + 5 * skill_lv) / 100;
if (sd->arrow_ele > 0)
{
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
}
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
case AC_CHARGEARROW: // チャージアロー
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
damage += arr;
damage2 += arr;
}
damage = damage * 150 / 100;
damage2 = damage2 * 150 / 100;
if (sd->arrow_ele > 0)
{
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
}
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
case KN_PIERCE: // ピアース
damage = damage * (100 + 10 * skill_lv) / 100;
damage2 = damage2 * (100 + 10 * skill_lv) / 100;
hitrate = hitrate * (100 + 5 * skill_lv) / 100;
div_ = t_size + 1;
damage *= div_;
damage2 *= div_;
break;
case KN_SPEARSTAB: // スピアスタブ
damage = damage * (100 + 15 * skill_lv) / 100;
damage2 = damage2 * (100 + 15 * skill_lv) / 100;
break;
case KN_SPEARBOOMERANG: // スピアブーメラン
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case KN_BRANDISHSPEAR: // ブランディッシュスピア
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
if (skill_lv > 3 && wflag == 1)
damage3 += damage / 2;
if (skill_lv > 6 && wflag == 1)
damage3 += damage / 4;
if (skill_lv > 9 && wflag == 1)
damage3 += damage / 8;
if (skill_lv > 6 && wflag == 2)
damage3 += damage / 2;
if (skill_lv > 9 && wflag == 2)
damage3 += damage / 4;
if (skill_lv > 9 && wflag == 3)
damage3 += damage / 2;
damage += damage3;
if (skill_lv > 3 && wflag == 1)
damage4 += damage2 / 2;
if (skill_lv > 6 && wflag == 1)
damage4 += damage2 / 4;
if (skill_lv > 9 && wflag == 1)
damage4 += damage2 / 8;
if (skill_lv > 6 && wflag == 2)
damage4 += damage2 / 2;
if (skill_lv > 9 && wflag == 2)
damage4 += damage2 / 4;
if (skill_lv > 9 && wflag == 3)
damage4 += damage2 / 2;
damage2 += damage4;
blewcount = 0;
break;
case KN_BOWLINGBASH: // ボウリングバッシュ
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
blewcount = 0;
break;
case KN_AUTOCOUNTER:
if (battle_config.pc_auto_counter_type & 1)
hitrate += 20;
else
hitrate = 1000000;
flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
break;
case AS_SONICBLOW: // ソニックブロウ
hitrate += 30; // hitrate +30, thanks to midas
damage = damage * (300 + 50 * skill_lv) / 100;
damage2 = damage2 * (300 + 50 * skill_lv) / 100;
div_ = 8;
break;
case TF_SPRINKLESAND: // 砂まき
damage = damage * 125 / 100;
damage2 = damage2 * 125 / 100;
break;
case MC_CARTREVOLUTION: // カートレボリューション
if (sd->cart_max_weight > 0 && sd->cart_weight > 0)
{
damage =
(damage *
(150 + pc_checkskill (sd, BS_WEAPONRESEARCH) +
(sd->cart_weight * 100 /
sd->cart_max_weight))) / 100;
damage2 =
(damage2 *
(150 + pc_checkskill (sd, BS_WEAPONRESEARCH) +
(sd->cart_weight * 100 /
sd->cart_max_weight))) / 100;
}
else
{
damage = (damage * 150) / 100;
damage2 = (damage2 * 150) / 100;
}
break;
// 以下MOB
case NPC_COMBOATTACK: // 多段攻撃
div_ = skill_get_num (skill_num, skill_lv);
damage *= div_;
damage2 *= div_;
break;
case NPC_RANDOMATTACK: // ランダムATK攻撃
damage = damage * (MPRAND (50, 150)) / 100;
damage2 = damage2 * (MPRAND (50, 150)) / 100;
break;
// 属性攻撃(適当)
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
damage = damage * (100 + 25 * skill_lv) / 100;
damage2 = damage2 * (100 + 25 * skill_lv) / 100;
break;
case NPC_GUIDEDATTACK:
hitrate = 1000000;
break;
case NPC_RANGEATTACK:
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
case NPC_PIERCINGATT:
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
break;
case RG_BACKSTAP: // バックスタブ
if (battle_config.backstab_bow_penalty == 1
&& sd->status.weapon == 11)
{
damage = (damage * (300 + 40 * skill_lv) / 100) / 2;
damage2 = (damage2 * (300 + 40 * skill_lv) / 100) / 2;
}
else
{
damage = damage * (300 + 40 * skill_lv) / 100;
damage2 = damage2 * (300 + 40 * skill_lv) / 100;
}
hitrate = 1000000;
break;
case RG_RAID: // サプライズアタック
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
case RG_INTIMIDATE: // インティミデイト
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
break;
case CR_SHIELDCHARGE: // シールドチャージ
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
s_ele = 0;
break;
case CR_SHIELDBOOMERANG: // シールドブーメラン
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
s_ele = 0;
break;
case CR_HOLYCROSS: // ホーリークロス
damage = damage * (100 + 35 * skill_lv) / 100;
damage2 = damage2 * (100 + 35 * skill_lv) / 100;
div_ = 2;
break;
case CR_GRANDCROSS:
hitrate = 1000000;
break;
case AM_DEMONSTRATION: // デモンストレーション
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
case AM_ACIDTERROR: // アシッドテラー
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
case MO_FINGEROFFENSIVE: //指弾
if (battle_config.finger_offensive_type == 0)
{
damage =
damage * (100 +
50 * skill_lv) / 100 *
sd->spiritball_old;
damage2 =
damage2 * (100 +
50 * skill_lv) / 100 *
sd->spiritball_old;
div_ = sd->spiritball_old;
}
else
{
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
div_ = 1;
}
break;
case MO_INVESTIGATE: // 発 勁
if (def1 < 1000000)
{
damage =
damage * (100 + 75 * skill_lv) / 100 * (def1 +
def2) /
100;
damage2 =
damage2 * (100 + 75 * skill_lv) / 100 * (def1 +
def2) /
100;
}
hitrate = 1000000;
s_ele = 0;
s_ele_ = 0;
break;
case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
damage =
damage * (8 + ((sd->status.sp) / 10)) + 250 +
(skill_lv * 150);
damage2 =
damage2 * (8 + ((sd->status.sp) / 10)) + 250 +
(skill_lv * 150);
sd->status.sp = 0;
clif_updatestatus (sd, SP_SP);
hitrate = 1000000;
s_ele = 0;
s_ele_ = 0;
break;
case MO_CHAINCOMBO: // 連打掌
damage = damage * (150 + 50 * skill_lv) / 100;
damage2 = damage2 * (150 + 50 * skill_lv) / 100;
div_ = 4;
break;
case MO_COMBOFINISH: // 猛龍拳
damage = damage * (240 + 60 * skill_lv) / 100;
damage2 = damage2 * (240 + 60 * skill_lv) / 100;
break;
case BA_MUSICALSTRIKE: // ミュージカルストライク
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
damage += arr;
damage2 += arr;
}
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
if (sd->arrow_ele > 0)
{
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
}
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
case DC_THROWARROW: // 矢撃ち
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
damage += arr;
damage2 += arr;
}
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
if (sd->arrow_ele > 0)
{
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
}
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
case CH_TIGERFIST: // 伏虎拳
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
case CH_CHAINCRUSH: // 連柱崩撃
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
div_ = skill_get_num (skill_num, skill_lv);
break;
case CH_PALMSTRIKE: // 猛虎硬派山
damage = damage * (50 + 100 * skill_lv) / 100;
damage2 = damage2 * (50 + 100 * skill_lv) / 100;
break;
case LK_SPIRALPIERCE: /* スパイラルピアース */
damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
damage2 = damage2 * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に
div_ = 5;
if (tsd)
tsd->canmove_tick = gettick () + 1000;
else if (tmd)
tmd->canmove_tick = gettick () + 1000;
break;
case LK_HEADCRUSH: /* ヘッドクラッシュ */
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
case LK_JOINTBEAT: /* ジョイントビート */
damage = damage * (50 + 10 * skill_lv) / 100;
damage2 = damage2 * (50 + 10 * skill_lv) / 100;
break;
case ASC_METEORASSAULT: /* メテオアサルト */
damage = damage * (40 + 40 * skill_lv) / 100;
damage2 = damage2 * (40 + 40 * skill_lv) / 100;
break;
case SN_SHARPSHOOTING: /* シャープシューティング */
damage += damage * (30 * skill_lv) / 100;
damage2 += damage2 * (30 * skill_lv) / 100;
break;
case CG_ARROWVULCAN: /* アローバルカン */
damage = damage * (160 + 40 * skill_lv) / 100;
damage2 = damage2 * (160 + 40 * skill_lv) / 100;
div_ = 9;
break;
case AS_SPLASHER: /* ベナムスプラッシャー */
damage =
damage * (200 + 20 * skill_lv +
20 * pc_checkskill (sd,
AS_POISONREACT)) / 100;
damage2 =
damage2 * (200 + 20 * skill_lv +
20 * pc_checkskill (sd,
AS_POISONREACT)) / 100;
break;
case PA_SACRIFICE:
if (sd)
{
int hp, mhp, damage3;
hp = battle_get_hp (src);
mhp = battle_get_max_hp (src);
damage3 = mhp * ((skill_lv / 2) + (50 / 100)) / 100;
damage =
(((skill_lv * 15) + 90) / 100) * damage3 / 100;
damage2 =
(((skill_lv * 15) + 90) / 100) * damage3 / 100;
}
break;
case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
if (sd)
{
int damage3;
int mdef1 = battle_get_mdef (target);
int mdef2 = battle_get_mdef2 (target);
int imdef_flag = 0;
damage =
((damage * 5) +
(skill_lv * battle_get_int (src) * 5) +
MRAND (500) + 500) / 2;
damage2 =
((damage2 * 5) +
(skill_lv * battle_get_int (src) * 5) +
MRAND (500) + 500) / 2;
damage3 = damage;
hitrate = 1000000;
if (sd->ignore_mdef_ele & (1 << t_ele)
|| sd->ignore_mdef_race & (1 << t_race))
imdef_flag = 1;
if (t_mode & 0x20)
{
if (sd->ignore_mdef_race & (1 << 10))
imdef_flag = 1;
}
else
{
if (sd->ignore_mdef_race & (1 << 11))
imdef_flag = 1;
}
if (!imdef_flag)
{
if (battle_config.magic_defense_type)
{
damage3 =
damage3 -
(mdef1 *
battle_config.magic_defense_type) -
mdef2;
}
else
{
damage3 =
(damage3 * (100 - mdef1)) / 100 - mdef2;
}
}
if (damage3 < 1)
damage3 = 1;
damage3 =
battle_attr_fix (damage2, s_ele_,
battle_get_element (target));
}
break;
}
}
if (da == 2)
{ //三段掌が発動しているか
type = 0x08;
div_ = 255; //三段掌用に…
damage =
damage * (100 +
20 * pc_checkskill (sd, MO_TRIPLEATTACK)) / 100;
}
if (skill_num != NPC_CRITICALSLASH)
{
// 対 象の防御力によるダメージの減少
// ディバインプロテクション(ここでいいのかな?)
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != KN_AUTOCOUNTER && def1 < 1000000)
{ //DEF, VIT無視
int t_def;
target_count =
1 + battle_counttargeted (target, src,
battle_config.vit_penaly_count_lv);
if (battle_config.vit_penaly_type > 0)
{
if (target_count >= battle_config.vit_penaly_count)
{
if (battle_config.vit_penaly_type == 1)
{
def1 =
(def1 *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
def2 =
(def2 *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
t_vit =
(t_vit *
(100 -
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num)) /
100;
}
else if (battle_config.vit_penaly_type == 2)
{
def1 -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
def2 -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
t_vit -=
(target_count -
(battle_config.vit_penaly_count -
1)) * battle_config.vit_penaly_num;
}
if (def1 < 0)
def1 = 0;
if (def2 < 1)
def2 = 1;
if (t_vit < 1)
t_vit = 1;
}
}
t_def = def2 * 8 / 10;
vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1;
if (sd->ignore_def_ele & (1 << t_ele)
|| sd->ignore_def_race & (1 << t_race))
idef_flag = 1;
if (sd->ignore_def_ele_ & (1 << t_ele)
|| sd->ignore_def_race_ & (1 << t_race))
idef_flag_ = 1;
if (t_mode & 0x20)
{
if (sd->ignore_def_race & (1 << 10))
idef_flag = 1;
if (sd->ignore_def_race_ & (1 << 10))
idef_flag_ = 1;
}
else
{
if (sd->ignore_def_race & (1 << 11))
idef_flag = 1;
if (sd->ignore_def_race_ & (1 << 11))
idef_flag_ = 1;
}
if (!idef_flag)
{
if (battle_config.player_defense_type)
{
damage =
damage -
(def1 * battle_config.player_defense_type) -
t_def -
((vitbonusmax <
1) ? 0 : MRAND ((vitbonusmax + 1)));
}
else
{
damage =
damage * (100 - def1) / 100 - t_def -
((vitbonusmax <
1) ? 0 : MRAND ((vitbonusmax + 1)));
}
}
if (!idef_flag_)
{
if (battle_config.player_defense_type)
{
damage2 =
damage2 -
(def1 * battle_config.player_defense_type) -
t_def -
((vitbonusmax <
1) ? 0 : MRAND ((vitbonusmax + 1)));
}
else
{
damage2 =
damage2 * (100 - def1) / 100 - t_def -
((vitbonusmax <
1) ? 0 : MRAND ((vitbonusmax + 1)));
}
}
}
}
}
// 精錬ダメージの追加
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST)
{ //DEF, VIT無視
damage += battle_get_atk2 (src);
damage2 += battle_get_atk_2 (src);
}
if (skill_num == CR_SHIELDBOOMERANG)
{
if (sd->equip_index[8] >= 0)
{
int index = sd->equip_index[8];
if (sd->inventory_data[index]
&& sd->inventory_data[index]->type == 5)
{
damage += sd->inventory_data[index]->weight / 10;
damage +=
sd->status.inventory[index].refine * pc_getrefinebonus (0,
1);
}
}
}
if (skill_num == LK_SPIRALPIERCE)
{ /* スパイラルピアース */
if (sd->equip_index[9] >= 0)
{ //重量で追加ダメージらしいのでシールドブーメランを参考に追加
int index = sd->equip_index[9];
if (sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
{
damage +=
(int) (double) (sd->inventory_data[index]->weight *
(0.8 * skill_lv * 4 / 10));
damage +=
sd->status.inventory[index].refine * pc_getrefinebonus (0,
1);
}
}
}
// 0未満だった場合1に補正
if (damage < 1)
damage = 1;
if (damage2 < 1)
damage2 = 1;
// スキル修正2(修練系)
// 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応)
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != CR_GRANDCROSS)
{ //修練ダメージ無視
damage = battle_addmastery (sd, target, damage, 0);
damage2 = battle_addmastery (sd, target, damage2, 1);
}
if (sd->perfect_hit > 0)
{
if (MRAND (100) < sd->perfect_hit)
hitrate = 1000000;
}
// 回避修正
hitrate = (hitrate < 5) ? 5 : hitrate;
if (hitrate < 1000000 && // 必中攻撃
(t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中
t_sc_data[SC_STAN].timer != -1 || // スタンは必中
t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中
hitrate = 1000000;
if (type == 0 && MRAND (100) >= hitrate)
{
damage = damage2 = 0;
dmg_lv = ATK_FLEE;
}
else
{
dmg_lv = ATK_DEF;
}
// スキル修正3(武器研究)
if ((skill = pc_checkskill (sd, BS_WEAPONRESEARCH)) > 0)
{
damage += skill * 2;
damage2 += skill * 2;
}
//Advanced Katar Research by zanetheinsane
if (sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10)
{
if ((skill = pc_checkskill (sd, ASC_KATAR)) > 0)
{
damage += (damage * ((skill * 2) + 10)) / 100;
}
}
//スキルによるダメージ補正ここまで
//カードによるダメージ追加処理ここから
cardfix = 100;
if (!sd->state.arrow_atk)
{ //弓矢以外
if (!battle_config.left_cardfix_to_right)
{ //左手カード補正設定無し
cardfix = cardfix * (100 + sd->addrace[t_race]) / 100; // 種族によるダメージ修正
cardfix = cardfix * (100 + sd->addele[t_ele]) / 100; // 属性によるダメージ修正
cardfix = cardfix * (100 + sd->addsize[t_size]) / 100; // サイズによるダメージ修正
}
else
{
cardfix = cardfix * (100 + sd->addrace[t_race] + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正(左手による追加あり)
cardfix = cardfix * (100 + sd->addele[t_ele] + sd->addele_[t_ele]) / 100; // 属性によるダメージ修正(左手による追加あり)
cardfix = cardfix * (100 + sd->addsize[t_size] + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正(左手による追加あり)
}
}
else
{ //弓矢
cardfix = cardfix * (100 + sd->addrace[t_race] + sd->arrow_addrace[t_race]) / 100; // 種族によるダメージ修正(弓矢による追加あり)
cardfix = cardfix * (100 + sd->addele[t_ele] + sd->arrow_addele[t_ele]) / 100; // 属性によるダメージ修正(弓矢による追加あり)
cardfix = cardfix * (100 + sd->addsize[t_size] + sd->arrow_addsize[t_size]) / 100; // サイズによるダメージ修正(弓矢による追加あり)
}
if (t_mode & 0x20)
{ //ボス
if (!sd->state.arrow_atk)
{ //弓矢攻撃以外なら
if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し
cardfix = cardfix * (100 + sd->addrace[10]) / 100; //ボスモンスターに追加ダメージ
else //左手カード補正設定あり
cardfix = cardfix * (100 + sd->addrace[10] + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ(左手による追加あり)
}
else //弓矢攻撃
cardfix = cardfix * (100 + sd->addrace[10] + sd->arrow_addrace[10]) / 100; //ボスモンスターに追加ダメージ(弓矢による追加あり)
}
else
{ //ボスじゃない
if (!sd->state.arrow_atk)
{ //弓矢攻撃以外
if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し
cardfix = cardfix * (100 + sd->addrace[11]) / 100; //ボス以外モンスターに追加ダメージ
else //左手カード補正設定あり
cardfix = cardfix * (100 + sd->addrace[11] + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ(左手による追加あり)
}
else
cardfix = cardfix * (100 + sd->addrace[11] + sd->arrow_addrace[11]) / 100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり)
}
//特定Class用補正処理(少女の日記→ボンゴン用?)
t_class = battle_get_class (target);
for (i = 0; i < sd->add_damage_class_count; i++)
{
if (sd->add_damage_classid[i] == t_class)
{
cardfix = cardfix * (100 + sd->add_damage_classrate[i]) / 100;
break;
}
}
if (skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix)
damage = damage * cardfix / 100; //カード補正によるダメージ増加
//カードによるダメージ増加処理ここまで
//カードによるダメージ追加処理(左手)ここから
cardfix = 100;
if (!battle_config.left_cardfix_to_right)
{ //左手カード補正設定無し
cardfix = cardfix * (100 + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正左手
cardfix = cardfix * (100 + sd->addele_[t_ele]) / 100; // 属 性によるダメージ修正左手
cardfix = cardfix * (100 + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正左手
if (t_mode & 0x20) //ボス
cardfix = cardfix * (100 + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ左手
else
cardfix = cardfix * (100 + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ左手
}
//特定Class用補正処理左手(少女の日記→ボンゴン用?)
for (i = 0; i < sd->add_damage_class_count_; i++)
{
if (sd->add_damage_classid_[i] == t_class)
{
cardfix = cardfix * (100 + sd->add_damage_classrate_[i]) / 100;
break;
}
}
if (skill_num != CR_GRANDCROSS)
damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ増加
//カードによるダメージ増加処理(左手)ここまで
// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
if (skill_num == ASC_BREAKER)
damage3 = damage3 * cardfix / 100;
//カードによるダメージ減衰処理ここから
if (tsd)
{ //対象がPCの場合
cardfix = 100;
cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性
cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属性によるダメージ耐性
if (battle_get_mode (src) & 0x20)
cardfix = cardfix * (100 - tsd->subrace[10]) / 100; //ボスからの攻撃はダメージ減少
else
cardfix = cardfix * (100 - tsd->subrace[11]) / 100; //ボス以外からの攻撃はダメージ減少
//特定Class用補正処理左手(少女の日記→ボンゴン用?)
for (i = 0; i < tsd->add_def_class_count; i++)
{
if (tsd->add_def_classid[i] == sd->status.pc_class)
{
cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100;
break;
}
}
if (flag & BF_LONG)
cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; //遠距離攻撃はダメージ減少(ホルンCとか)
if (flag & BF_SHORT)
cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; //近距離攻撃はダメージ減少(該当無し?)
damage = damage * cardfix / 100; //カード補正によるダメージ減少
damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ減少
}
//カードによるダメージ減衰処理ここまで
//対象にステータス異常がある場合のダメージ減算処理ここから
if (t_sc_data)
{
cardfix = 100;
if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) //ディフェンダー状態で遠距離攻撃
cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ディフェンダーによる減衰
if (cardfix != 100)
{
damage = damage * cardfix / 100; //ディフェンダー補正によるダメージ減少
damage2 = damage2 * cardfix / 100; //ディフェンダー補正による左手ダメージ減少
}
if (t_sc_data[SC_ASSUMPTIO].timer != -1)
{ //アスムプティオ
if (!map[target->m].flag.pvp)
{
damage = damage / 3;
damage2 = damage2 / 3;
}
else
{
damage = damage / 2;
damage2 = damage2 / 2;
}
}
}
//対象にステータス異常がある場合のダメージ減算処理ここまで
if (damage < 0)
damage = 0;
if (damage2 < 0)
damage2 = 0;
// 属 性の適用
damage = battle_attr_fix (damage, s_ele, battle_get_element (target));
damage2 = battle_attr_fix (damage2, s_ele_, battle_get_element (target));
// 星のかけら、気球の適用
damage += sd->star;
damage2 += sd->star_;
damage += sd->spiritball * 3;
damage2 += sd->spiritball * 3;
if (sc_data && sc_data[SC_AURABLADE].timer != -1)
{ /* オーラブレード 必中 */
damage += sc_data[SC_AURABLADE].val1 * 10;
damage2 += sc_data[SC_AURABLADE].val1 * 10;
}
if (skill_num == PA_PRESSURE)
{ /* プレッシャー 必中? */
damage = 700 + 100 * skill_lv;
damage2 = 700 + 100 * skill_lv;
}
// >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
// >map_session_data に左手ダメージ(atk,atk2)追加して
// >pc_calcstatus()でやるべきかな?
// map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して
// pc_calcstatus()でデータを入力しています
//左手のみ武器装備
if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
damage = damage2;
damage2 = 0;
}
// 右手、左手修練の適用
if (sd->status.weapon > 16)
{ // 二刀流か?
int dmg = damage, dmg2 = damage2;
// 右手修練(60% 〜 100%) 右手全般
skill = pc_checkskill (sd, AS_RIGHT);
damage = damage * (50 + (skill * 10)) / 100;
if (dmg > 0 && damage < 1)
damage = 1;
// 左手修練(40% 〜 80%) 左手全般
skill = pc_checkskill (sd, AS_LEFT);
damage2 = damage2 * (30 + (skill * 10)) / 100;
if (dmg2 > 0 && damage2 < 1)
damage2 = 1;
}
else //二刀流でなければ左手ダメージは0
damage2 = 0;
// 右手,短剣のみ
if (da == 1)
{ //ダブルアタックが発動しているか
div_ = 2;
damage += damage;
type = 0x08;
}
if (sd->status.weapon == 16)
{
// カタール追撃ダメージ
skill = pc_checkskill (sd, TF_DOUBLE);
damage2 = damage * (1 + (skill * 2)) / 100;
if (damage > 0 && damage2 < 1)
damage2 = 1;
}
// インベナム修正
if (skill_num == TF_POISON)
{
damage =
battle_attr_fix (damage + 15 * skill_lv, s_ele,
battle_get_element (target));
}
if (skill_num == MC_CARTREVOLUTION)
{
damage = battle_attr_fix (damage, 0, battle_get_element (target));
}
// 完全回避の判定
if (skill_num == 0 && skill_lv >= 0 && tsd != NULL && div_ < 255
&& MRAND (1000) < battle_get_flee2 (target))
{
damage = damage2 = 0;
type = 0x0b;
dmg_lv = ATK_LUCKY;
}
// 対象が完全回避をする設定がONなら
if (battle_config.enemy_perfect_flee)
{
if (skill_num == 0 && skill_lv >= 0 && tmd != NULL && div_ < 255
&& MRAND (1000) < battle_get_flee2 (target))
{
damage = damage2 = 0;
type = 0x0b;
dmg_lv = ATK_LUCKY;
}
}
//MobのModeに頑強フラグが立っているときの処理
if (t_mode & 0x40)
{
if (damage > 0)
damage = 1;
if (damage2 > 0)
damage2 = 1;
}
//bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0
if (tsd && tsd->special_state.no_weapon_damage
&& skill_num != CR_GRANDCROSS)
damage = damage2 = 0;
if (skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0))
{
if (damage2 < 1) // ダメージ最終修正
damage =
battle_calc_damage (src, target, damage, div_, skill_num,
skill_lv, flag);
else if (damage < 1) // 右手がミス?
damage2 =
battle_calc_damage (src, target, damage2, div_, skill_num,
skill_lv, flag);
else
{ // 両 手/カタールの場合はちょっと計算ややこしい
int d1 = damage + damage2, d2 = damage2;
damage =
battle_calc_damage (src, target, damage + damage2, div_,
skill_num, skill_lv, flag);
damage2 = (d2 * 100 / d1) * damage / 100;
if (damage > 1 && damage2 < 1)
damage2 = 1;
damage -= damage2;
}
}
/* For executioner card [Valaris] */
if (src->type == BL_PC && sd->random_attack_increase_add > 0
&& sd->random_attack_increase_per > 0 && skill_num == 0)
{
if (MRAND (100) < sd->random_attack_increase_per)
{
if (damage > 0)
damage *= sd->random_attack_increase_add / 100;
if (damage2 > 0)
damage2 *= sd->random_attack_increase_add / 100;
}
}
/* End addition */
// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER)
if (skill_num == ASC_BREAKER)
{
damage += damage3;
damage2 += damage3;
}
wd.damage = damage;
wd.damage2 = damage2;
wd.type = type;
wd.div_ = div_;
wd.amotion = battle_get_amotion (src);
if (skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion = battle_get_dmotion (target);
wd.blewcount = blewcount;
wd.flag = flag;
wd.dmg_lv = dmg_lv;
return wd;
}
/*==========================================
* 武器ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_weapon_attack (struct block_list *src,
struct block_list *target,
int skill_num, int skill_lv,
int wflag)
{
struct Damage wd;
//return前の処理があるので情報出力部のみ変更
if (src == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
memset (&wd, 0, sizeof (wd));
return wd;
}
else if (src->type == BL_PC)
wd = battle_calc_pc_weapon_attack (src, target, skill_num, skill_lv, wflag); // weapon breaking [Valaris]
else if (src->type == BL_MOB)
wd = battle_calc_mob_weapon_attack (src, target, skill_num, skill_lv,
wflag);
else
memset (&wd, 0, sizeof (wd));
if (battle_config.equipment_breaking && src->type == BL_PC
&& (wd.damage > 0 || wd.damage2 > 0))
{
struct map_session_data *sd = (struct map_session_data *) src;
if (sd->status.weapon && sd->status.weapon != 11)
{
int breakrate = 1;
if (target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer != -1)
{
breakrate += 100 * sd->sc_data[SC_MELTDOWN].val1;
if (MRAND (10000) <
breakrate * battle_config.equipment_break_rate / 100
|| breakrate >= 10000)
pc_breakweapon ((struct map_session_data *) target);
}
if (sd->sc_data[SC_OVERTHRUST].timer != -1)
breakrate += 20 * sd->sc_data[SC_OVERTHRUST].val1;
if (wd.type == 0x0a)
breakrate *= 2;
if (MRAND (10000) <
breakrate * battle_config.equipment_break_rate / 100
|| breakrate >= 10000)
{
pc_breakweapon (sd);
memset (&wd, 0, sizeof (wd));
}
}
}
if (battle_config.equipment_breaking && target->type == BL_PC
&& (wd.damage > 0 || wd.damage2 > 0))
{
int breakrate = 1;
if (src->type == BL_PC
&& ((struct map_session_data *) src)->
sc_data[SC_MELTDOWN].timer != -1)
breakrate +=
70 *
((struct map_session_data *) src)->sc_data[SC_MELTDOWN].val1;
if (wd.type == 0x0a)
breakrate *= 2;
if (MRAND (10000) <
breakrate * battle_config.equipment_break_rate / 100
|| breakrate >= 10000)
{
pc_breakarmor ((struct map_session_data *) target);
}
}
return wd;
}
/*==========================================
* 魔法ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_magic_attack (struct block_list *bl,
struct block_list *target,
int skill_num, int skill_lv, int flag)
{
int mdef1 = battle_get_mdef (target);
int mdef2 = battle_get_mdef2 (target);
int matk1, matk2, damage = 0, div_ = 1, blewcount =
skill_get_blewcount (skill_num, skill_lv), rdamage = 0;
struct Damage md;
int aflag;
int normalmagic_flag = 1;
int ele = 0, race = 7, t_ele = 0, t_race = 7, t_mode =
0, cardfix, t_class, i;
struct map_session_data *sd = NULL, *tsd = NULL;
struct mob_data *tmd = NULL;
//return前の処理があるので情報出力部のみ変更
if (bl == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
memset (&md, 0, sizeof (md));
return md;
}
matk1 = battle_get_matk1 (bl);
matk2 = battle_get_matk2 (bl);
ele = skill_get_pl (skill_num);
race = battle_get_race (bl);
t_ele = battle_get_elem_type (target);
t_race = battle_get_race (target);
t_mode = battle_get_mode (target);
#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); }
if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
{
sd->state.attack_type = BF_MAGIC;
if (sd->matk_rate != 100)
MATK_FIX (sd->matk_rate, 100);
sd->state.arrow_atk = 0;
}
if (target->type == BL_PC)
tsd = (struct map_session_data *) target;
else if (target->type == BL_MOB)
tmd = (struct mob_data *) target;
aflag = BF_MAGIC | BF_LONG | BF_SKILL;
if (skill_num > 0)
{
switch (skill_num)
{ // 基本ダメージ計算(スキルごとに処理)
// ヒールor聖体
case AL_HEAL:
case PR_BENEDICTIO:
damage = skill_calc_heal (bl, skill_lv) / 2;
normalmagic_flag = 0;
break;
case PR_ASPERSIO: /* アスペルシオ */
damage = 40; //固定ダメージ
normalmagic_flag = 0;
break;
case PR_SANCTUARY: // サンクチュアリ
damage = (skill_lv > 6) ? 388 : skill_lv * 50;
normalmagic_flag = 0;
blewcount |= 0x10000;
break;
case ALL_RESURRECTION:
case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド
if (target->type != BL_PC
&& battle_check_undead (t_race, t_ele))
{
int hp, mhp, thres;
hp = battle_get_hp (target);
mhp = battle_get_max_hp (target);
thres = (skill_lv * 20) + battle_get_luk (bl) +
battle_get_int (bl) + battle_get_lv (bl) +
((200 - hp * 200 / mhp));
if (thres > 700)
thres = 700;
// if(battle_config.battle_log)
// printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres);
if (MRAND (1000) < thres && !(t_mode & 0x20)) // 成功
damage = hp;
else // 失敗
damage =
battle_get_lv (bl) + battle_get_int (bl) +
skill_lv * 10;
}
normalmagic_flag = 0;
break;
case MG_NAPALMBEAT: // ナパームビート(分散計算込み)
MATK_FIX (70 + skill_lv * 10, 100);
if (flag > 0)
{
MATK_FIX (1, flag);
}
else
{
if (battle_config.error_log)
printf
("battle_calc_magic_attack(): napam enemy count=0 !\n");
}
break;
case MG_FIREBALL: // ファイヤーボール
{
const int drate[] = { 100, 90, 70 };
if (flag > 2)
matk1 = matk2 = 0;
else
MATK_FIX ((95 + skill_lv * 5) * drate[flag], 10000);
}
break;
case MG_FIREWALL: // ファイヤーウォール
/*
if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける?
blewcount |= 0x10000;
else
blewcount = 0;
*/
if ((t_ele == 3 || battle_check_undead (t_race, t_ele))
&& target->type != BL_PC)
blewcount = 0;
else
blewcount |= 0x10000;
MATK_FIX (1, 2);
break;
case MG_THUNDERSTORM: // サンダーストーム
MATK_FIX (80, 100);
break;
case MG_FROSTDIVER: // フロストダイバ
MATK_FIX (100 + skill_lv * 10, 100);
break;
case WZ_FROSTNOVA: // フロストダイバ
MATK_FIX (((100 + skill_lv * 10) * (2 / 3)), 100);
break;
case WZ_FIREPILLAR: // ファイヤーピラー
if (mdef1 < 1000000)
mdef1 = mdef2 = 0; // MDEF無視
MATK_FIX (1, 5);
matk1 += 50;
matk2 += 50;
break;
case WZ_SIGHTRASHER:
MATK_FIX (100 + skill_lv * 20, 100);
break;
case WZ_METEOR:
case WZ_JUPITEL: // ユピテルサンダー
break;
case WZ_VERMILION: // ロードオブバーミリオン
MATK_FIX (skill_lv * 20 + 80, 100);
break;
case WZ_WATERBALL: // ウォーターボール
matk1 += skill_lv * 30;
matk2 += skill_lv * 30;
break;
case WZ_STORMGUST: // ストームガスト
MATK_FIX (skill_lv * 40 + 100, 100);
blewcount |= 0x10000;
break;
case AL_HOLYLIGHT: // ホーリーライト
MATK_FIX (125, 100);
break;
case AL_RUWACH:
MATK_FIX (145, 100);
break;
case HW_NAPALMVULCAN: // ナパームビート(分散計算込み)
MATK_FIX (70 + skill_lv * 10, 100);
if (flag > 0)
{
MATK_FIX (1, flag);
}
else
{
if (battle_config.error_log)
printf
("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n");
}
break;
}
}
if (normalmagic_flag)
{ // 一般魔法ダメージ計算
int imdef_flag = 0;
if (matk1 > matk2)
damage = matk2 + MRAND ((matk1 - matk2 + 1));
else
damage = matk2;
if (sd)
{
if (sd->ignore_mdef_ele & (1 << t_ele)
|| sd->ignore_mdef_race & (1 << t_race))
imdef_flag = 1;
if (t_mode & 0x20)
{
if (sd->ignore_mdef_race & (1 << 10))
imdef_flag = 1;
}
else
{
if (sd->ignore_mdef_race & (1 << 11))
imdef_flag = 1;
}
}
if (!imdef_flag)
{
if (battle_config.magic_defense_type)
{
damage =
damage - (mdef1 * battle_config.magic_defense_type) -
mdef2;
}
else
{
damage = (damage * (100 - mdef1)) / 100 - mdef2;
}
}
if (damage < 1)
damage = 1;
}
if (sd)
{
cardfix = 100;
cardfix = cardfix * (100 + sd->magic_addrace[t_race]) / 100;
cardfix = cardfix * (100 + sd->magic_addele[t_ele]) / 100;
if (t_mode & 0x20)
cardfix = cardfix * (100 + sd->magic_addrace[10]) / 100;
else
cardfix = cardfix * (100 + sd->magic_addrace[11]) / 100;
t_class = battle_get_class (target);
for (i = 0; i < sd->add_magic_damage_class_count; i++)
{
if (sd->add_magic_damage_classid[i] == t_class)
{
cardfix =
cardfix * (100 + sd->add_magic_damage_classrate[i]) / 100;
break;
}
}
damage = damage * cardfix / 100;
}
if (tsd)
{
int s_class = battle_get_class (bl);
cardfix = 100;
cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属 性によるダメージ耐性
cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性
cardfix = cardfix * (100 - tsd->magic_subrace[race]) / 100;
if (battle_get_mode (bl) & 0x20)
cardfix = cardfix * (100 - tsd->magic_subrace[10]) / 100;
else
cardfix = cardfix * (100 - tsd->magic_subrace[11]) / 100;
for (i = 0; i < tsd->add_mdef_class_count; i++)
{
if (tsd->add_mdef_classid[i] == s_class)
{
cardfix = cardfix * (100 - tsd->add_mdef_classrate[i]) / 100;
break;
}
}
cardfix = cardfix * (100 - tsd->magic_def_rate) / 100;
damage = damage * cardfix / 100;
}
if (damage < 0)
damage = 0;
damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属 性修正
if (skill_num == CR_GRANDCROSS)
{ // グランドクロス
struct Damage wd;
wd = battle_calc_weapon_attack (bl, target, skill_num, skill_lv,
flag);
damage = (damage + wd.damage) * (100 + 40 * skill_lv) / 100;
if (battle_config.gx_dupele)
damage = battle_attr_fix (damage, ele, battle_get_element (target)); //属性2回かかる
if (bl == target)
damage = damage / 2; //反動は半分
}
div_ = skill_get_num (skill_num, skill_lv);
if (div_ > 1 && skill_num != WZ_VERMILION)
damage *= div_;
// if(mdef1 >= 1000000 && damage > 0)
if (t_mode & 0x40 && damage > 0)
damage = 1;
if (tsd && tsd->special_state.no_magic_damage)
{
if (battle_config.gtb_pvp_only != 0)
{ // [MouseJstr]
if ((map[target->m].flag.pvp || map[target->m].flag.gvg)
&& target->type == BL_PC)
damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100;
}
else
damage = 0; // 黄 金蟲カード(魔法ダメージ0)
}
damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
/* magic_damage_return by [AppleGirl] and [Valaris] */
if (target->type == BL_PC && tsd && tsd->magic_damage_return > 0)
{
rdamage += damage * tsd->magic_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
clif_damage (target, bl, gettick (), 0, 0, rdamage, 0, 0, 0);
battle_damage (target, bl, rdamage, 0);
}
/* end magic_damage_return */
md.damage = damage;
md.div_ = div_;
md.amotion = battle_get_amotion (bl);
md.dmotion = battle_get_dmotion (target);
md.damage2 = 0;
md.type = 0;
md.blewcount = blewcount;
md.flag = aflag;
return md;
}
/*==========================================
* その他ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_misc_attack (struct block_list *bl,
struct block_list *target,
int skill_num, int skill_lv, int flag)
{
int int_ = battle_get_int (bl);
// int luk=battle_get_luk(bl);
int dex = battle_get_dex (bl);
int skill, ele, race, cardfix;
struct map_session_data *sd = NULL, *tsd = NULL;
int damage = 0, div_ = 1, blewcount =
skill_get_blewcount (skill_num, skill_lv);
struct Damage md;
int damagefix = 1;
int aflag = BF_MISC | BF_LONG | BF_SKILL;
//return前の処理があるので情報出力部のみ変更
if (bl == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
memset (&md, 0, sizeof (md));
return md;
}
if (bl->type == BL_PC && (sd = (struct map_session_data *) bl))
{
sd->state.attack_type = BF_MISC;
sd->state.arrow_atk = 0;
}
if (target->type == BL_PC)
tsd = (struct map_session_data *) target;
switch (skill_num)
{
case HT_LANDMINE: // ランドマイン
damage = skill_lv * (dex + 75) * (100 + int_) / 100;
break;
case HT_BLASTMINE: // ブラストマイン
damage = skill_lv * (dex / 2 + 50) * (100 + int_) / 100;
break;
case HT_CLAYMORETRAP: // クレイモアートラップ
damage = skill_lv * (dex / 2 + 75) * (100 + int_) / 100;
break;
case HT_BLITZBEAT: // ブリッツビート
if (sd == NULL || (skill = pc_checkskill (sd, HT_STEELCROW)) <= 0)
skill = 0;
damage = (dex / 10 + int_ / 2 + skill * 3 + 40) * 2;
if (flag > 1)
damage /= flag;
break;
case TF_THROWSTONE: // 石投げ
damage = 30;
damagefix = 0;
break;
case BA_DISSONANCE: // 不協和音
damage =
(skill_lv) * 20 + pc_checkskill (sd, BA_MUSICALLESSON) * 3;
break;
case NPC_SELFDESTRUCTION: // 自爆
damage = battle_get_hp (bl) - (bl == target ? 1 : 0);
damagefix = 0;
break;
case NPC_SMOKING: // タバコを吸う
damage = 3;
damagefix = 0;
break;
case NPC_DARKBREATH:
{
struct status_change *sc_data = battle_get_sc_data (target);
int hitrate =
battle_get_hit (bl) - battle_get_flee (target) + 80;
hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
if (sc_data
&& (sc_data[SC_SLEEP].timer != -1
|| sc_data[SC_STAN].timer != -1
|| sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)))
hitrate = 1000000;
if (MRAND (100) < hitrate)
{
damage = 500 + (skill_lv - 1) * 1000 + MRAND (1000);
if (damage > 9999)
damage = 9999;
}
}
break;
case SN_FALCONASSAULT: /* ファルコンアサルト */
skill = pc_checkskill (sd, HT_BLITZBEAT);
damage =
(100 + 50 * skill_lv +
(dex / 10 + int_ / 2 + skill * 3 + 40) * 2);
break;
}
ele = skill_get_pl (skill_num);
race = battle_get_race (bl);
if (damagefix)
{
if (damage < 1 && skill_num != NPC_DARKBREATH)
damage = 1;
if (tsd)
{
cardfix = 100;
cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属性によるダメージ耐性
cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性
cardfix = cardfix * (100 - tsd->misc_def_rate) / 100;
damage = damage * cardfix / 100;
}
if (damage < 0)
damage = 0;
damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属性修正
}
div_ = skill_get_num (skill_num, skill_lv);
if (div_ > 1)
damage *= div_;
if (damage > 0
&& (damage < div_
|| (battle_get_def (target) >= 1000000
&& battle_get_mdef (target) >= 1000000)))
{
damage = div_;
}
damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
md.damage = damage;
md.div_ = div_;
md.amotion = battle_get_amotion (bl);
md.dmotion = battle_get_dmotion (target);
md.damage2 = 0;
md.type = 0;
md.blewcount = blewcount;
md.flag = aflag;
return md;
}
/*==========================================
* ダメージ計算一括処理用
*------------------------------------------
*/
struct Damage battle_calc_attack (int attack_type,
struct block_list *bl,
struct block_list *target, int skill_num,
int skill_lv, int flag)
{
struct Damage d;
memset (&d, 0, sizeof (d));
switch (attack_type)
{
case BF_WEAPON:
return battle_calc_weapon_attack (bl, target, skill_num, skill_lv,
flag);
case BF_MAGIC:
return battle_calc_magic_attack (bl, target, skill_num, skill_lv,
flag);
case BF_MISC:
return battle_calc_misc_attack (bl, target, skill_num, skill_lv,
flag);
default:
if (battle_config.error_log)
printf ("battle_calc_attack: unknwon attack type ! %d\n",
attack_type);
break;
}
return d;
}
/*==========================================
* 通常攻撃処理まとめ
*------------------------------------------
*/
int battle_weapon_attack (struct block_list *src, struct block_list *target,
unsigned int tick, int flag)
{
struct map_session_data *sd = NULL;
struct status_change *sc_data = battle_get_sc_data (src), *t_sc_data =
battle_get_sc_data (target);
short *opt1;
int race = 7, ele = 0;
int damage, rdamage = 0;
struct Damage wd;
nullpo_retr (0, src);
nullpo_retr (0, target);
if (src->type == BL_PC)
sd = (struct map_session_data *) src;
if (src->prev == NULL || target->prev == NULL)
return 0;
if (src->type == BL_PC && pc_isdead (sd))
return 0;
if (target->type == BL_PC
&& pc_isdead ((struct map_session_data *) target))
return 0;
opt1 = battle_get_opt1 (src);
if (opt1 && *opt1 > 0)
{
battle_stopattack (src);
return 0;
}
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
{
battle_stopattack (src);
return 0;
}
race = battle_get_race (target);
ele = battle_get_elem_type (target);
if (battle_check_target (src, target, BCT_ENEMY) > 0 &&
battle_check_range (src, target, 0))
{
// 攻撃対象となりうるので攻撃
if (sd && sd->status.weapon == 11)
{
if (sd->equip_index[10] >= 0)
{
if (battle_config.arrow_decrement)
pc_delitem (sd, sd->equip_index[10], 1, 0);
}
else
{
clif_arrow_fail (sd, 0);
return 0;
}
}
if (flag & 0x8000)
{
if (sd && battle_config.pc_attack_direction_change)
sd->dir = sd->head_dir =
map_calc_dir (src, target->x, target->y);
else if (src->type == BL_MOB
&& battle_config.monster_attack_direction_change)
((struct mob_data *) src)->dir =
map_calc_dir (src, target->x, target->y);
wd = battle_calc_weapon_attack (src, target, KN_AUTOCOUNTER,
flag & 0xff, 0);
}
else
wd = battle_calc_weapon_attack (src, target, 0, 0, 0);
// significantly increase injuries for hasted characters
if (wd.damage > 0 && (t_sc_data[SC_HASTE].timer != -1))
{
wd.damage = (wd.damage * (16 + t_sc_data[SC_HASTE].val1)) >> 4;
}
if (wd.damage > 0
&& t_sc_data[SC_PHYS_SHIELD].timer != -1 && target->type == BL_PC)
{
int reduction = t_sc_data[SC_PHYS_SHIELD].val1;
if (reduction > wd.damage)
reduction = wd.damage;
wd.damage -= reduction;
MAP_LOG_PC (((struct map_session_data *) target),
"MAGIC-ABSORB-DMG %d", reduction);
}
if ((damage = wd.damage + wd.damage2) > 0 && src != target)
{
if (wd.flag & BF_SHORT)
{
if (target->type == BL_PC)
{
struct map_session_data *tsd =
(struct map_session_data *) target;
if (tsd && tsd->short_weapon_damage_return > 0)
{
rdamage +=
damage * tsd->short_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
if (t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1)
{
rdamage +=
damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100;
if (rdamage < 1)
rdamage = 1;
}
}
else if (wd.flag & BF_LONG)
{
if (target->type == BL_PC)
{
struct map_session_data *tsd =
(struct map_session_data *) target;
if (tsd && tsd->long_weapon_damage_return > 0)
{
rdamage +=
damage * tsd->long_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
}
if (rdamage > 0)
clif_damage (src, src, tick, wd.amotion, 0, rdamage, 1, 4, 0);
}
if (wd.div_ == 255 && sd)
{ //三段掌
int delay =
1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
int skilllv;
if (wd.damage + wd.damage2 < battle_get_hp (target))
{
if ((skilllv = pc_checkskill (sd, MO_CHAINCOMBO)) > 0)
delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
skill_status_change_start (src, SC_COMBO, MO_TRIPLEATTACK,
skilllv, 0, 0, delay, 0);
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay (src, delay);
clif_skill_damage (src, target, tick, wd.amotion, wd.dmotion,
wd.damage, 3, MO_TRIPLEATTACK,
pc_checkskill (sd, MO_TRIPLEATTACK), -1);
}
else
{
clif_damage (src, target, tick, wd.amotion, wd.dmotion,
wd.damage, wd.div_, wd.type, wd.damage2);
//二刀流左手とカタール追撃のミス表示(無理やり〜)
if (sd && sd->status.weapon >= 16 && wd.damage2 == 0)
clif_damage (src, target, tick + 10, wd.amotion, wd.dmotion,
0, 1, 0, 0);
}
if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0))
skill_castend_damage_id (src, target, 0, -1, tick, 0);
map_freeblock_lock ();
if (src->type == BL_PC)
{
int weapon_index = sd->equip_index[9];
int weapon = 0;
if (sd->inventory_data[weapon_index]
&& sd->status.inventory[weapon_index].equip & 0x2)
weapon = sd->inventory_data[weapon_index]->nameid;
MAP_LOG ("PC%d %d:%d,%d WPNDMG %s%d %d FOR %d WPN %d",
sd->status.char_id, src->m, src->x, src->y,
(target->type == BL_PC) ? "PC" : "MOB",
(target->type ==
BL_PC) ? ((struct map_session_data *) target)->
status.char_id : target->id,
(target->type ==
BL_PC) ? 0 : ((struct mob_data *) target)->mob_class,
wd.damage + wd.damage2, weapon);
}
if (target->type == BL_PC)
{
struct map_session_data *sd2 = (struct map_session_data *) target;
MAP_LOG ("PC%d %d:%d,%d WPNINJURY %s%d %d FOR %d",
sd2->status.char_id, target->m, target->x, target->y,
(src->type == BL_PC) ? "PC" : "MOB",
(src->type ==
BL_PC) ? ((struct map_session_data *) src)->
status.char_id : src->id,
(src->type ==
BL_PC) ? 0 : ((struct mob_data *) src)->mob_class,
wd.damage + wd.damage2);
}
battle_damage (src, target, (wd.damage + wd.damage2), 0);
if (target->prev != NULL &&
(target->type != BL_PC
|| (target->type == BL_PC
&& !pc_isdead ((struct map_session_data *) target))))
{
if (wd.damage > 0 || wd.damage2 > 0)
{
skill_additional_effect (src, target, 0, 0, BF_WEAPON, tick);
if (sd)
{
if (sd->weapon_coma_ele[ele] > 0
&& MRAND (10000) < sd->weapon_coma_ele[ele])
battle_damage (src, target,
battle_get_max_hp (target), 1);
if (sd->weapon_coma_race[race] > 0
&& MRAND (10000) < sd->weapon_coma_race[race])
battle_damage (src, target,
battle_get_max_hp (target), 1);
if (battle_get_mode (target) & 0x20)
{
if (sd->weapon_coma_race[10] > 0
&& MRAND (10000) < sd->weapon_coma_race[10])
battle_damage (src, target,
battle_get_max_hp (target), 1);
}
else
{
if (sd->weapon_coma_race[11] > 0
&& MRAND (10000) < sd->weapon_coma_race[11])
battle_damage (src, target,
battle_get_max_hp (target), 1);
}
}
}
}
if (sc_data && sc_data[SC_AUTOSPELL].timer != -1
&& MRAND (100) < sc_data[SC_AUTOSPELL].val4)
{
int skilllv = sc_data[SC_AUTOSPELL].val3, i, f = 0;
i = MRAND (100);
if (i >= 50)
skilllv -= 2;
else if (i >= 15)
skilllv--;
if (skilllv < 1)
skilllv = 1;
if (sd)
{
int sp = skill_get_sp (sc_data[SC_AUTOSPELL].val2,
skilllv) * 2 / 3;
if (sd->status.sp >= sp)
{
if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2)
|| i == 32)
f = skill_castend_pos2 (src, target->x, target->y,
sc_data[SC_AUTOSPELL].val2,
skilllv, tick, flag);
else
{
switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2))
{
case 0:
case 2:
f = skill_castend_damage_id (src, target,
sc_data
[SC_AUTOSPELL].val2,
skilllv, tick,
flag);
break;
case 1: /* 支援系 */
if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
|| (sc_data[SC_AUTOSPELL].val2 ==
ALL_RESURRECTION
&& target->type != BL_PC))
&& battle_check_undead (race, ele))
f = skill_castend_damage_id (src, target,
sc_data
[SC_AUTOSPELL].val2,
skilllv,
tick, flag);
else
f = skill_castend_nodamage_id (src,
target,
sc_data
[SC_AUTOSPELL].val2,
skilllv,
tick,
flag);
break;
}
}
if (!f)
pc_heal (sd, 0, -sp);
}
}
else
{
if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2)
|| i == 32)
skill_castend_pos2 (src, target->x, target->y,
sc_data[SC_AUTOSPELL].val2, skilllv,
tick, flag);
else
{
switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2))
{
case 0:
case 2:
skill_castend_damage_id (src, target,
sc_data
[SC_AUTOSPELL].val2,
skilllv, tick, flag);
break;
case 1: /* 支援系 */
if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
|| (sc_data[SC_AUTOSPELL].val2 ==
ALL_RESURRECTION
&& target->type != BL_PC))
&& battle_check_undead (race, ele))
skill_castend_damage_id (src, target,
sc_data
[SC_AUTOSPELL].val2,
skilllv, tick, flag);
else
skill_castend_nodamage_id (src, target,
sc_data
[SC_AUTOSPELL].val2,
skilllv, tick,
flag);
break;
}
}
}
}
if (sd)
{
if (sd->autospell_id > 0 && sd->autospell_lv > 0
&& MRAND (100) < sd->autospell_rate)
{
int skilllv = sd->autospell_lv, i, f = 0, sp;
i = MRAND (100);
if (i >= 50)
skilllv -= 2;
else if (i >= 15)
skilllv--;
if (skilllv < 1)
skilllv = 1;
sp = skill_get_sp (sd->autospell_id, skilllv) * 2 / 3;
if (sd->status.sp >= sp)
{
if ((i = skill_get_inf (sd->autospell_id) == 2)
|| i == 32)
f = skill_castend_pos2 (src, target->x, target->y,
sd->autospell_id, skilllv,
tick, flag);
else
{
switch (skill_get_nk (sd->autospell_id))
{
case 0:
case 2:
f = skill_castend_damage_id (src, target,
sd->autospell_id,
skilllv, tick,
flag);
break;
case 1: /* 支援系 */
if ((sd->autospell_id == AL_HEAL
|| (sd->autospell_id == ALL_RESURRECTION
&& target->type != BL_PC))
&& battle_check_undead (race, ele))
f = skill_castend_damage_id (src, target,
sd->autospell_id,
skilllv,
tick, flag);
else
f = skill_castend_nodamage_id (src,
target,
sd->autospell_id,
skilllv,
tick,
flag);
break;
}
}
if (!f)
pc_heal (sd, 0, -sp);
}
}
if (wd.flag & BF_WEAPON && src != target
&& (wd.damage > 0 || wd.damage2 > 0))
{
int hp = 0, sp = 0;
if (sd->hp_drain_rate && wd.damage > 0
&& MRAND (100) < sd->hp_drain_rate)
{
hp += (wd.damage * sd->hp_drain_per) / 100;
}
if (sd->hp_drain_rate_ && wd.damage2 > 0
&& MRAND (100) < sd->hp_drain_rate_)
{
hp += (wd.damage2 * sd->hp_drain_per_) / 100;
}
if (sd->sp_drain_rate && wd.damage > 0
&& MRAND (100) < sd->sp_drain_rate)
{
sp += (wd.damage * sd->sp_drain_per) / 100;
}
if (sd->sp_drain_rate_ && wd.damage2 > 0
&& MRAND (100) < sd->sp_drain_rate_)
{
sp += (wd.damage2 * sd->sp_drain_per_) / 100;
}
if (hp || sp)
pc_heal (sd, hp, sp);
}
}
if (rdamage > 0)
battle_damage (target, src, rdamage, 0);
if (t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1
&& t_sc_data[SC_AUTOCOUNTER].val4 > 0)
{
if (t_sc_data[SC_AUTOCOUNTER].val3 == src->id)
battle_weapon_attack (target, src, tick,
0x8000 |
t_sc_data[SC_AUTOCOUNTER].val1);
skill_status_change_end (target, SC_AUTOCOUNTER, -1);
}
if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1)
{
int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
skill_status_change_end (target, SC_BLADESTOP_WAIT, -1);
skill_status_change_start (src, SC_BLADESTOP, lv, 1, (int) src,
(int) target,
skill_get_time2 (MO_BLADESTOP, lv), 0);
skill_status_change_start (target, SC_BLADESTOP, lv, 2,
(int) target, (int) src,
skill_get_time2 (MO_BLADESTOP, lv), 0);
}
if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //殴ったので対象のベナムスプラッシャー状態を解除
skill_status_change_end (target, SC_SPLASHER, -1);
map_freeblock_unlock ();
}
return wd.dmg_lv;
}
int battle_check_undead (int race, int element)
{
if (battle_config.undead_detect_type == 0)
{
if (element == 9)
return 1;
}
else if (battle_config.undead_detect_type == 1)
{
if (race == 1)
return 1;
}
else
{
if (element == 9 || race == 1)
return 1;
}
return 0;
}
/*==========================================
* 敵味方判定(1=肯定,0=否定,-1=エラー)
* flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない)
* = 0x10000:パーティー判定(ret:1=パーティーメンバ)
* = 0x20000:全て(ret:1=敵味方両方)
* = 0x40000:敵か判定(ret:1=敵)
* = 0x50000:パーティーじゃないか判定(ret:1=パーティでない)
*------------------------------------------
*/
int battle_check_target (struct block_list *src, struct block_list *target,
int flag)
{
int s_p, s_g, t_p, t_g;
struct block_list *ss = src;
nullpo_retr (0, src);
nullpo_retr (0, target);
if (flag & 0x40000)
{ // 反転フラグ
int ret = battle_check_target (src, target, flag & 0x30000);
if (ret != -1)
return !ret;
return -1;
}
if (flag & 0x20000)
{
if (target->type == BL_MOB || target->type == BL_PC)
return 1;
else
return -1;
}
if (src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定
return -1;
if (target->type == BL_PC
&& ((struct map_session_data *) target)->invincible_timer != -1)
return -1;
if (target->type == BL_SKILL)
{
switch (((struct skill_unit *) target)->group->unit_id)
{
case 0x8d:
case 0x8f:
case 0x98:
return 0;
break;
}
}
// スキルユニットの場合、親を求める
if (src->type == BL_SKILL)
{
int inf2 =
skill_get_inf2 (((struct skill_unit *) src)->group->skill_id);
if ((ss =
map_id2bl (((struct skill_unit *) src)->group->src_id)) == NULL)
return -1;
if (ss->prev == NULL)
return -1;
if (inf2 & 0x80 && (map[src->m].flag.pvp || pc_iskiller ((struct map_session_data *) src, (struct map_session_data *) target)) && // [MouseJstr]
!(target->type == BL_PC
&& pc_isinvisible ((struct map_session_data *) target)))
return 0;
if (ss == target)
{
if (inf2 & 0x100)
return 0;
if (inf2 & 0x200)
return -1;
}
}
// Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める
if (src->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) src;
if (md && md->master_id > 0)
{
if (md->master_id == target->id) // 主なら肯定
return 1;
if (md->state.special_mob_ai)
{
if (target->type == BL_MOB)
{ //special_mob_aiで対象がMob
struct mob_data *tmd = (struct mob_data *) target;
if (tmd)
{
if (tmd->master_id != md->master_id) //召喚主が一緒でなければ否定
return 0;
else
{ //召喚主が一緒なので肯定したいけど自爆は否定
if (md->state.special_mob_ai > 2)
return 0;
else
return 1;
}
}
}
}
if ((ss = map_id2bl (md->master_id)) == NULL)
return -1;
}
}
if (src == target || ss == target) // 同じなら肯定
return 1;
if (target->type == BL_PC
&& pc_isinvisible ((struct map_session_data *) target))
return -1;
if (src->prev == NULL || // 死んでるならエラー
(src->type == BL_PC && pc_isdead ((struct map_session_data *) src)))
return -1;
if ((ss->type == BL_PC && target->type == BL_MOB) ||
(ss->type == BL_MOB && target->type == BL_PC))
return 0; // PCvsMOBなら否定
s_p = battle_get_party_id (ss);
s_g = battle_get_guild_id (ss);
t_p = battle_get_party_id (target);
t_g = battle_get_guild_id (target);
if (flag & 0x10000)
{
if (s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方)
return 1;
else // パーティ検索なら同じパーティじゃない時点で否定
return 0;
}
if (ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g) // 同じギルド/mobクラスなら肯定(味方)
return 1;
//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type);
//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g);
if (ss->type == BL_PC && target->type == BL_PC)
{ // 両方PVPモードなら否定(敵)
struct skill_unit *su = NULL;
if (src->type == BL_SKILL)
su = (struct skill_unit *) src;
if (map[ss->m].flag.pvp
|| pc_iskiller ((struct map_session_data *) ss,
(struct map_session_data *) target))
{ // [MouseJstr]
if (su && su->group->target_flag == BCT_NOENEMY)
return 1;
else if (battle_config.pk_mode
&& (((struct map_session_data *) ss)->status.pc_class == 0
|| ((struct map_session_data *) target)->
status.pc_class == 0))
return 1; // prevent novice engagement in pk_mode [Valaris]
else if (map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0
&& s_p == t_p)
return 1;
else if (map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0
&& s_g == t_g)
return 1;
return 0;
}
if (map[src->m].flag.gvg)
{
struct guild *g = NULL;
if (su && su->group->target_flag == BCT_NOENEMY)
return 1;
if (s_g > 0 && s_g == t_g)
return 1;
if (map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0
&& s_p == t_p)
return 1;
if ((g = guild_search (s_g)))
{
int i;
for (i = 0; i < MAX_GUILDALLIANCE; i++)
{
if (g->alliance[i].guild_id > 0
&& g->alliance[i].guild_id == t_g)
{
if (g->alliance[i].opposition)
return 0; //敵対ギルドなら無条件に敵
else
return 1; //同盟ギルドなら無条件に味方
}
}
}
return 0;
}
}
return 1; // 該当しないので無関係人物(まあ敵じゃないので味方)
}
/*==========================================
* 射程判定
*------------------------------------------
*/
int battle_check_range (struct block_list *src, struct block_list *bl,
int range)
{
int dx, dy;
struct walkpath_data wpd;
int arange;
nullpo_retr (0, src);
nullpo_retr (0, bl);
dx = abs (bl->x - src->x);
dy = abs (bl->y - src->y);
arange = ((dx > dy) ? dx : dy);
if (src->m != bl->m) // 違うマップ
return 0;
if (range > 0 && range < arange) // 遠すぎる
return 0;
if (arange < 2) // 同じマスか隣接
return 1;
// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
// return 1;
// 障害物判定
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
if (path_search (&wpd, src->m, src->x, src->y, bl->x, bl->y, 0x10001) !=
-1)
return 1;
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
return (path_search (&wpd, src->m, src->x + dx, src->y + dy,
bl->x - dx, bl->y - dy, 0x10001) != -1) ? 1 : 0;
}
/*==========================================
* Return numerical value of a switch configuration (modified by [Yor])
* on/off, english, fran軋is, deutsch, espal
*------------------------------------------
*/
int battle_config_switch (const char *str)
{
if (strcasecmp (str, "on") == 0 || strcasecmp (str, "yes") == 0
|| strcasecmp (str, "oui") == 0 || strcasecmp (str, "ja") == 0
|| strcasecmp (str, "si") == 0)
return 1;
if (strcasecmp (str, "off") == 0 || strcasecmp (str, "no") == 0
|| strcasecmp (str, "non") == 0 || strcasecmp (str, "nein") == 0)
return 0;
return atoi (str);
}
/*==========================================
* 設定ファイルを読み込む
*------------------------------------------
*/
int battle_config_read (const char *cfgName)
{
int i;
char line[1024], w1[1024], w2[1024];
FILE *fp;
static int count = 0;
if ((count++) == 0)
{
battle_config.warp_point_debug = 0;
battle_config.enemy_critical = 0;
battle_config.enemy_critical_rate = 100;
battle_config.enemy_str = 1;
battle_config.enemy_perfect_flee = 0;
battle_config.cast_rate = 100;
battle_config.delay_rate = 100;
battle_config.delay_dependon_dex = 0;
battle_config.sdelay_attack_enable = 0;
battle_config.left_cardfix_to_right = 0;
battle_config.pc_skill_add_range = 0;
battle_config.skill_out_range_consume = 1;
battle_config.mob_skill_add_range = 0;
battle_config.pc_damage_delay = 1;
battle_config.pc_damage_delay_rate = 100;
battle_config.defnotenemy = 1;
battle_config.random_monster_checklv = 1;
battle_config.attr_recover = 1;
battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000;
battle_config.item_auto_get = 0;
battle_config.drop_pickup_safety_zone = 20;
battle_config.item_first_get_time = 3000;
battle_config.item_second_get_time = 1000;
battle_config.item_third_get_time = 1000;
battle_config.mvp_item_first_get_time = 10000;
battle_config.mvp_item_second_get_time = 10000;
battle_config.mvp_item_third_get_time = 2000;
battle_config.drop_rate0item = 0;
battle_config.base_exp_rate = 100;
battle_config.job_exp_rate = 100;
battle_config.pvp_exp = 1;
battle_config.gtb_pvp_only = 0;
battle_config.death_penalty_type = 0;
battle_config.death_penalty_base = 0;
battle_config.death_penalty_job = 0;
battle_config.zeny_penalty = 0;
battle_config.restart_hp_rate = 0;
battle_config.restart_sp_rate = 0;
battle_config.mvp_item_rate = 100;
battle_config.mvp_exp_rate = 100;
battle_config.mvp_hp_rate = 100;
battle_config.monster_hp_rate = 100;
battle_config.monster_max_aspd = 199;
battle_config.atc_gmonly = 0;
battle_config.gm_allskill = 0;
battle_config.gm_allequip = 0;
battle_config.gm_skilluncond = 0;
battle_config.guild_max_castles = 0;
battle_config.skillfree = 0;
battle_config.skillup_limit = 0;
battle_config.wp_rate = 100;
battle_config.pp_rate = 100;
battle_config.monster_active_enable = 1;
battle_config.monster_damage_delay_rate = 100;
battle_config.monster_loot_type = 0;
battle_config.mob_skill_use = 1;
battle_config.mob_count_rate = 100;
battle_config.quest_skill_learn = 0;
battle_config.quest_skill_reset = 1;
battle_config.basic_skill_check = 1;
battle_config.guild_emperium_check = 1;
battle_config.guild_exp_limit = 50;
battle_config.pc_invincible_time = 5000;
battle_config.skill_min_damage = 0;
battle_config.finger_offensive_type = 0;
battle_config.heal_exp = 0;
battle_config.resurrection_exp = 0;
battle_config.shop_exp = 0;
battle_config.combo_delay_rate = 100;
battle_config.item_check = 1;
battle_config.wedding_modifydisplay = 0;
battle_config.natural_healhp_interval = 6000;
battle_config.natural_healsp_interval = 8000;
battle_config.natural_heal_skill_interval = 10000;
battle_config.natural_heal_weight_rate = 50;
battle_config.itemheal_regeneration_factor = 1;
battle_config.item_name_override_grffile = 1;
battle_config.arrow_decrement = 1;
battle_config.max_aspd = 199;
battle_config.max_hp = 32500;
battle_config.max_sp = 32500;
battle_config.max_lv = 99; // [MouseJstr]
battle_config.max_parameter = 99;
battle_config.max_cart_weight = 8000;
battle_config.pc_skill_log = 0;
battle_config.mob_skill_log = 0;
battle_config.battle_log = 0;
battle_config.save_log = 0;
battle_config.error_log = 1;
battle_config.etc_log = 1;
battle_config.save_clothcolor = 0;
battle_config.undead_detect_type = 0;
battle_config.pc_auto_counter_type = 1;
battle_config.monster_auto_counter_type = 1;
battle_config.agi_penaly_type = 0;
battle_config.agi_penaly_count = 3;
battle_config.agi_penaly_num = 0;
battle_config.agi_penaly_count_lv = ATK_FLEE;
battle_config.vit_penaly_type = 0;
battle_config.vit_penaly_count = 3;
battle_config.vit_penaly_num = 0;
battle_config.vit_penaly_count_lv = ATK_DEF;
battle_config.player_defense_type = 0;
battle_config.monster_defense_type = 0;
battle_config.magic_defense_type = 0;
battle_config.pc_skill_reiteration = 0;
battle_config.monster_skill_reiteration = 0;
battle_config.pc_skill_nofootset = 0;
battle_config.monster_skill_nofootset = 0;
battle_config.pc_cloak_check_type = 0;
battle_config.monster_cloak_check_type = 0;
battle_config.gvg_short_damage_rate = 100;
battle_config.gvg_long_damage_rate = 100;
battle_config.gvg_magic_damage_rate = 100;
battle_config.gvg_misc_damage_rate = 100;
battle_config.gvg_eliminate_time = 7000;
battle_config.mob_changetarget_byskill = 0;
battle_config.pc_attack_direction_change = 1;
battle_config.monster_attack_direction_change = 1;
battle_config.pc_undead_nofreeze = 0;
battle_config.pc_land_skill_limit = 1;
battle_config.monster_land_skill_limit = 1;
battle_config.party_skill_penaly = 1;
battle_config.monster_class_change_full_recover = 0;
battle_config.produce_item_name_input = 1;
battle_config.produce_potion_name_input = 1;
battle_config.making_arrow_name_input = 1;
battle_config.holywater_name_input = 1;
battle_config.display_delay_skill_fail = 1;
battle_config.chat_warpportal = 0;
battle_config.mob_warpportal = 0;
battle_config.dead_branch_active = 0;
battle_config.show_steal_in_same_party = 0;
battle_config.enable_upper_class = 0;
battle_config.pc_attack_attr_none = 0;
battle_config.mob_attack_attr_none = 1;
battle_config.mob_ghostring_fix = 0;
battle_config.gx_allhit = 0;
battle_config.gx_cardfix = 0;
battle_config.gx_dupele = 1;
battle_config.gx_disptype = 1;
battle_config.player_skill_partner_check = 1;
battle_config.hide_GM_session = 0;
battle_config.unit_movement_type = 0;
battle_config.invite_request_check = 1;
battle_config.skill_removetrap_type = 0;
battle_config.disp_experience = 0;
battle_config.item_rate_common = 100;
battle_config.item_rate_equip = 100;
battle_config.item_rate_card = 100;
battle_config.item_rate_heal = 100; // Added by Valaris
battle_config.item_rate_use = 100; // End
battle_config.item_drop_common_min = 1; // Added by TyrNemesis^
battle_config.item_drop_common_max = 10000;
battle_config.item_drop_equip_min = 1;
battle_config.item_drop_equip_max = 10000;
battle_config.item_drop_card_min = 1;
battle_config.item_drop_card_max = 10000;
battle_config.item_drop_mvp_min = 1;
battle_config.item_drop_mvp_max = 10000; // End Addition
battle_config.item_drop_heal_min = 1; // Added by Valaris
battle_config.item_drop_heal_max = 10000;
battle_config.item_drop_use_min = 1;
battle_config.item_drop_use_max = 10000; // End
battle_config.prevent_logout = 1; // Added by RoVeRT
battle_config.maximum_level = 255; // Added by Valaris
battle_config.drops_by_luk = 0; // [Valaris]
battle_config.equipment_breaking = 0; // [Valaris]
battle_config.equipment_break_rate = 100; // [Valaris]
battle_config.pk_mode = 0; // [Valaris]
battle_config.multi_level_up = 0; // [Valaris]
battle_config.backstab_bow_penalty = 0; // Akaru
battle_config.night_at_start = 0; // added by [Yor]
battle_config.day_duration = 2 * 60 * 60 * 1000; // added by [Yor] (2 hours)
battle_config.night_duration = 30 * 60 * 1000; // added by [Yor] (30 minutes)
battle_config.show_mob_hp = 0; // [Valaris]
battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
battle_config.any_warp_GM_min_level = 20; // added by [Yor]
battle_config.packet_ver_flag = 63; // added by [Yor]
battle_config.min_hair_style = 0;
battle_config.max_hair_style = 20;
battle_config.min_hair_color = 0;
battle_config.max_hair_color = 9;
battle_config.min_cloth_color = 0;
battle_config.max_cloth_color = 4;
battle_config.castrate_dex_scale = 150;
battle_config.area_size = 14;
battle_config.chat_lame_penalty = 2;
battle_config.chat_spam_threshold = 10;
battle_config.chat_spam_flood = 10;
battle_config.chat_spam_ban = 1;
battle_config.chat_spam_warn = 8;
battle_config.chat_maxline = 255;
battle_config.packet_spam_threshold = 2;
battle_config.packet_spam_flood = 30;
battle_config.packet_spam_kick = 1;
battle_config.mask_ip_gms = 1;
battle_config.mob_splash_radius = -1;
}
fp = fopen_ (cfgName, "r");
if (fp == NULL)
{
printf ("file not found: %s\n", cfgName);
return 1;
}
while (fgets (line, 1020, fp))
{
const struct
{
char str[128];
int *val;
} data[] =
{
{
"warp_point_debug", &battle_config.warp_point_debug},
{
"enemy_critical", &battle_config.enemy_critical},
{
"enemy_critical_rate", &battle_config.enemy_critical_rate},
{
"enemy_str", &battle_config.enemy_str},
{
"enemy_perfect_flee", &battle_config.enemy_perfect_flee},
{
"casting_rate", &battle_config.cast_rate},
{
"delay_rate", &battle_config.delay_rate},
{
"delay_dependon_dex", &battle_config.delay_dependon_dex},
{
"skill_delay_attack_enable",
&battle_config.sdelay_attack_enable},
{
"left_cardfix_to_right", &battle_config.left_cardfix_to_right},
{
"player_skill_add_range", &battle_config.pc_skill_add_range},
{
"skill_out_range_consume",
&battle_config.skill_out_range_consume},
{
"monster_skill_add_range", &battle_config.mob_skill_add_range},
{
"player_damage_delay", &battle_config.pc_damage_delay},
{
"player_damage_delay_rate",
&battle_config.pc_damage_delay_rate},
{
"defunit_not_enemy", &battle_config.defnotenemy},
{
"random_monster_checklv",
&battle_config.random_monster_checklv},
{
"attribute_recover", &battle_config.attr_recover},
{
"flooritem_lifetime", &battle_config.flooritem_lifetime},
{
"item_auto_get", &battle_config.item_auto_get},
{
"drop_pickup_safety_zone",
&battle_config.drop_pickup_safety_zone},
{
"item_first_get_time", &battle_config.item_first_get_time},
{
"item_second_get_time", &battle_config.item_second_get_time},
{
"item_third_get_time", &battle_config.item_third_get_time},
{
"mvp_item_first_get_time",
&battle_config.mvp_item_first_get_time},
{
"mvp_item_second_get_time",
&battle_config.mvp_item_second_get_time},
{
"mvp_item_third_get_time",
&battle_config.mvp_item_third_get_time},
{
"item_rate", &battle_config.item_rate},
{
"drop_rate0item", &battle_config.drop_rate0item},
{
"base_exp_rate", &battle_config.base_exp_rate},
{
"job_exp_rate", &battle_config.job_exp_rate},
{
"pvp_exp", &battle_config.pvp_exp},
{
"gtb_pvp_only", &battle_config.gtb_pvp_only},
{
"guild_max_castles", &battle_config.guild_max_castles},
{
"death_penalty_type", &battle_config.death_penalty_type},
{
"death_penalty_base", &battle_config.death_penalty_base},
{
"death_penalty_job", &battle_config.death_penalty_job},
{
"zeny_penalty", &battle_config.zeny_penalty},
{
"restart_hp_rate", &battle_config.restart_hp_rate},
{
"restart_sp_rate", &battle_config.restart_sp_rate},
{
"mvp_hp_rate", &battle_config.mvp_hp_rate},
{
"mvp_item_rate", &battle_config.mvp_item_rate},
{
"mvp_exp_rate", &battle_config.mvp_exp_rate},
{
"monster_hp_rate", &battle_config.monster_hp_rate},
{
"monster_max_aspd", &battle_config.monster_max_aspd},
{
"atcommand_gm_only", &battle_config.atc_gmonly},
{
"atcommand_spawn_quantity_limit",
&battle_config.atc_spawn_quantity_limit},
{
"gm_all_skill", &battle_config.gm_allskill},
{
"gm_all_skill_add_abra", &battle_config.gm_allskill_addabra},
{
"gm_all_equipment", &battle_config.gm_allequip},
{
"gm_skill_unconditional", &battle_config.gm_skilluncond},
{
"player_skillfree", &battle_config.skillfree},
{
"player_skillup_limit", &battle_config.skillup_limit},
{
"weapon_produce_rate", &battle_config.wp_rate},
{
"potion_produce_rate", &battle_config.pp_rate},
{
"monster_active_enable", &battle_config.monster_active_enable},
{
"monster_damage_delay_rate",
&battle_config.monster_damage_delay_rate},
{
"monster_loot_type", &battle_config.monster_loot_type},
{
"mob_skill_use", &battle_config.mob_skill_use},
{
"mob_count_rate", &battle_config.mob_count_rate},
{
"quest_skill_learn", &battle_config.quest_skill_learn},
{
"quest_skill_reset", &battle_config.quest_skill_reset},
{
"basic_skill_check", &battle_config.basic_skill_check},
{
"guild_emperium_check", &battle_config.guild_emperium_check},
{
"guild_exp_limit", &battle_config.guild_exp_limit},
{
"player_invincible_time", &battle_config.pc_invincible_time},
{
"skill_min_damage", &battle_config.skill_min_damage},
{
"finger_offensive_type", &battle_config.finger_offensive_type},
{
"heal_exp", &battle_config.heal_exp},
{
"resurrection_exp", &battle_config.resurrection_exp},
{
"shop_exp", &battle_config.shop_exp},
{
"combo_delay_rate", &battle_config.combo_delay_rate},
{
"item_check", &battle_config.item_check},
{
"wedding_modifydisplay", &battle_config.wedding_modifydisplay},
{
"natural_healhp_interval",
&battle_config.natural_healhp_interval},
{
"natural_healsp_interval",
&battle_config.natural_healsp_interval},
{
"natural_heal_skill_interval",
&battle_config.natural_heal_skill_interval},
{
"natural_heal_weight_rate",
&battle_config.natural_heal_weight_rate},
{
"itemheal_regeneration_factor",
&battle_config.itemheal_regeneration_factor},
{
"item_name_override_grffile",
&battle_config.item_name_override_grffile},
{
"arrow_decrement", &battle_config.arrow_decrement},
{
"max_aspd", &battle_config.max_aspd},
{
"max_hp", &battle_config.max_hp},
{
"max_sp", &battle_config.max_sp},
{
"max_lv", &battle_config.max_lv},
{
"max_parameter", &battle_config.max_parameter},
{
"max_cart_weight", &battle_config.max_cart_weight},
{
"player_skill_log", &battle_config.pc_skill_log},
{
"monster_skill_log", &battle_config.mob_skill_log},
{
"battle_log", &battle_config.battle_log},
{
"save_log", &battle_config.save_log},
{
"error_log", &battle_config.error_log},
{
"etc_log", &battle_config.etc_log},
{
"save_clothcolor", &battle_config.save_clothcolor},
{
"undead_detect_type", &battle_config.undead_detect_type},
{
"player_auto_counter_type",
&battle_config.pc_auto_counter_type},
{
"monster_auto_counter_type",
&battle_config.monster_auto_counter_type},
{
"agi_penaly_type", &battle_config.agi_penaly_type},
{
"agi_penaly_count", &battle_config.agi_penaly_count},
{
"agi_penaly_num", &battle_config.agi_penaly_num},
{
"agi_penaly_count_lv", &battle_config.agi_penaly_count_lv},
{
"vit_penaly_type", &battle_config.vit_penaly_type},
{
"vit_penaly_count", &battle_config.vit_penaly_count},
{
"vit_penaly_num", &battle_config.vit_penaly_num},
{
"vit_penaly_count_lv", &battle_config.vit_penaly_count_lv},
{
"player_defense_type", &battle_config.player_defense_type},
{
"monster_defense_type", &battle_config.monster_defense_type},
{
"magic_defense_type", &battle_config.magic_defense_type},
{
"player_skill_reiteration",
&battle_config.pc_skill_reiteration},
{
"monster_skill_reiteration",
&battle_config.monster_skill_reiteration},
{
"player_skill_nofootset", &battle_config.pc_skill_nofootset},
{
"monster_skill_nofootset",
&battle_config.monster_skill_nofootset},
{
"player_cloak_check_type", &battle_config.pc_cloak_check_type},
{
"monster_cloak_check_type",
&battle_config.monster_cloak_check_type},
{
"gvg_short_attack_damage_rate",
&battle_config.gvg_short_damage_rate},
{
"gvg_long_attack_damage_rate",
&battle_config.gvg_long_damage_rate},
{
"gvg_magic_attack_damage_rate",
&battle_config.gvg_magic_damage_rate},
{
"gvg_misc_attack_damage_rate",
&battle_config.gvg_misc_damage_rate},
{
"gvg_eliminate_time", &battle_config.gvg_eliminate_time},
{
"mob_changetarget_byskill",
&battle_config.mob_changetarget_byskill},
{
"player_attack_direction_change",
&battle_config.pc_attack_direction_change},
{
"monster_attack_direction_change",
&battle_config.monster_attack_direction_change},
{
"player_land_skill_limit", &battle_config.pc_land_skill_limit},
{
"monster_land_skill_limit",
&battle_config.monster_land_skill_limit},
{
"party_skill_penaly", &battle_config.party_skill_penaly},
{
"monster_class_change_full_recover",
&battle_config.monster_class_change_full_recover},
{
"produce_item_name_input",
&battle_config.produce_item_name_input},
{
"produce_potion_name_input",
&battle_config.produce_potion_name_input},
{
"making_arrow_name_input",
&battle_config.making_arrow_name_input},
{
"holywater_name_input", &battle_config.holywater_name_input},
{
"display_delay_skill_fail",
&battle_config.display_delay_skill_fail},
{
"chat_warpportal", &battle_config.chat_warpportal},
{
"mob_warpportal", &battle_config.mob_warpportal},
{
"dead_branch_active", &battle_config.dead_branch_active},
{
"show_steal_in_same_party",
&battle_config.show_steal_in_same_party},
{
"enable_upper_class", &battle_config.enable_upper_class},
{
"mob_attack_attr_none", &battle_config.mob_attack_attr_none},
{
"mob_ghostring_fix", &battle_config.mob_ghostring_fix},
{
"pc_attack_attr_none", &battle_config.pc_attack_attr_none},
{
"gx_allhit", &battle_config.gx_allhit},
{
"gx_cardfix", &battle_config.gx_cardfix},
{
"gx_dupele", &battle_config.gx_dupele},
{
"gx_disptype", &battle_config.gx_disptype},
{
"player_skill_partner_check",
&battle_config.player_skill_partner_check},
{
"hide_GM_session", &battle_config.hide_GM_session},
{
"unit_movement_type", &battle_config.unit_movement_type},
{
"invite_request_check", &battle_config.invite_request_check},
{
"skill_removetrap_type", &battle_config.skill_removetrap_type},
{
"disp_experience", &battle_config.disp_experience},
{
"castle_defense_rate", &battle_config.castle_defense_rate},
{
"riding_weight", &battle_config.riding_weight},
{
"item_rate_common", &battle_config.item_rate_common}, // Added by RoVeRT
{
"item_rate_equip", &battle_config.item_rate_equip},
{
"item_rate_card", &battle_config.item_rate_card}, // End Addition
{
"item_rate_heal", &battle_config.item_rate_heal}, // Added by Valaris
{
"item_rate_use", &battle_config.item_rate_use}, // End
{
"item_drop_common_min", &battle_config.item_drop_common_min}, // Added by TyrNemesis^
{
"item_drop_common_max", &battle_config.item_drop_common_max},
{
"item_drop_equip_min", &battle_config.item_drop_equip_min},
{
"item_drop_equip_max", &battle_config.item_drop_equip_max},
{
"item_drop_card_min", &battle_config.item_drop_card_min},
{
"item_drop_card_max", &battle_config.item_drop_card_max},
{
"item_drop_mvp_min", &battle_config.item_drop_mvp_min},
{
"item_drop_mvp_max", &battle_config.item_drop_mvp_max}, // End Addition
{
"prevent_logout", &battle_config.prevent_logout}, // Added by RoVeRT
{
"alchemist_summon_reward", &battle_config.alchemist_summon_reward}, // [Valaris]
{
"maximum_level", &battle_config.maximum_level}, // [Valaris]
{
"drops_by_luk", &battle_config.drops_by_luk}, // [Valaris]
{
"monsters_ignore_gm", &battle_config.monsters_ignore_gm}, // [Valaris]
{
"equipment_breaking", &battle_config.equipment_breaking}, // [Valaris]
{
"equipment_break_rate", &battle_config.equipment_break_rate}, // [Valaris]
{
"pk_mode", &battle_config.pk_mode}, // [Valaris]
{
"multi_level_up", &battle_config.multi_level_up}, // [Valaris]
{
"backstab_bow_penalty", &battle_config.backstab_bow_penalty},
{
"night_at_start", &battle_config.night_at_start}, // added by [Yor]
{
"day_duration", &battle_config.day_duration}, // added by [Yor]
{
"night_duration", &battle_config.night_duration}, // added by [Yor]
{
"show_mob_hp", &battle_config.show_mob_hp}, // [Valaris]
{
"hack_info_GM_level", &battle_config.hack_info_GM_level}, // added by [Yor]
{
"any_warp_GM_min_level", &battle_config.any_warp_GM_min_level}, // added by [Yor]
{
"packet_ver_flag", &battle_config.packet_ver_flag}, // added by [Yor]
{
"min_hair_style", &battle_config.min_hair_style}, // added by [MouseJstr]
{
"max_hair_style", &battle_config.max_hair_style}, // added by [MouseJstr]
{
"min_hair_color", &battle_config.min_hair_color}, // added by [MouseJstr]
{
"max_hair_color", &battle_config.max_hair_color}, // added by [MouseJstr]
{
"min_cloth_color", &battle_config.min_cloth_color}, // added by [MouseJstr]
{
"max_cloth_color", &battle_config.max_cloth_color}, // added by [MouseJstr]
{
"castrate_dex_scale", &battle_config.castrate_dex_scale}, // added by [MouseJstr]
{
"area_size", &battle_config.area_size}, // added by [MouseJstr]
{
"muting_players", &battle_config.muting_players}, // added by [Apple]
{
"chat_lame_penalty", &battle_config.chat_lame_penalty},
{
"chat_spam_threshold", &battle_config.chat_spam_threshold},
{
"chat_spam_flood", &battle_config.chat_spam_flood},
{
"chat_spam_ban", &battle_config.chat_spam_ban},
{
"chat_spam_warn", &battle_config.chat_spam_warn},
{
"chat_maxline", &battle_config.chat_maxline},
{
"packet_spam_threshold", &battle_config.packet_spam_threshold},
{
"packet_spam_flood", &battle_config.packet_spam_flood},
{
"packet_spam_kick", &battle_config.packet_spam_kick},
{
"mask_ip_gms", &battle_config.mask_ip_gms},
{
"mob_splash_radius", &battle_config.mob_splash_radius},
};
if (line[0] == '/' && line[1] == '/')
continue;
if (sscanf (line, "%[^:]:%s", w1, w2) != 2)
continue;
for (i = 0; i < sizeof (data) / (sizeof (data[0])); i++)
if (strcasecmp (w1, data[i].str) == 0)
*data[i].val = battle_config_switch (w2);
if (strcasecmp (w1, "import") == 0)
battle_config_read (w2);
}
fclose_ (fp);
if (--count == 0)
{
if (battle_config.flooritem_lifetime < 1000)
battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000;
if (battle_config.restart_hp_rate < 0)
battle_config.restart_hp_rate = 0;
else if (battle_config.restart_hp_rate > 100)
battle_config.restart_hp_rate = 100;
if (battle_config.restart_sp_rate < 0)
battle_config.restart_sp_rate = 0;
else if (battle_config.restart_sp_rate > 100)
battle_config.restart_sp_rate = 100;
if (battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_healhp_interval = NATURAL_HEAL_INTERVAL;
if (battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_healsp_interval = NATURAL_HEAL_INTERVAL;
if (battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
battle_config.natural_heal_skill_interval = NATURAL_HEAL_INTERVAL;
if (battle_config.natural_heal_weight_rate < 50)
battle_config.natural_heal_weight_rate = 50;
if (battle_config.natural_heal_weight_rate > 101)
battle_config.natural_heal_weight_rate = 101;
battle_config.monster_max_aspd =
2000 - battle_config.monster_max_aspd * 10;
if (battle_config.monster_max_aspd < 10)
battle_config.monster_max_aspd = 10;
if (battle_config.monster_max_aspd > 1000)
battle_config.monster_max_aspd = 1000;
battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
if (battle_config.max_aspd < 10)
battle_config.max_aspd = 10;
if (battle_config.max_aspd > 1000)
battle_config.max_aspd = 1000;
if (battle_config.max_hp > 1000000)
battle_config.max_hp = 1000000;
if (battle_config.max_hp < 100)
battle_config.max_hp = 100;
if (battle_config.max_sp > 1000000)
battle_config.max_sp = 1000000;
if (battle_config.max_sp < 100)
battle_config.max_sp = 100;
if (battle_config.max_parameter < 10)
battle_config.max_parameter = 10;
if (battle_config.max_parameter > 10000)
battle_config.max_parameter = 10000;
if (battle_config.max_cart_weight > 1000000)
battle_config.max_cart_weight = 1000000;
if (battle_config.max_cart_weight < 100)
battle_config.max_cart_weight = 100;
battle_config.max_cart_weight *= 10;
if (battle_config.agi_penaly_count < 2)
battle_config.agi_penaly_count = 2;
if (battle_config.vit_penaly_count < 2)
battle_config.vit_penaly_count = 2;
if (battle_config.guild_exp_limit > 99)
battle_config.guild_exp_limit = 99;
if (battle_config.guild_exp_limit < 0)
battle_config.guild_exp_limit = 0;
if (battle_config.castle_defense_rate < 0)
battle_config.castle_defense_rate = 0;
if (battle_config.castle_defense_rate > 100)
battle_config.castle_defense_rate = 100;
if (battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
battle_config.item_drop_common_min = 1;
if (battle_config.item_drop_common_max > 10000)
battle_config.item_drop_common_max = 10000;
if (battle_config.item_drop_equip_min < 1)
battle_config.item_drop_equip_min = 1;
if (battle_config.item_drop_equip_max > 10000)
battle_config.item_drop_equip_max = 10000;
if (battle_config.item_drop_card_min < 1)
battle_config.item_drop_card_min = 1;
if (battle_config.item_drop_card_max > 10000)
battle_config.item_drop_card_max = 10000;
if (battle_config.item_drop_mvp_min < 1)
battle_config.item_drop_mvp_min = 1;
if (battle_config.item_drop_mvp_max > 10000)
battle_config.item_drop_mvp_max = 10000; // End Addition
if (battle_config.night_at_start < 0) // added by [Yor]
battle_config.night_at_start = 0;
else if (battle_config.night_at_start > 1) // added by [Yor]
battle_config.night_at_start = 1;
if (battle_config.day_duration < 0) // added by [Yor]
battle_config.day_duration = 0;
if (battle_config.night_duration < 0) // added by [Yor]
battle_config.night_duration = 0;
if (battle_config.hack_info_GM_level < 0) // added by [Yor]
battle_config.hack_info_GM_level = 0;
else if (battle_config.hack_info_GM_level > 100)
battle_config.hack_info_GM_level = 100;
if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
battle_config.any_warp_GM_min_level = 0;
else if (battle_config.any_warp_GM_min_level > 100)
battle_config.any_warp_GM_min_level = 100;
if (battle_config.chat_spam_ban < 0)
battle_config.chat_spam_ban = 0;
else if (battle_config.chat_spam_ban > 32767)
battle_config.chat_spam_ban = 32767;
if (battle_config.chat_spam_flood < 0)
battle_config.chat_spam_flood = 0;
else if (battle_config.chat_spam_flood > 32767)
battle_config.chat_spam_flood = 32767;
if (battle_config.chat_spam_warn < 0)
battle_config.chat_spam_warn = 0;
else if (battle_config.chat_spam_warn > 32767)
battle_config.chat_spam_warn = 32767;
if (battle_config.chat_spam_threshold < 0)
battle_config.chat_spam_threshold = 0;
else if (battle_config.chat_spam_threshold > 32767)
battle_config.chat_spam_threshold = 32767;
if (battle_config.chat_maxline < 1)
battle_config.chat_maxline = 1;
else if (battle_config.chat_maxline > 512)
battle_config.chat_maxline = 512;
if (battle_config.packet_spam_threshold < 0)
battle_config.packet_spam_threshold = 0;
else if (battle_config.packet_spam_threshold > 32767)
battle_config.packet_spam_threshold = 32767;
if (battle_config.packet_spam_flood < 0)
battle_config.packet_spam_flood = 0;
else if (battle_config.packet_spam_flood > 32767)
battle_config.packet_spam_flood = 32767;
if (battle_config.packet_spam_kick < 0)
battle_config.packet_spam_kick = 0;
else if (battle_config.packet_spam_kick > 1)
battle_config.packet_spam_kick = 1;
if (battle_config.mask_ip_gms < 0)
battle_config.mask_ip_gms = 0;
else if (battle_config.mask_ip_gms > 1)
battle_config.mask_ip_gms = 1;
// at least 1 client must be accepted
if ((battle_config.packet_ver_flag & 63) == 0) // added by [Yor]
battle_config.packet_ver_flag = 63; // accept all clients
}
return 0;
}