Fixes PK damage calculation
* Convert a few more PK damage checks that got missed from a merge conflict.
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@ -1514,7 +1514,7 @@ static int64 battle_calc_zone_damage_rate(block_list &bl, int64 damage, int flag
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damage = damage * mapdata->getMapFlag(MF_LONG_DAMAGE_RATE) / 100;
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}
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return damage;
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return i64max(damage, 1);
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}
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/**
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@ -1574,8 +1574,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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#endif
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case SP_SOULEXPLOSION:
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// Adjust these based on any possible PK damage rates.
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if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
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damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
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if (battle_config.pk_mode > 0 && src->type == BL_PC && bl->type == BL_PC && damage > 0 && map_getmapflag(bl->m, MF_PVP))
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damage = battle_calc_zone_damage_rate(*bl, damage, flag);
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return damage; //These skills bypass everything else.
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}
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@ -1584,8 +1584,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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// So can defense sphere's but what the heck is that??? [Rytech]
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if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
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// Adjust this based on any possible PK damage rates.
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if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
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damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
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if (battle_config.pk_mode > 0 && src->type == BL_PC && bl->type == BL_PC && damage > 0 && map_getmapflag(bl->m, MF_PVP))
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damage = battle_calc_zone_damage_rate(*bl, damage, flag);
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return damage;
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}
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@ -1944,8 +1944,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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} //End of caster SC_ check
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//PK damage rates
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if (battle_config.pk_mode > 0 && src->type == BL_PC && bl->type == BL_PC && damage > 0 && map_getmapflag(bl->m, MF_PVP) > 0)
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damage = i64max(battle_calc_zone_damage_rate(*bl, damage, flag), 1);
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if (battle_config.pk_mode > 0 && src->type == BL_PC && bl->type == BL_PC && damage > 0 && map_getmapflag(bl->m, MF_PVP))
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damage = battle_calc_zone_damage_rate(*bl, damage, flag);
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if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
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if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
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@ -2098,41 +2098,6 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64
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return i64max(battle_calc_zone_damage_rate(*bl, damage, flag), 1);
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}
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/**
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* Calculates PK related damage adjustments (between players only).
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* @param src: Source object
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* @param bl: Target object
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* @param damage: Damage being done
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* @param skill_id: Skill used
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* @param flag: Battle flag type
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* @return Modified damage
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*/
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int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
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if (damage == 0) // No reductions to make.
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return 0;
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if (battle_config.pk_mode == 0) // PK mode is disabled.
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return damage;
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if (src.type == BL_PC && bl.type == BL_PC) {
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if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
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if (flag & BF_WEAPON)
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damage = damage * battle_config.pk_weapon_damage_rate / 100;
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if (flag & BF_MAGIC)
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damage = damage * battle_config.pk_magic_damage_rate / 100;
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if (flag & BF_MISC)
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damage = damage * battle_config.pk_misc_damage_rate / 100;
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} else { //Normal attacks get reductions based on range.
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if (flag & BF_SHORT)
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damage = damage * battle_config.pk_short_damage_rate / 100;
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if (flag & BF_LONG)
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damage = damage * battle_config.pk_long_damage_rate / 100;
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}
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}
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return i64max(damage, 1);
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}
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/**
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* HP/SP drain calculation
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* @param damage Damage inflicted to the enemy
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@ -8913,8 +8878,8 @@ int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src,
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rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
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else if (mapdata->getMapFlag(MF_BATTLEGROUND))
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rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
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else if (mapdata->getMapFlag(MF_PVP))
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rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
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else if (battle_config.pk_mode > 0 && src->type == BL_PC && tbl->type == BL_PC && damage > 0 && mapdata->getMapFlag(MF_PVP))
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rdamage = battle_calc_zone_damage_rate(*tbl, damage, flag);
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// Skill damage adjustment
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int skill_damage = battle_skill_damage(src, tbl, skill_id);
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@ -102,7 +102,6 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
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int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv);
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int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag);
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int64 battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag);
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int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag);
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void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool spdamage);
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int battle_delay_damage (t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool spdamage);
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