// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "battle.hpp" #include #include #include "../common/cbasetypes.hpp" #include "../common/ers.hpp" #include "../common/malloc.hpp" #include "../common/nullpo.hpp" #include "../common/random.hpp" #include "../common/showmsg.hpp" #include "../common/socket.hpp" #include "../common/strlib.hpp" #include "../common/timer.hpp" #include "../common/utils.hpp" #include "atcommand.hpp" #include "battleground.hpp" #include "chrif.hpp" #include "clif.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "log.hpp" #include "map.hpp" #include "mercenary.hpp" #include "mob.hpp" #include "party.hpp" #include "path.hpp" #include "pc.hpp" #include "pc_groups.hpp" #include "pet.hpp" int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX]; struct Battle_Config battle_config; static struct eri *delay_damage_ers; //For battle delay damage structures. /** * Returns the current/list skill used by the bl * @param bl * @return skill_id */ uint16 battle_getcurrentskill(struct block_list *bl) { struct unit_data *ud; if( bl->type == BL_SKILL ) { struct skill_unit *su = (struct skill_unit*)bl; return (su && su->group?su->group->skill_id:0); } ud = unit_bl2ud(bl); return (ud?ud->skill_id:0); } /** * Get random targeting enemy * @param bl * @param ap * @return Found target (1) or not found (0) */ static int battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct unit_data *ud; int target_id; int *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target_id = va_arg(ap, int); if (bl->id == target_id) return 0; if (*c >= 24) return 0; if ( !(ud = unit_bl2ud(bl)) ) return 0; if (ud->target == target_id || ud->skilltarget == target_id) { bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of targets * @param target * @return Target list */ struct block_list* battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); memset(bl_list, 0, sizeof(bl_list)); map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } /** * Returns the ID of the current targeted character of the passed bl * @param bl * @return Target Unit ID * @author [Skotlex] */ int battle_gettarget(struct block_list* bl) { switch (bl->type) { case BL_PC: return ((struct map_session_data*)bl)->ud.target; case BL_MOB: return ((struct mob_data*)bl)->target_id; case BL_PET: return ((struct pet_data*)bl)->target_id; case BL_HOM: return ((struct homun_data*)bl)->ud.target; case BL_MER: return ((struct mercenary_data*)bl)->ud.target; case BL_ELEM: return ((struct elemental_data*)bl)->ud.target; } return 0; } /** * Get random enemy * @param bl * @param ap * @return Found target (1) or not found (0) */ static int battle_getenemy_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct block_list *target; int *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target = va_arg(ap, struct block_list *); if (bl->id == target->id) return 0; if (*c >= 24) return 0; if (status_isdead(bl)) return 0; if (battle_check_target(target, bl, BCT_ENEMY) > 0) { bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of enemies within given range * @param target * @param type * @param range * @return Target list * @author [Skotlex] */ struct block_list* battle_getenemy(struct block_list *target, int type, int range) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } /** * Get random enemy within area * @param bl * @param ap * @return Found target (1) or not found (0) */ static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list, *src; int *c, ignore_id; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); src = va_arg(ap, struct block_list *); ignore_id = va_arg(ap, int); if( bl->id == src->id || bl->id == ignore_id ) return 0; // Ignores Caster and a possible pre-target if( *c >= 23 ) return 0; if( status_isdead(bl) ) return 0; if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!... bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of enemies within an area * @param src * @param x * @param y * @param range * @param type * @param ignore_id * @return Target list */ struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); if( c == 0 ) return NULL; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } /*========================================== [Playtester] * Deals damage without delay, applies additional effects and triggers monster events * This function is called from battle_delay_damage or battle_delay_damage_sub * @param src: Source of damage * @param target: Target of damage * @param damage: Damage to be dealt * @param delay: Damage delay * @param skill_lv: Level of skill used * @param skill_id: ID o skill used * @param dmg_lv: State of the attack (miss, etc.) * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC) * @param additional_effects: Whether additional effect should be applied * @param isspdamage: If the damage is done to SP * @param tick: Current tick *------------------------------------------*/ 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 isspdamage) { map_freeblock_lock(); if (isspdamage) status_fix_spdamage(src, target, damage, delay); else status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope] if (attack_type && !status_isdead(target) && additional_effects) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick); if (dmg_lv > ATK_BLOCK && attack_type) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick); // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) { // Monsters differentiate whether they have been attacked by a skill or a normal attack struct mob_data* md = BL_CAST(BL_MOB, target); md->norm_attacked_id = md->attacked_id; } map_freeblock_unlock(); } /// Damage Delayed Structure struct delay_damage { int src_id; int target_id; int64 damage; t_tick delay; unsigned short distance; uint16 skill_lv; uint16 skill_id; enum damage_lv dmg_lv; unsigned short attack_type; bool additional_effects; enum bl_type src_type; bool isspdamage; }; TIMER_FUNC(battle_delay_damage_sub){ struct delay_damage *dat = (struct delay_damage *)data; if ( dat ) { struct block_list* src = map_id2bl(dat->src_id); struct block_list* target = map_id2bl(dat->target_id); if (target && !status_isdead(target)) { if( src && target->m == src->m && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] { //Deal damage battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage); } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected map_freeblock_lock(); status_fix_damage(target, target, dat->damage, dat->delay); map_freeblock_unlock(); } } struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) { sd->state.hold_recalc = false; status_calc_pc(sd, SCO_FORCE); } } ers_free(delay_damage_ers, dat); return 0; } 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 isspdamage) { struct delay_damage *dat; struct status_change *sc; struct block_list *d_tbl = NULL; struct block_list *e_tbl = NULL; nullpo_ret(src); nullpo_ret(target); sc = status_get_sc(target); if (sc) { if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1) d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1); if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1) e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1); } if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ){ struct map_session_data* tsd = BL_CAST( BL_PC, target ); if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){ pc_setstand( tsd, true ); skill_sit( tsd, 0 ); } damage = 0; } if ( !battle_config.delay_battle_damage || amotion <= 1 ) { //Deal damage battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage); return 0; } dat = ers_alloc(delay_damage_ers, struct delay_damage); dat->src_id = src->id; dat->target_id = target->id; dat->skill_id = skill_id; dat->skill_lv = skill_lv; dat->attack_type = attack_type; dat->damage = damage; dat->dmg_lv = dmg_lv; dat->delay = ddelay; dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE); dat->additional_effects = additional_effects; dat->src_type = src->type; dat->isspdamage = isspdamage; if (src->type != BL_PC && amotion > 1000) amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] if( src->type == BL_PC ) ((TBL_PC*)src)->delayed_damage++; add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat); return 0; } /** * Get attribute ratio * @param atk_elem Attack element enum e_element * @param def_type Defense element enum e_element * @param def_lv Element level 1 ~ MAX_ELE_LEVEL */ int battle_attr_ratio(int atk_elem, int def_type, int def_lv) { if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) return 100; return attr_fix_table[def_lv-1][atk_elem][def_type]; } /** * Does attribute fix modifiers. * Added passing of the chars so that the status changes can affect it. [Skotlex] * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. * @param src * @param target * @param damage * @param atk_elem * @param def_type * @param def_lv * @return damage */ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv) { struct status_change *sc = NULL, *tsc = NULL; int ratio; if (src) sc = status_get_sc(src); if (target) tsc = status_get_sc(target); if (!CHK_ELEMENT(atk_elem)) atk_elem = rnd()%ELE_ALL; if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) { ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; if (sc && sc->count) { //increase dmg by src status switch(atk_elem){ case ELE_FIRE: if (sc->data[SC_VOLCANO]) #ifdef RENEWAL ratio += sc->data[SC_VOLCANO]->val3; #else damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100); #endif break; case ELE_WIND: if (sc->data[SC_VIOLENTGALE]) #ifdef RENEWAL ratio += sc->data[SC_VIOLENTGALE]->val3; #else damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100); #endif break; case ELE_WATER: if (sc->data[SC_DELUGE]) #ifdef RENEWAL ratio += sc->data[SC_DELUGE]->val3; #else damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100); #endif break; case ELE_GHOST: if (sc->data[SC_TELEKINESIS_INTENSE]) ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3; break; } } if( target && target->type == BL_SKILL ) { if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) { struct skill_unit *su = (struct skill_unit*)target; struct skill_unit_group *sg; struct block_list *src2; if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { int x,y; x = sg->val3 >> 16; y = sg->val3 & 0xffff; skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1); sg->val3 = -1; sg->limit = DIFF_TICK(gettick(),sg->tick)+300; } } } if (tsc && tsc->count) { //increase dmg by target status switch(atk_elem) { case ELE_FIRE: if (tsc->data[SC_SPIDERWEB]) { //Double damage #ifdef RENEWAL ratio += 100; #else damage *= 2; #endif //Remove a unit group or end whole status change status_change_end(target, SC_SPIDERWEB, INVALID_TIMER); } if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON) status_change_end(target, SC_THORNSTRAP, INVALID_TIMER); if (tsc->data[SC_CRYSTALIZE]) status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER); if (tsc->data[SC_EARTH_INSIGNIA]) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif break; case ELE_HOLY: if (tsc->data[SC_ORATIO]) #ifdef RENEWAL ratio += tsc->data[SC_ORATIO]->val1 * 2; #else damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100); #endif break; case ELE_POISON: if (tsc->data[SC_VENOMIMPRESS]) #ifdef RENEWAL ratio += tsc->data[SC_VENOMIMPRESS]->val2; #else damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100); #endif break; case ELE_WIND: if (tsc->data[SC_WATER_INSIGNIA]) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif if (tsc->data[SC_CRYSTALIZE]) { uint16 skill_id = battle_getcurrentskill(src); if (skill_get_type(skill_id)&BF_MAGIC) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif } break; case ELE_WATER: if (tsc->data[SC_FIRE_INSIGNIA]) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif break; case ELE_EARTH: if (tsc->data[SC_WIND_INSIGNIA]) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg break; case ELE_NEUTRAL: if (tsc->data[SC_ANTI_M_BLAST]) #ifdef RENEWAL ratio += tsc->data[SC_ANTI_M_BLAST]->val2; #else damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100); #endif break; } } if (battle_config.attr_recover == 0 && ratio < 0) ratio = 0; #ifdef RENEWAL //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0 damage = damage - (int64)((damage * (100 - ratio)) / 100); #else damage = (int64)((damage*ratio)/100); #endif //Damage can be negative, see battle_config.attr_recover return damage; } /** * Calculates card bonuses damage adjustments. * @param attack_type @see enum e_battle_flag * @param src Attacker * @param target Target * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD] * @param rh_ele Right-hand weapon element * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value) * @param damage Original damage * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value) * 3: Calculates attacker bonuses in both hands. * 2: Calculates attacker bonuses in right-hand only. * 0 or 1: Only calculates target bonuses. * @param flag Misc value of skill & damage flags * @return damage Damage diff between original damage and after calculation */ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){ struct map_session_data *sd, ///< Attacker session data if BL_PC *tsd; ///< Target session data if BL_PC short cardfix = 1000; int s_class, ///< Attacker class t_class; ///< Target class enum e_race2 s_race2, /// Attacker Race2 t_race2; ///< Target Race2 enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!) struct status_data *sstatus, ///< Attacker status data *tstatus; ///< Target status data int64 original_damage; if( !damage ) return 0; original_damage = damage; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); t_class = status_get_class(target); s_class = status_get_class(src); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); s_race2 = status_get_race2(src); t_race2 = status_get_race2(target); s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE; //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); } switch( attack_type ) { case BF_MAGIC: // Affected by attacker ATK bonuses if( sd && !nk[NK_IGNOREATKCARD] ) { cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] + sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100; cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100; } cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100; cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100; for (const auto &it : sd->add_mdmg) { if (it.id == t_class) { cardfix = cardfix * (100 + it.val) / 100; break; } } APPLY_CARDFIX(damage, cardfix); } // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { cardfix = 1000; // reset var for target if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL]; cardfix = cardfix * (100 - ele_fix) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_mdef) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } #ifndef RENEWAL //It was discovered that ranged defense also counts vs magic! [Skotlex] if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; #endif cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100; if( tsd->sc.data[SC_MDEF_RATE] ) cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_WEAPON: // Affected by attacker ATK bonuses if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) { short cardfix_ = 1000; if( sd->state.arrow_atk ) { // Ranged attack cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; } cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100; } else { // Melee attack int skill = 0; // Calculates each right & left hand weapon bonuses separatedly if( !battle_config.left_cardfix_to_right ) { // Right-handed weapon cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; } cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100; if( left&1 ) { // Left-handed weapon cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL]; for (const auto &it : sd->left_weapon.addele2) { if (it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100; } cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100; cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100; cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100; } } // Calculates right & left hand weapon as unity else { //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT? //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } for (const auto &it : sd->left_weapon.addele2) { if (it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; //} cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100; } if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica] cardfix = cardfix * (100 + (10 + 2 * skill)) / 100; } //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'? for (const auto &it : sd->right_weapon.add_dmg) { if (it.id == t_class) { cardfix = cardfix * (100 + it.val) / 100; break; } } if( left&1 ) { for (const auto &it : sd->left_weapon.add_dmg) { if (it.id == t_class) { cardfix_ = cardfix_ * (100 + it.val) / 100; break; } } } #ifndef RENEWAL if( flag&BF_LONG ) cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100; #endif if (left&1) { APPLY_CARDFIX(damage, cardfix_); } else { APPLY_CARDFIX(damage, cardfix); } } // Affected by target DEF bonuses else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 - ele_fix) / 100; if( left&1 && lh_ele != rh_ele ) { int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != lh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix = cardfix * (100 - ele_fix_lh) / 100; } cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_def) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; if( tsd->sc.data[SC_DEF_RATE] ) cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_MISC: // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL]; cardfix = cardfix * (100 - ele_fix) / 100; } cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100; cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100; cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100; if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; APPLY_CARDFIX(damage, cardfix); } break; } #undef APPLY_CARDFIX return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX); } /** * Absorb damage based on criteria * @param bl * @param d Damage **/ static void battle_absorb_damage(struct block_list *bl, struct Damage *d) { int64 dmg_ori = 0, dmg_new = 0; nullpo_retv(bl); nullpo_retv(d); if (!d->damage && !d->damage2) return; switch (bl->type) { case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, bl); if (!sd) return; if (sd->bonus.absorb_dmg_maxhp) { int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100; dmg_ori = dmg_new = d->damage + d->damage2; if (dmg_ori > hp) dmg_new = dmg_ori - hp; } } break; } if (dmg_ori == dmg_new) return; if (!d->damage2) d->damage = dmg_new; else if (!d->damage) d->damage2 = dmg_new; else { d->damage = dmg_new; d->damage2 = dmg_new * d->damage2 / dmg_ori / 100; if (d->damage2 < 1) d->damage2 = 1; d->damage = d->damage - d->damage2; } } /** * Check Safety Wall and Pneuma effect. * Maybe expand this to move checks the target's SC from battle_calc_damage? * @param src Attacker * @param target Target of attack * @param sc STatus Change * @param d Damage data * @param damage Damage received * @param skill_id * @param skill_lv * @return True:Damage inflicted, False:Missed **/ bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) { if (!sc) return true; if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) { struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2; if (group) { if (skill_id_val == MH_STEINWAND) { if (--group->val2 <= 0) skill_delunitgroup(group); d->dmg_lv = ATK_BLOCK; if( (group->val3 - damage) > 0 ) group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX); else skill_delunitgroup(group); return false; } //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula) d->dmg_lv = ATK_BLOCK; #ifdef RENEWAL if ( ( group->val2 - damage) > 0 ) { group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX); } else skill_delunitgroup(group); return false; #else if (--group->val2 <= 0) skill_delunitgroup(group); return false; #endif } status_change_end(target, SC_SAFETYWALL, INVALID_TIMER); } if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) { d->dmg_lv = ATK_MISS; return false; } if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) { d->dmg_lv = ATK_BLOCK; return false; } return true; } /** * Check damage through status. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status. * After this we apply bg/gvg reduction * @param src * @param bl * @param d * @param damage * @param skill_id * @param skill_lv * @return damage */ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = NULL; struct status_change *sc; struct status_change_entry *sce; int div_ = d->div_, flag = d->flag; nullpo_ret(bl); if( !damage ) return 0; if( battle_config.ksprotection && mob_ksprotected(src, bl) ) return 0; if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC && skill_get_casttype(skill_id) == CAST_GROUND ) return 0; if (bl->type == BL_PC) { sd=(struct map_session_data *)bl; //Special no damage states if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) damage -= damage * sd->special_state.no_weapon_damage / 100; if(flag&BF_MAGIC && sd->special_state.no_magic_damage) damage -= damage * sd->special_state.no_magic_damage / 100; if(flag&BF_MISC && sd->special_state.no_misc_damage) damage -= damage * sd->special_state.no_misc_damage / 100; if(!damage) return 0; } sc = status_get_sc(bl); //check target status if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; if (sc && sc->data[SC_MAXPAIN]) return 0; if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION) return damage; //These skills bypass everything else. if( sc && sc->count ) { // SC_* that reduce damage to 0. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect if( skill_id == MG_NAPALMBEAT || skill_id == MG_SOULSTRIKE || skill_id == WL_SOULEXPANSION || (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) || (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) ) { if( skill_id == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect } else { d->dmg_lv = ATK_BLOCK; return 0; } } if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) { d->dmg_lv = ATK_BLOCK; return 0; } if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv)) return 0; if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) { clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1); sc_start(src, bl, SC_WEAPONBLOCK_ON, 100, 0, skill_get_time2(GC_WEAPONBLOCKING, 1)); d->dmg_lv = ATK_BLOCK; return 0; } if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD) && rnd()%100 < sce->val2) { int delay; struct status_change_entry *sce_d = sc->data[SC_DEVOTION]; struct block_list *d_bl = NULL; // different delay depending on skill level [celest] if (sce->val1 <= 5) delay = 300; else if (sce->val1 > 5 && sce->val1 <= 9) delay = 200; else delay = 100; if (sd && pc_issit(sd)) pc_setstand(sd, true); if( sce_d && (d_bl = map_id2bl(sce_d->val1)) && ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) && check_distance_bl(bl,d_bl,sce_d->val3) ) { //If player is target of devotion, show guard effect on the devotion caster rather than the target clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1); unit_set_walkdelay(d_bl,gettick(),delay,1); d->dmg_lv = ATK_MISS; return 0; } else { clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); unit_set_walkdelay(bl,gettick(),delay,1); if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 ) skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE); d->dmg_lv = ATK_MISS; return 0; } } if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) { sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage d->dmg_lv = ATK_BLOCK; if( sce->val3 <= 0 ) { // Shield Down sce->val2--; if( sce->val2 >= 0 ) { clif_millenniumshield(bl,sce->val2); if( !sce->val2 ) status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down else sce->val3 = 1000; // Next shield } status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF); } return 0; } // attack blocked by Parrying if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) { clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); return 0; } if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) { if (sd && pc_issit(sd)) pc_setstand(sd, true); //Stand it to dodge. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1); sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } if(sc->data[SC_HERMODE] && flag&BF_MAGIC) return 0; if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) { clif_specialeffect(bl, EF_STORMKICK4, AREA); //Shouldn't end until Breaker's non-weapon part connects. #ifndef RENEWAL if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON)) #endif if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(bl, SC_KAUPE, INVALID_TIMER); return 0; } #ifdef RENEWAL // Flat +400% damage from melee if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) damage <<= 2; #endif if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) { clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it. return 0; } if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) { skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() ); if (!status_isdead(src)) skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() ); if (sce) { clif_specialeffect(bl, EF_STORMKICK4, AREA); skill_blown(src,bl,sce->val3,-1,BLOWN_NONE); } //Both need to be consumed if they are active. if (sce && --(sce->val2) <= 0) status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER); if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0) status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); return 0; } //Now damage increasing effects if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) { if (src->type != BL_MER || !skill_id) damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries #ifndef RENEWAL if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) ) #endif status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. } #ifdef RENEWAL if( sc->data[SC_RAID] ) { if (status_get_class_(bl) == CLASS_BOSS) damage += damage * 10 / 100; else damage += damage * 20 / 100; if (--sc->data[SC_RAID]->val1 == 0) status_change_end(bl, SC_RAID, INVALID_TIMER); } #endif if( damage ) { struct map_session_data *tsd = BL_CAST(BL_PC, src); if( sc->data[SC_DEEPSLEEP] ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); } if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) { switch(tsd->status.weapon) { case W_MACE: case W_2HMACE: case W_1HAXE: case W_2HAXE: damage += damage / 2; break; case W_MUSICAL: case W_WHIP: if(!tsd->state.arrow_atk) break; case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_DAGGER: case W_1HSWORD: case W_2HSWORD: damage -= damage / 2; break; } } if( sc->data[SC_VOICEOFSIREN] ) status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER); } // Damage reductions // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz] #ifndef RENEWAL if( sc->data[SC_ASSUMPTIO] ) { if( map_flag_vs(bl->m) ) damage = (int64)damage*2/3; //Receive 66% damage else damage >>= 1; //Receive 50% damage } #endif if (sc->data[SC_DEFENDER] && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE && #ifdef RENEWAL ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION || skill_id == GN_FIRE_EXPANSION_ACID)) #else (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) #endif damage -= damage * sc->data[SC_DEFENDER]->val2 / 100; if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= damage * 20 / 100; if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) { if(flag&BF_SKILL) //25% reduction damage -= damage * 25 / 100; else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage >>= 2; //75% reduction } if(sc->data[SC_ARMORCHANGE]) { //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage if(flag&BF_WEAPON) damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100; else if(flag&BF_MAGIC) damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100; } if(sc->data[SC_SMOKEPOWDER]) { if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) ) damage -= damage * 15 / 100; // 15% reduction to physical melee attacks else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) ) damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks } if (sc->data[SC_WATER_BARRIER]) damage = damage * 80 / 100; // 20% reduction to all type attacks if (sc->data[SC_SU_STOOP]) damage -= damage * 90 / 100; // Compressed code, fixed by map.hpp [Epoque] if (src->type == BL_MOB) { enum e_race2 race2 = status_get_race2(src); if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF])) damage -= damage * sce->val1 / 100; if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF])) damage -= damage * sce->val1 / 100; if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF]) return 0; if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN])) damage -= damage * sce->val1 / 100; if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1])) damage -= damage * sce->val2 / 100; if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2])) damage -= damage * sce->val2 / 100; if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3])) damage -= damage * sce->val2 / 100; if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4])) damage -= damage * sce->val2 / 100; } if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER sce->val3&flag && sce->val4&flag) damage -= damage * sc->data[SC_ARMOR]->val2 / 100; if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK || #ifdef RENEWAL ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif ) ) { struct status_data *status = status_get_status_data(bl); int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20% } if(sc->data[SC_GRANITIC_ARMOR]) damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100; if(sc->data[SC_PAIN_KILLER]) { damage -= sc->data[SC_PAIN_KILLER]->val3; damage = i64max(damage, 1); } if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT ) damage += damage * sc->data[SC_DARKCROW]->val2 / 100; if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ) skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0); if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) { if( src->type == BL_MOB ) //using explicit call instead break_equip for duration sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1)); else if (flag&(BF_WEAPON|BF_SHORT)) skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF); } if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) { if (flag&BF_WEAPON) damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100; if (flag&BF_MAGIC) damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100; } #ifdef RENEWAL // Renewal: steel body reduces all incoming damage to 1/10 [helvetica] if( sc->data[SC_STEELBODY] ) damage = damage > 10 ? damage / 10 : 1; #endif //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie] if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) { status_change_end(bl, SC_BITE, INVALID_TIMER); status_change_end(bl, SC_ANKLE, INVALID_TIMER); status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); } //Finally Kyrie because it may, or not, reduce damage to 0. if((sce = sc->data[SC_KYRIE]) && damage > 0){ sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){ if(sce->val2>=0) damage=0; else damage=-sce->val2; } if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT) status_change_end(bl, SC_KYRIE, INVALID_TIMER); } if ((sce = sc->data[SC_P_ALTER]) && damage > 0) { clif_specialeffect(bl, EF_GUARD, AREA); sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX); if (sce->val3 >= 0) damage = 0; else damage = -sce->val3; if (sce->val3 <= 0) status_change_end(bl, SC_P_ALTER, INVALID_TIMER); } if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) { sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX); if (sce->val2 >= 0) damage = 0; else damage = -sce->val2; if (sce->val2 <= 0) status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER); } if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value damage = 0; if (!damage) return 0; if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) { int dx[8] = { 0,-1,-1,-1,0,1,1,1 }; int dy[8] = { 1,1,0,-1,-1,-1,0,1 }; uint8 dir = map_calc_dir(bl, src->x, src->y); if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) { clif_blown(bl); unit_setdir(bl, dir); } d->dmg_lv = ATK_DEF; status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); return 0; } if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) { int spheres = 5; if( sc->data[SC_RAISINGDRAGON] ) spheres += sc->data[SC_RAISINGDRAGON]->val1; pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres); } if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) { TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance hom_addspiritball(hd, 10); } if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(bl, src, 1); // Deadly infect attacked side } //End of target SC_ check //SC effects from caster side. sc = status_get_sc(src); if (sc && sc->count) { if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) damage += damage * 75 / 100; if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3) status_heal(src, damage * sce->val4 / 100, 0, 3); if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4) damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100; // [Epoque] if (bl->type == BL_MOB) { if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) { enum e_race2 race2 = status_get_race2(bl); if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK])) damage += damage * sce->val1 / 100; if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK])) damage += damage * sce->val1 / 100; if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK]) damage <<= 1; if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1])) damage += damage * sce->val1 / 100; if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2])) damage += damage * sce->val1 / 100; if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3])) damage += damage * sce->val1 / 100; if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4])) damage += damage * sce->val1 / 100; } } /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) { skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29) status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER); } if( sc->data[SC_POISONINGWEAPON] && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??) sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1)); if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(src, bl, 0); if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) { TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance } } //End of caster SC_ check //PK damage rates if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) { if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.pk_weapon_damage_rate / 100; if (flag&BF_MAGIC) damage = damage * battle_config.pk_magic_damage_rate / 100; if (flag&BF_MISC) damage = damage * battle_config.pk_misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.pk_short_damage_rate / 100; if (flag & BF_LONG) damage = damage * battle_config.pk_long_damage_rate / 100; } damage = i64max(damage,1); } if(battle_config.skill_min_damage && damage > 0 && damage < div_) { if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) || (flag&BF_MAGIC && battle_config.skill_min_damage&2) || (flag&BF_MISC && battle_config.skill_min_damage&4) ) damage = div_; } if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,gettick(),flag); if (skill_id) mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16)); } if (sd && pc_ismadogear(sd)) { short element = skill_get_ele(skill_id, skill_lv); if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; else if( (sstatus = status_get_status_data(src)) ) { element = sstatus->rhw.ele; } } else if( element == ELE_ENDOWED ) //Use enchantment's element element = status_get_attack_sc_element(src,status_get_sc(src)); else if( element == ELE_RANDOM ) //Use random element element = rnd()%ELE_ALL; pc_overheat(sd, (element == ELE_FIRE ? 3 : 1)); } return damage; } /** * Calculates BG related damage adjustments. * @param src * @param bl * @param damage * @param skill_id * @param flag * @return damage * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag) { if( !damage ) return 0; if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION)) return damage; //skill that ignore bg map reduction if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex] if( flag&BF_WEAPON ) damage = damage * battle_config.bg_weapon_damage_rate / 100; if( flag&BF_MAGIC ) damage = damage * battle_config.bg_magic_damage_rate / 100; if( flag&BF_MISC ) damage = damage * battle_config.bg_misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if( flag&BF_SHORT ) damage = damage * battle_config.bg_short_damage_rate / 100; if( flag&BF_LONG ) damage = damage * battle_config.bg_long_damage_rate / 100; } damage = i64max(damage,1); //min 1 damage return damage; } /** * Determines whether target can be hit * @param src * @param bl * @param skill_id * @param flag * @return Can be hit (true) or can't be hit (false) */ bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); struct unit_data *ud = unit_bl2ud(bl); int class_ = status_get_class(bl); if (ud && ud->immune_attack) return false; if(md && md->guardian_data) { if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity. return false; if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){ struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src)); if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 )) return false; if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) return false; // [MouseJstr] } } return true; } /** * Calculates GVG related damage adjustments. * @param src * @param bl * @param damage * @param skill_id * @param flag * @return damage */ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag) { if (!damage) //No reductions to make. return 0; if (!battle_can_hit_gvg_target(src,bl,skill_id,flag)) return 0; if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction. return damage; if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.gvg_weapon_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; } else { //Normal attacks get reductions based on range. 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; } damage = i64max(damage,1); return damage; } /** * HP/SP drain calculation * @param damage Damage inflicted to the enemy * @param rate Success chance 1000 = 100% * @param per HP/SP drained * @return diff */ static int battle_calc_drain(int64 damage, int rate, int per) { int64 diff = 0; if (per && (rate > 1000 || rnd()%1000 < rate)) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return (int)cap_value(diff, INT_MIN, INT_MAX); } /** * Passive skill damage increases * @param sd * @param target * @param dmg * @param type * @return damage */ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) { int64 damage; struct status_data *status = status_get_status_data(target); int weapon, skill; #ifdef RENEWAL damage = 0; #else damage = dmg; #endif nullpo_ret(sd); if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && target->type == BL_MOB && //This bonus doesn't work against players. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) ) damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) ) damage += (skill * 5); if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) ) damage += (skill * 10); damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) { damage += (skill * 4); if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER) damage += sd->status.str; } #ifdef RENEWAL //Weapon Research bonus applies to all weapons if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) damage += (skill * 2); #endif if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case W_1HSWORD: #ifdef RENEWAL if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); #endif case W_DAGGER: if((skill = pc_checkskill(sd,SM_SWORD)) > 0) damage += (skill * 4); if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0) damage += skill * 10; break; case W_2HSWORD: if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) damage += (skill * 4); break; case W_1HSPEAR: case W_2HSPEAR: if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { if(!pc_isriding(sd) && !pc_isridingdragon(sd)) damage += (skill * 4); else damage += (skill * 5); // Increase damage by level of KN_SPEARMASTERY * 10 if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0) damage += (skill * 10); } break; case W_1HAXE: case W_2HAXE: if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 5); break; case W_MACE: case W_2HMACE: if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 4); break; case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); // No break, fallthrough to Knuckles case W_KNUCKLE: if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) damage += (skill * 3); break; case W_MUSICAL: if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill * 3); break; case W_WHIP: if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) damage += (skill * 3); break; case W_BOOK: if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) damage += (skill * 3); break; case W_KATAR: if((skill = pc_checkskill(sd,AS_KATAR)) > 0) damage += (skill * 3); break; } return damage; } /** Calculates overrefine damage bonus and weapon related bonuses (unofficial) * @param sd Player * @param damage Current damage * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon */ static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) { if (!sd) return; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands. if (lr_type == EQI_HAND_L) { if (sd->left_weapon.overrefine) (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1; if (sd->weapon_damage_rate[sd->weapontype2]) (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100; } else if (lr_type == EQI_HAND_R) { if (sd->right_weapon.overrefine) (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1; if (sd->weapon_damage_rate[sd->weapontype1]) (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100; } } #ifdef RENEWAL static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag) { if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100; return (int)cap_value(damage, INT_MIN, INT_MAX); } static int battle_calc_status_attack(struct status_data *status, short hand) { //left-hand penalty on sATK is always 50% [Baalberith] if (hand == EQI_HAND_L) return status->batk; else return 2 * status->batk; } /** * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player * @param src Block list of attacker * @param tstatus Target's status data * @param wa Weapon attack data * @param sd Player * @return Base weapon damage */ static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd) { struct status_data *status = status_get_status_data(src); uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk; uint16 atkmax = atkmin; int64 damage = atkmin; uint16 weapon_perfection = 0; struct status_change *sc = status_get_sc(src); if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) { int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100; atkmin = max(0, (int)(atkmin - variance)); atkmax = min(UINT16_MAX, (int)(atkmax + variance)); if (sc && sc->data[SC_MAXIMIZEPOWER]) damage = atkmax; else damage = rnd_value(atkmin, atkmax); } if (sc && sc->data[SC_WEAPONPERFECTION]) weapon_perfection = 1; battle_add_weapon_damage(sd, &damage, type); damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection); return (int)cap_value(damage, INT_MIN, INT_MAX); } #endif /*========================================== * Calculates the standard damage of a normal attack assuming it hits, * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] * This applies to pre-renewal and non-sd in renewal *------------------------------------------ * Pass damage2 as NULL to not calc it. * Flag values: * &1 : Critical hit * &2 : Arrow attack * &4 : Skill is Magic Crasher * &8 : Skip target size adjustment (Extremity Fist?) * &16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) * * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag) { unsigned int atkmin = 0, atkmax = 0; short type = 0; int64 damage = 0; struct map_session_data *sd = NULL; nullpo_retr(damage, src); sd = BL_CAST(BL_PC, src); if (!sd) { //Mobs/Pets if(flag&4) { atkmin = status->matk_min; atkmax = status->matk_max; } else { atkmin = wa->atk; atkmax = wa->atk2; } if (atkmin > atkmax) atkmin = atkmax; } else { //PCs atkmax = wa->atk; type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; if (!(flag&1) || (flag&2)) { //Normal attacks atkmin = status->dex; if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; if (atkmin > atkmax) atkmin = atkmax; if(flag&2 && !(flag&16)) { //Bows atkmin = atkmin*atkmax/100; if (atkmin > atkmax) atkmax = atkmin; } } } if (sc && sc->data[SC_MAXIMIZEPOWER]) atkmin = atkmax; //Weapon Damage calculation if (!(flag&1)) damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; else damage = atkmax; if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit if (flag&2 && sd->bonus.arrow_atk) damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); // Size fix only for players if (!(sd->special_state.no_sizefix || (flag&8))) damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100; } else if (src->type == BL_ELEM) { struct status_change *ele_sc = status_get_sc(src); int ele_class = status_get_class(src); if (ele_sc) { switch (ele_class) { case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M: case ELEMENTALID_AGNI_L: if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M: case ELEMENTALID_AQUA_L: if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M: case ELEMENTALID_VENTUS_L: if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M: case ELEMENTALID_TERA_L: if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1) damage += damage * 20 / 100; break; } } } //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; if (sd) battle_add_weapon_damage(sd, &damage, type); #ifdef RENEWAL if (flag&1) damage = (damage * 14) / 10; #endif return damage; } /*========================================== * Consumes ammo for the given skill. *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ void battle_consume_ammo(struct map_session_data*sd, int skill, int lv) { int qty = 1; if (!battle_config.arrow_decrement) return; if (skill) { qty = skill_get_ammo_qty(skill, lv); if (!qty) qty = 1; } if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); sd->state.arrow_atk = 0; } static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { // [Akinari] , [Xynvaroth]: Traps are always short range. if (skill_get_inf2(skill_id, INF2_ISTRAP)) return BF_SHORT; // When monsters use Arrow Shower or Bomb, it is always short range if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION)) return BF_SHORT; //Skill Range Criteria if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 3)) return BF_SHORT; return BF_LONG; } //based on used skill's range if (skill_get_range2(src, skill_id, skill_lv, true) < 4) return BF_SHORT; return BF_LONG; } static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { if (sd->skillblown.empty()) return 0; //Apply the bonus blewcount. [Skotlex] for (const auto &it : sd->skillblown) { if (it.id == skill_id) return it.val; } return 0; } static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){ switch( bl->type ){ case BL_PC: return SKILLDMG_PC; case BL_MOB: if( status_get_class_(bl) == CLASS_BOSS ){ return SKILLDMG_BOSS; }else{ return SKILLDMG_MOB; } default: return SKILLDMG_OTHER; } } /** * Gets skill damage rate from a skill (based on skill_damage_db.txt) * @param src * @param target * @param skill_id * @return Skill damage rate */ static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) { int16 m = src->m; std::shared_ptr skill = skill_db.find(skill_id); struct s_skill_damage *damage = NULL; if (!skill || !skill->damage.map) return 0; damage = &skill->damage; //check the adjustment works for specified type if (!(damage->caster&src->type)) return 0; struct map_data *mapdata = map_getmapdata(m); if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) || (damage->map&2 && mapdata->flag[MF_PVP]) || (damage->map&4 && mapdata_flag_gvg2(mapdata)) || (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) || (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) || (damage->map&(mapdata->zone) && mapdata->flag[MF_RESTRICTED])) { return damage->rate[battle_skill_damage_type(target)]; } return 0; } /** * Gets skill damage rate from a skill (based on 'skill_damage' mapflag) * @param src * @param target * @param skill_id * @return Skill damage rate */ static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) { int rate = 0; struct map_data *mapdata = map_getmapdata(src->m); if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE]) return 0; // Damage rate for all skills at this map if (mapdata->damage_adjust.caster&src->type) rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)]; if (mapdata->skill_damage.empty()) return rate; // Damage rate for specified skill at this map if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) { rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)]; } return rate; } /** * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill * @param src * @param target * @param skill_id * @return Total damage rate */ static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) { nullpo_ret(src); if (!target || !skill_id) return 0; skill_id = skill_dummy2skill_id(skill_id); return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id); } /** * Calculates Minstrel/Wanderer bonus for Chorus skills. * @param sd: Player who has Chorus skill active * @return Bonus value based on party count */ int battle_calc_chorusbonus(struct map_session_data *sd) { int members = 0; if (!sd || !sd->status.party_id) return 0; members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER); if (members < 3) return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party. if (members > 7) return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible. } struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); /*======================================================= * Should infinite defense be applied on target? (plant) *------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica * flag - see e_battle_flag */ bool is_infinite_defense(struct block_list *target, int flag) { struct status_data *tstatus = status_get_status_data(target); if(target->type == BL_SKILL) { TBL_SKILL *su = ((TBL_SKILL*)target); if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD)) return true; } if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) return true; if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) ) return true; if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) return true; if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) ) return true; return false; } /*======================== * Is attack arrow based? *------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_skill_using_arrow(struct block_list *src, int skill_id) { if(src != NULL) { struct status_data *sstatus = status_get_status_data(src); struct map_session_data *sd = BL_CAST(BL_PC, src); return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT)); } else return false; } /*========================================= * Is attack right handed? By default yes. *----------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_right_handed(struct block_list *src, int skill_id) { if(src != NULL) { struct map_session_data *sd = BL_CAST(BL_PC, src); //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) return false; } return true; } /*======================================= * Is attack left handed? By default no. *--------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_left_handed(struct block_list *src, int skill_id) { if(src != NULL) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if(!skill_id) { struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd) { if (sd->weapontype1 == 0 && sd->weapontype2 > 0) return true; if (sd->status.weapon == W_KATAR) return true; } struct status_data *sstatus = status_get_status_data(src); if (sstatus->lhw.atk) return true; } } return false; } /*============================= * Do we score a critical hit? *----------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call) { if (!first_call) return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL); #ifdef RENEWAL if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills return true; #endif if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) ) return false; struct status_data *sstatus = status_get_status_data(src); if( sstatus->cri ) { struct map_session_data *sd = BL_CAST(BL_PC, src); if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action return false; if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack return false; } struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct map_session_data *tsd = BL_CAST(BL_PC, target); short cri = sstatus->cri; if (sd) { cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL]; if(!skill_id && is_skill_using_arrow(src, skill_id)) { cri += sd->bonus.arrow_cri; cri += sd->bonus.critical_rangeatk; } } if(sc && sc->data[SC_CAMOUFLAGE]) cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K) //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2); if( tsc && tsc->data[SC_SLEEP] ) cri <<= 1; switch(skill_id) { case 0: if(sc && !sc->data[SC_AUTOCOUNTER]) break; clif_specialeffect(src, EF_AUTOCOUNTER, AREA); status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER); case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) return true; else cri <<= 1; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: cri += 200; break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; } if(tsd && tsd->bonus.critical_def) cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; return (rnd()%1000 < cri); } return false; } /*========================================================== * Is the attack piercing? (Investigate/Ice Pick in pre-re) *---------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position) { if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL) return 2; if(src != NULL) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_data *tstatus = status_get_status_data(target); #ifdef RENEWAL if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica] #else if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) ) #endif { //Elemental/Racial adjustments if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<right_weapon.def_ratio_atk_race & (1<race) || sd->right_weapon.def_ratio_atk_race & (1<right_weapon.def_ratio_atk_class & (1<class_) || sd->right_weapon.def_ratio_atk_class & (1<left_weapon.def_ratio_atk_ele & (1<def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<left_weapon.def_ratio_atk_race & (1<race) || sd->left_weapon.def_ratio_atk_race & (1<left_weapon.def_ratio_atk_class & (1<class_) || sd->left_weapon.def_ratio_atk_class & (1< battle_skill_get_damage_properties(uint16 skill_id, int is_splash) { if (skill_id == 0) { if (is_splash) { std::bitset tmp_nk; tmp_nk.set(NK_IGNOREATKCARD); tmp_nk.set(NK_IGNOREFLEE); return tmp_nk; } else return 0; } else return skill_db.find(skill_id)->nk; } /*============================= * Checks if attack is hitting *----------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct map_session_data *sd = BL_CAST(BL_PC, src); std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); short flee, hitrate; if (!first_call) return (wd->dmg_lv != ATK_FLEE); if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) return true; else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) return true; else if (sc && sc->data[SC_FUSION]) return true; else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag) return true; else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER ) return true; else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) return true; else if (nk[NK_IGNOREFLEE]) return true; if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG ) return false; flee = tstatus->flee; #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100; else //assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate += sstatus->hit - flee; //Fogwall's hit penalty is only for normal ranged attacks. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL]) hitrate -= 50; if(sd && is_skill_using_arrow(src, skill_id)) hitrate += sd->bonus.arrow_hit; #ifdef RENEWAL if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc_checkskill(sd,AC_VULTURE); #endif if(skill_id) { switch(skill_id) { //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: case MS_BASH: hitrate += hitrate * 5 * skill_lv / 100; break; case MS_MAGNUM: case SM_MAGNUM: hitrate += hitrate * 10 * skill_lv / 100; break; case KN_AUTOCOUNTER: case PA_SHIELDCHAIN: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLEEDING: hitrate += hitrate * 20 / 100; break; case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: hitrate *= 2; break; case KN_PIERCE: case ML_PIERCE: hitrate += hitrate * 5 * skill_lv / 100; break; case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0) hitrate += hitrate * 50 / 100; break; case RK_SONICWAVE: hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus break; case MC_CARTREVOLUTION: case GN_CART_TORNADO: case GN_CARTCANNON: if (sd && pc_checkskill(sd, GN_REMODELING_CART)) hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4; break; case LG_BANISHINGPOINT: hitrate += 3 * skill_lv; break; case GC_VENOMPRESSURE: hitrate += 10 + 4 * skill_lv; break; case SC_FATALMENACE: if (skill_lv < 6) hitrate -= 35 - 5 * skill_lv; else if (skill_lv > 6) hitrate += 5 * skill_lv - 30; break; case RL_SLUGSHOT: { int8 dist = distance_bl(src, target); if (dist > 3) { // Reduce n hitrate for each cell after initial 3 cells. Different each level // -10:-9:-8:-7:-6 dist -= 3; hitrate -= ((11 - skill_lv) * dist); } } break; } } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica] hitrate += pc_checkskill(sd,TF_DOUBLE); if (sd) { int skill = 0; // Weaponry Research hidden bonus if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate * ( 2 * skill ) / 100; if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 ) hitrate += 3 * skill; } if (sc) { if (sc->data[SC_MTF_ASPD]) hitrate += sc->data[SC_MTF_ASPD]->val2; if (sc->data[SC_MTF_ASPD2]) hitrate += sc->data[SC_MTF_ASPD2]->val2; } hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); return (rnd()%100 < hitrate); } /*========================================== * If attack ignores def. *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position) { struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct map_session_data *sd = BL_CAST(BL_PC, src); std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); #ifndef RENEWAL if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) return true; else #endif if (sc && sc->data[SC_FUSION]) return true; #ifdef RENEWAL else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica] #else else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) #endif { //Ignore Defense? if (sd && (sd->right_weapon.ignore_def_ele & (1<def_ele) || sd->right_weapon.ignore_def_ele & (1<right_weapon.ignore_def_race & (1<race) || sd->right_weapon.ignore_def_race & (1<right_weapon.ignore_def_class & (1<class_) || sd->right_weapon.ignore_def_class & (1<left_weapon.ignore_def_ele & (1<def_ele) || sd->left_weapon.ignore_def_ele & (1<left_weapon.ignore_def_race & (1<race) || sd->left_weapon.ignore_def_race & (1<left_weapon.ignore_def_class & (1<class_) || sd->left_weapon.ignore_def_class & (1<bonus.arrow_atk : 0); return eatk + status->eatk; } return 0; // shouldn't happen but just in case } #endif /*======================================== * Returns the element type of attack *---------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); int element = skill_get_ele(skill_id, skill_lv); //Take weapon's element if( !skill_id || element == ELE_WEAPON ) { if (weapon_position == EQI_HAND_R) element = sstatus->rhw.ele; else element = sstatus->lhw.ele; if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R) element = sd->bonus.arrow_ele; if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM) element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon // on official endows override all other elements [helvetica] if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows element = sc->data[SC_ENCHANTARMS]->val1; } else if( element == ELE_ENDOWED ) //Use enchantment's element element = status_get_attack_sc_element(src,sc); else if( element == ELE_RANDOM ) //Use random element element = rnd()%ELE_ALL; switch( skill_id ) { case GS_GROUNDDRIFT: element = wd->miscflag; //element comes in flag. break; case LK_SPIRALPIERCE: if (!sd) element = ELE_NEUTRAL; //forced neutral for monsters break; case LG_HESPERUSLIT: if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4) element = ELE_HOLY; break; case RL_H_MINE: if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER element = ELE_FIRE; break; } if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) element = ELE_HOLY; // calc_flag means the element should be calculated for damage only if (calc_for_damage_only) return element; #ifdef RENEWAL if (skill_id == CR_SHIELDBOOMERANG) element = ELE_NEUTRAL; #endif return element; } /*======================================== * Do element damage modifier calculation *---------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int element = skill_get_ele(skill_id, skill_lv); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true); std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); //Elemental attribute fix if(!nk[NK_IGNOREELEMENT]) { //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements //However the "non elemental" attacks still get reduced by "Neutral resistance" //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval] if(battle_config.attack_attr_none&src->type) if(((!skill_id && !right_element) || (skill_id && (element == ELE_WEAPON || !right_element))) && (wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON)) return; if(wd->damage > 0) { //Forced to its element wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv); switch( skill_id ) { case MC_CARTREVOLUTION: case SR_GATEOFHELL: case SR_TIGERCANNON: case KO_BAKURETSU: //case NC_MAGMA_ERUPTION: //Forced to neutral element wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; case GN_CARTCANNON: case KO_HAPPOKUNAI: //Forced to ammo's element wd->damage = battle_attr_fix(src, target, wd->damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; } } if (is_attack_left_handed(src, skill_id) && wd->damage2 > 0) wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element ,tstatus->def_ele, tstatus->ele_lv); if (sc && sc->data[SC_WATK_ELEMENT] && (wd->damage || wd->damage2)) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); if (is_attack_left_handed(src, skill_id)) { damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); } } } } #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0); #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0); #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; } #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0); #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0); //Adds an absolute value to damage. 100 = +100 damage #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0); #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0); #ifdef RENEWAL #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #else #define RE_ALLATK_ADD(wd, a) {;} #define RE_ALLATK_RATE(wd, a) {;} #define RE_ALLATK_ADDRATE(wd, a) {;} #endif /*================================== * Calculate weapon mastery damages *---------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); int t_class = status_get_class(target); if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST && skill_id != CR_GRANDCROSS) { //Add mastery damage uint16 skill; wd->damage = battle_addmastery(sd,target,wd->damage,0); #ifdef RENEWAL wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0); #endif if (is_attack_left_handed(src, skill_id)) { wd->damage2 = battle_addmastery(sd,target,wd->damage2,1); #ifdef RENEWAL wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1); #endif } #ifdef RENEWAL //General skill masteries if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica] ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv); if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0) ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4); if (skill_id != CR_SHIELDBOOMERANG) ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star); if (skill_id == MO_FINGEROFFENSIVE) { ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3); } else ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3); #endif if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula ATK_ADD(wd->damage, wd->damage2, 3 * skill); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill); #endif } switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: if (sd) { skill = pc_checkskill(sd, RA_TOOTHOFWUG); ATK_ADD(wd->damage, wd->damage2, 30 * skill); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill); #endif } break; } if (sc) { // Status change considered as masteries #ifdef RENEWAL if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2); #endif if(sc->data[SC_CAMOUFLAGE]) { ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3)); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3)); #endif } if(sc->data[SC_GN_CARTBOOST]) { ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1); #endif } if (sc->data[SC_P_ALTER]) { ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2); #endif } } } } #ifdef RENEWAL /*========================================= * Calculate the various Renewal ATK parts *----------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct map_session_data *sd = BL_CAST(BL_PC, src); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R); wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L); if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica] wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv); } else { // status atk is considered neutral on normal attacks [helvetica] wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd); wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd); wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv); wd->equipAtk += battle_calc_equip_attack(src, skill_id); wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd->equipAtk2 += battle_calc_equip_attack(src, skill_id); wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv); //Mastery ATK is a special kind of ATK that has no elemental properties //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); wd->damage = 0; wd->damage2 = 0; } #endif /*========================================================== * Calculate basic ATK that goes into the skill ATK formula *---------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct map_session_data *sd = BL_CAST(BL_PC, src); uint16 i; std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); switch (skill_id) { //Calc base damage according to skill case PA_SACRIFICE: wd->damage = sstatus->max_hp* 9/100; wd->damage2 = 0; #ifdef RENEWAL wd->weaponAtk = wd->damage; wd->weaponAtk2 = wd->damage2; #endif break; #ifdef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd->equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica] battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); wd->masteryAtk = 0; // weapon mastery is ignored for spiral } else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead } switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(wd->damage, wd->damage2, 125); RE_ALLATK_RATE(wd, 125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd->damage, wd->damage2, 75); RE_ALLATK_RATE(wd, 75); break; } #else case NJ_ISSEN: wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100; wd->damage2 = 0; break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only. } else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead } i = sstatus->str/10; i*=i; ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(wd->damage, wd->damage2, 125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd->damage, wd->damage2, 75); break; } #endif break; case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: wd->damage = sstatus->batk; if (sd) { short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) { ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10); #endif } } else ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2 break; case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: { int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv; if(status_get_lv(src) > 100) damagevalue = damagevalue * status_get_lv(src) / 150; if(sd) damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif wd->flag |= BF_LONG; } break; case NC_SELFDESTRUCTION: { int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit); if(status_get_lv(src) > 100) damagevalue = damagevalue * status_get_lv(src) / 100; damagevalue = damagevalue + sstatus->hp; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif } break; case KO_HAPPOKUNAI: if(sd) { short index = sd->equip_index[EQI_AMMO]; int damagevalue = 3 * ( #ifdef RENEWAL 2 * #endif sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ? sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif } else ATK_ADD(wd->damage, wd->damage2, 5000); break; case HFLI_SBR44: //[orn] if(src->type == BL_HOM) wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ; break; default: #ifdef RENEWAL if (sd) battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); else { i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)| (!skill_id && sc && sc->data[SC_CHANGE]?4:0); wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i); } #else i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)| (is_skill_using_arrow(src, skill_id)?2:0)| (skill_id == HW_MAGICCRASHER?4:0)| (!skill_id && sc && sc->data[SC_CHANGE]?4:0)| (skill_id == MO_EXTREMITYFIST?8:0)| (sc && sc->data[SC_WEAPONPERFECTION]?8:0); if (is_skill_using_arrow(src, skill_id) && sd) { switch(sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: i |= 16; // for ex. shuriken must not be influenced by DEX break; } } wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i); #endif if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets if(wd->miscflag > 0) { wd->damage /= wd->miscflag; #ifdef RENEWAL wd->statusAtk /= wd->miscflag; wd->weaponAtk /= wd->miscflag; wd->equipAtk /= wd->miscflag; wd->masteryAtk /= wd->miscflag; #endif } else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } //Add any bonuses that modify the base atk (pre-skills) if(sd) { int skill; if (sd->bonus.atk_rate) { ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate); RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate); } #ifndef RENEWAL if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica] ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate); } #endif if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) { if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish] ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i); RE_ALLATK_ADDRATE(wd, 2*skill*i); } } } break; } //End switch(skill_id) } //For quick div adjustment. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); } #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; } #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0); /*================================================= [Playtester] * Applies DAMAGE_DIV_FIX and checks for min damage * @param d: Damage struct to apply DAMAGE_DIV_FIX to * @param skill_id: ID of the skill that deals damage * @return Modified damage struct *------------------------------------------------*/ static void battle_apply_div_fix(struct Damage* d, uint16 skill_id) { if(d->damage) { DAMAGE_DIV_FIX(d->damage, d->div_); //Min damage if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag))) d->damage = d->div_; } else if (d->div_ < 0) { d->div_ *= -1; } } /*======================================= * Check for and calculate multi attacks *--------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *tstatus = status_get_status_data(target); if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica] short i; if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed { //Success chance is not added, the higher one is used [Skotlex] int max_rate = 0; if (sc && sc->data[SC_KAGEMUSYA]) max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE else max_rate = max(5 * skill_lv, sd->bonus.double_rate); if( rnd()%100 < max_rate ) { wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd->type = DMG_MULTI_HIT; } } else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN && rnd()%100 < 5*skill_lv ) //Success rate { wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv); wd->type = DMG_MULTI_HIT; sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1)); } else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1) { int chance = rnd()%100; switch(sc->data[SC_FEARBREEZE]->val1) { case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times. case 2: case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times. } wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd->div_-1; if (wd->div_ > 1) wd->type = DMG_MULTI_HIT; } } switch (skill_id) { case RA_AIMEDBOLT: wd->div_ = 2 + tstatus->size + rnd()%2; break; case SC_FATALMENACE: if (sd && sd->weapontype1 == W_DAGGER) wd->div_++; break; case SR_RIDEINLIGHTNING: wd->div_ = (sd ? max(1, sd->spiritball_old) : 1); break; case RL_QD_SHOT: wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0); break; case KO_JYUMONJIKIRI: if( tsc && tsc->data[SC_JYUMONJIKIRI] ) wd->div_ = wd->div_ * -1;// needs more info break; } } /*====================================================== * Calculate skill level ratios for weapon-based skills *------------------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int skillratio = 100; int i; //Skill damage modifiers that stack linearly if(sc && skill_id != PA_SACRIFICE) { if(sc->data[SC_OVERTHRUST]) skillratio += sc->data[SC_OVERTHRUST]->val3; if(sc->data[SC_MAXOVERTHRUST]) skillratio += sc->data[SC_MAXOVERTHRUST]->val2; if(sc->data[SC_BERSERK]) #ifndef RENEWAL skillratio += 100; #else skillratio += 200; if (sc && sc->data[SC_TRUESIGHT]) skillratio += 2 * sc->data[SC_TRUESIGHT]->val1; if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER)) skillratio += sc->data[SC_CONCENTRATION]->val2; #endif if (!skill_id || skill_id == KN_AUTOCOUNTER) { if (sc->data[SC_CRUSHSTRIKE]) { if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk + 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6); } status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER); skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); } else { if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps skillratio += 125; else skillratio += 250; } } } } switch(skill_id) { case SM_BASH: case MS_BASH: skillratio += 30 * skill_lv; break; case SM_MAGNUM: case MS_MAGNUM: if(wd->miscflag == 1) skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester] else skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester] break; case MC_MAMMONITE: skillratio += 50 * skill_lv; break; case HT_POWER: skillratio += -50 + 8 * sstatus->str; break; case AC_DOUBLE: case MA_DOUBLE: skillratio += 10 * (skill_lv - 1); break; case AC_SHOWER: case MA_SHOWER: #ifdef RENEWAL skillratio += 50 + 10 * skill_lv; #else skillratio += -25 + 5 * skill_lv; #endif break; case AC_CHARGEARROW: case MA_CHARGEARROW: skillratio += 50; break; #ifndef RENEWAL case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: skillratio += -50 + 10 * skill_lv; break; #endif case KN_PIERCE: case ML_PIERCE: skillratio += 10 * skill_lv; break; case MER_CRASH: skillratio += 10 * skill_lv; break; case KN_SPEARSTAB: skillratio += 20 * skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50 * skill_lv; break; case KN_BRANDISHSPEAR: case ML_BRANDISH: { int ratio = 100 + 20 * skill_lv; skillratio += -100 + ratio; if(skill_lv > 3 && wd->miscflag == 0) skillratio += ratio / 2; if(skill_lv > 6 && wd->miscflag == 0) skillratio += ratio / 4; if(skill_lv > 9 && wd->miscflag == 0) skillratio += ratio / 8; if(skill_lv > 6 && wd->miscflag == 1) skillratio += ratio / 2; if(skill_lv > 9 && wd->miscflag == 1) skillratio += ratio / 4; if(skill_lv > 9 && wd->miscflag == 2) skillratio += ratio / 2; break; } case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio += 40 * skill_lv; break; case AS_GRIMTOOTH: skillratio += 20 * skill_lv; break; case AS_POISONREACT: skillratio += 30 * skill_lv; break; case AS_SONICBLOW: skillratio += 300 + 40 * skill_lv; break; case TF_SPRINKLESAND: skillratio += 30; break; case MC_CARTREVOLUTION: skillratio += 50; if(sd && sd->cart_weight) skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight else if (!sd) skillratio += 100; //Max damage for non players. break; case NPC_PIERCINGATT: skillratio += -25; //75% base damage break; case NPC_COMBOATTACK: skillratio += 25 * skill_lv; break; case NPC_RANDOMATTACK: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLOODDRAIN: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: skillratio += 100 * (skill_lv - 1); break; case NPC_REVERBERATION_ATK: skillratio += 400 + 200 * skill_lv; break; case RG_BACKSTAP: if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200 + 40 * skill_lv) / 2; else skillratio += 200 + 40 * skill_lv; break; case RG_RAID: #ifdef RENEWAL if (status_get_class_(target) == CLASS_BOSS) skillratio += 10 * skill_lv; else skillratio += 20 * skill_lv; #else skillratio += 40 * skill_lv; #endif break; case RG_INTIMIDATE: skillratio += 30 * skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20 * skill_lv; break; case CR_SHIELDBOOMERANG: skillratio += 30 * skill_lv; break; case NPC_DARKCROSS: case CR_HOLYCROSS: #ifdef RENEWAL if(sd && sd->status.weapon == W_2HSPEAR) skillratio += 70 * skill_lv; else #endif skillratio += 35 * skill_lv; break; case AM_DEMONSTRATION: skillratio += 20 * skill_lv; break; case AM_ACIDTERROR: #ifdef RENEWAL skillratio += 200 + 80 * skill_lv; #else skillratio += 40 * skill_lv; #endif break; case MO_FINGEROFFENSIVE: skillratio += 50 * skill_lv; break; case MO_INVESTIGATE: skillratio += 75 * skill_lv; break; case MO_EXTREMITYFIST: skillratio += 100 * (7 + sstatus->sp / 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; case MO_TRIPLEATTACK: skillratio += 20 * skill_lv; break; case MO_CHAINCOMBO: skillratio += 50 + 50 * skill_lv; break; case MO_COMBOFINISH: skillratio += 140 + 60 * skill_lv; if (sc->data[SC_GT_ENERGYGAIN]) skillratio += skillratio * 50 / 100; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: skillratio += 25 + 25 * skill_lv; break; case CH_TIGERFIST: skillratio += -60 + 100 * skill_lv; if (sc->data[SC_GT_ENERGYGAIN]) skillratio += skillratio * 50 / 100; break; case CH_CHAINCRUSH: skillratio += 300 + 100 * skill_lv; if (sc->data[SC_GT_ENERGYGAIN]) skillratio += skillratio * 50 / 100; break; case CH_PALMSTRIKE: skillratio += 100 + 100 * skill_lv; break; case LK_HEADCRUSH: skillratio += 40 * skill_lv; break; case LK_JOINTBEAT: skillratio += 10 * skill_lv - 50; if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment. skillratio <<= 1; break; #ifdef RENEWAL // Renewal: skill ratio applies to entire damage [helvetica] case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: skillratio += 50 * skill_lv; break; #endif case ASC_METEORASSAULT: skillratio += -60 + 40 * skill_lv; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: skillratio += 100 + 50 * skill_lv; break; case CG_ARROWVULCAN: skillratio += 100 + 100 * skill_lv; break; case AS_SPLASHER: skillratio += 400 + 50 * skill_lv; if(sd) skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); break; #ifndef RENEWAL // Pre-Renewal: skill ratio for weapon part of damage [helvetica] case ASC_BREAKER: skillratio += -100 + 100 * skill_lv; break; #endif case PA_SACRIFICE: skillratio += -10 + 10 * skill_lv; break; case PA_SHIELDCHAIN: skillratio += 30 * skill_lv; break; case WS_CARTTERMINATION: i = 10 * (16 - skill_lv); if (i < 1) i = 1; //Preserve damage ratio when max cart weight is changed. if (sd && sd->cart_weight) skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100; else if (!sd) skillratio += 80000 / i - 100; break; case TK_DOWNKICK: case TK_STORMKICK: skillratio += 60 + 20 * skill_lv; break; case TK_TURNKICK: case TK_COUNTER: skillratio += 90 + 30 * skill_lv; break; case TK_JUMPKICK: //Different damage formulas depending on damage trigger if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel] else if (wd->miscflag) { skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel] if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel] skillratio *= 2; } else skillratio += -70 + 10 * skill_lv; break; case GS_TRIPLEACTION: skillratio += 50 * skill_lv; break; case GS_BULLSEYE: //Only works well against brute/demihumans non bosses. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) skillratio += 400; break; case GS_TRACKING: skillratio += 100 * (skill_lv + 1); break; case GS_PIERCINGSHOT: #ifdef RENEWAL if (sd && sd->weapontype1 == W_RIFLE) skillratio += 150 + 30 * skill_lv; else skillratio += 100 + 20 * skill_lv; #else skillratio += 20 * skill_lv; #endif break; case GS_RAPIDSHOWER: skillratio += 400 + 50 * skill_lv; break; case GS_DESPERADO: skillratio += 50 * (skill_lv - 1); if (sc && sc->data[SC_FALLEN_ANGEL]) skillratio *= 2; break; case GS_DUST: skillratio += 50 * skill_lv; break; case GS_FULLBUSTER: skillratio += 100 * (skill_lv + 2); break; case GS_SPREADATTACK: #ifdef RENEWAL skillratio += 30 * skill_lv; #else skillratio += 20 * (skill_lv - 1); #endif break; #ifdef RENEWAL case GS_GROUNDDRIFT: skillratio += 100 + 20 * skill_lv; break; #endif case NJ_HUUMA: #ifdef RENEWAL skillratio += -150 + 250 * skill_lv; #else skillratio += 50 + 150 * skill_lv; #endif break; case NJ_TATAMIGAESHI: skillratio += 10 * skill_lv; #ifdef RENEWAL skillratio *= 2; #endif break; case NJ_KASUMIKIRI: #ifdef RENEWAL skillratio += 20 * skill_lv; #else skillratio += 10 * skill_lv; #endif break; case NJ_KIRIKAGE: #ifdef RENEWAL skillratio += -50 + 150 * skill_lv; #else skillratio += 100 * (skill_lv - 1); #endif break; #ifdef RENEWAL case NJ_KUNAI: skillratio += -100 + 100 * skill_lv; break; #endif case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500% int k = (wd->miscflag-1)/3; if (k < 0) k = 0; else if (k > 4) k = 4; skillratio += 100 * k; } break; case HT_PHANTASMIC: skillratio += 50; break; case MO_BALKYOUNG: skillratio += 200; break; case HFLI_MOON: //[orn] skillratio += 10 + 110 * skill_lv; break; case HFLI_SBR44: //[orn] skillratio += 100 * (skill_lv - 1); break; case NPC_VAMPIRE_GIFT: skillratio += ((skill_lv - 1) % 5 + 1) * 100; break; case RK_SONICWAVE: skillratio += -100 + (skill_lv + 7) * 100; // ATK = {((Skill Level + 7) x 100) x (1 + [(Caster's Base Level - 100) / 200])} % skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100; break; case RK_HUNDREDSPEAR: skillratio += 500 + (80 * skill_lv); if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10; skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); } // (1 + [(Casters Base Level - 100) / 200]) skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100; break; case RK_WINDCUTTER: skillratio += -100 + (skill_lv + 2) * 50; RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] % // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] % // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] % i = distance_bl(src,target); if (i < 2) skillratio += -100 + 300 * skill_lv; else if (i < 4) skillratio += -100 + 250 * skill_lv; else skillratio += -100 + 200 * skill_lv; skillratio = skillratio * status_get_lv(src) / 100; // Elemental check, 1.5x damage if your weapon element is fire. if (sstatus->rhw.ele == ELE_FIRE) skillratio += 100 * skill_lv; break; case RK_STORMBLAST: skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] % break; case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] % skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5); RE_LVL_DMOD(150); // Base level bonus. break; case GC_CROSSIMPACT: skillratio += 900 + 100 * skill_lv; RE_LVL_DMOD(120); break; case GC_COUNTERSLASH: //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% skillratio += -100 + 300 + 150 * skill_lv; RE_LVL_DMOD(120); break; case GC_VENOMPRESSURE: skillratio += 900; break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_ROLLINGCUTTER: skillratio += -50 + 50 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += 300 + 80 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->data[SC_ROLLINGCUTTER]) skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src); break; case GC_DARKCROW: skillratio += 100 * (skill_lv - 1); break; case AB_DUPLELIGHT_MELEE: skillratio += 50 + 15 * skill_lv; break; case RA_ARROWSTORM: case NPC_ARROWSTORM: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 100 + 20 * skill_lv + 500; RE_LVL_DMOD(100); break; case RA_CLUSTERBOMB: skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH:// ATK 300% skillratio += 200; break; case RA_WUGSTRIKE: skillratio += -100 + 200 * skill_lv; break; case RA_WUGBITE: skillratio += 300 + 200 * skill_lv; if (skill_lv == 5) skillratio += 100; break; case RA_SENSITIVEKEEN: skillratio += 50 * skill_lv; break; case NC_BOOSTKNUCKLE: skillratio += 100 + 100 * skill_lv + status_get_dex(src); RE_LVL_DMOD(120); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + status_get_str(src); RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio += -100 + 70 * skill_lv + status_get_dex(src); RE_LVL_DMOD(120); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; RE_LVL_DMOD(150); break; case NC_ARMSCANNON: switch( tstatus->size ) { case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large } RE_LVL_DMOD(120); break; case NC_AXEBOOMERANG: skillratio += 150 + 50 * skill_lv; if (sd) { short index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech] } RE_LVL_DMOD(100); break; case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari] skillratio += -100 + status_get_str(src) + status_get_dex(src); RE_LVL_DMOD(100); skillratio += 300 + 100 * skill_lv; break; case NC_MAGMA_ERUPTION: // 'Slam' damage skillratio += 350 + 50 * skill_lv; break; case NC_AXETORNADO: skillratio += 100 + 100 * skill_lv + status_get_vit(src); RE_LVL_DMOD(100); if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area. skillratio = skillratio * 75 / 100; break; case SC_FATALMENACE: skillratio += 100 * skill_lv; RE_LVL_DMOD(100); break; case SC_TRIANGLESHOT: skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2; RE_LVL_DMOD(120); break; case SC_FEINTBOMB: skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1); RE_LVL_DMOD(120); break; case LG_CANNONSPEAR: skillratio += -100 + skill_lv * (50 + status_get_str(src)); RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0); RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: skillratio += -100 + 200 * skill_lv + sstatus->str; if (sd) { short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) skillratio += sd->inventory_data[index]->weight / 10; } RE_LVL_DMOD(100); break; case LG_PINPOINTATTACK: skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src); RE_LVL_DMOD(120); break; case LG_RAGEBURST: if (sd && sd->spiritball_old) skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100; else skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src)); RE_LVL_DMOD(100); break; case LG_SHIELDSPELL: if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % short index = sd->equip_index[EQI_HAND_L]; skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) skillratio += sd->inventory_data[index]->def * 10; } else skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos] break; case LG_MOONSLASHER: skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0); RE_LVL_DMOD(100); break; case LG_OVERBRAND: skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0); RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage skillratio += -100 + 200 * skill_lv + rnd()%90 + 10; break; case LG_EARTHDRIVE: if (sd) { short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10; } RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: if (sc) { if (sc->data[SC_INSPIRATION]) skillratio += 1100; if (sc->data[SC_BANDING]) { skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2; if (sc->data[SC_BANDING]->val2 > 5) skillratio = skillratio * 150 / 100; } RE_LVL_DMOD(100); } break; case SR_EARTHSHAKER: if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) { //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] % skillratio += -100 + 300 * skill_lv; RE_LVL_DMOD(100); skillratio += status_get_str(src) * 3; } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] % skillratio += -100 + 400 * skill_lv; RE_LVL_DMOD(100); skillratio += status_get_str(src) * 2; } break; case SR_DRAGONCOMBO: skillratio += 40 * skill_lv; RE_LVL_DMOD(100); break; case SR_FALLENEMPIRE: // ATK [(Skill Level x 250 + 100) x Caster Base Level / 150] % skillratio += -100 + 250 * skill_lv + 100; RE_LVL_DMOD(150); break; case SR_TIGERCANNON: { unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100, sp = sstatus->max_sp * (5 + skill_lv) / 100; if (wd->miscflag&8) // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] % skillratio += -100 + (hp + sp) / 2; else // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % skillratio += -100 + (hp + sp) / 4; RE_LVL_DMOD(100); } if (sc->data[SC_GT_REVITALIZE]) skillratio += skillratio * 30 / 100; break; case SR_SKYNETBLOW: //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] % skillratio += -100 + 80 * skill_lv + sstatus->agi; RE_LVL_DMOD(100); break; case SR_RAMPAGEBLASTER: if (tsc && tsc->data[SC_EARTHSHAKER]) { skillratio += 1400 + 550 * skill_lv; RE_LVL_DMOD(120); } else { skillratio += 900 + 350 * skill_lv; RE_LVL_DMOD(150); } if (sc->data[SC_GT_CHANGE]) skillratio += skillratio * 30 / 100; break; case SR_KNUCKLEARROW: if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5; if (tsd && tsd->weight) skillratio += 100 * tsd->weight / tsd->max_weight; RE_LVL_DMOD(150); } else { if (status_get_class_(target) == CLASS_BOSS) skillratio += 400 + 200 * skill_lv; else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); } if (sc->data[SC_GT_CHANGE]) skillratio += skillratio * 30 / 100; break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % skillratio += -100 + status_get_lv(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_GATEOFHELL: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) skillratio += -100 + 800 * skill_lv; else skillratio += -100 + 500 * skill_lv; RE_LVL_DMOD(100); if (sc->data[SC_GT_REVITALIZE]) skillratio += skillratio * 30 / 100; break; case SR_GENTLETOUCH_QUIET: skillratio += -100 + 100 * skill_lv + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_HOWLINGOFLION: skillratio += -100 + 300 * skill_lv; RE_LVL_DMOD(150); break; case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] % skillratio += -100 + 40 * skill_lv; if (sd && sd->status.weapon == W_KNUCKLE) skillratio += skillratio * 25 / 100; RE_LVL_DMOD(100); break; case WM_REVERBERATION_MELEE: // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100] skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1); RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] % skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5; if (wd->miscflag&4) // Whip/Instrument equipped skillratio += 100; // !TODO: What's the weapon bonus? RE_LVL_DMOD(100); break; case WM_GREAT_ECHO: skillratio += 300 + 200 * skill_lv; if (sd) { int chorusbonus = battle_calc_chorusbonus(sd); // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech] if (chorusbonus >= 1 && chorusbonus <= 5) skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600 } RE_LVL_DMOD(100); break; case GN_CART_TORNADO: { // ATK [( Skill Level x 100 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % skillratio += -100 + 100 * skill_lv; if(sd && sd->cart_weight) skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50; } break; case GN_CARTCANNON: // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40; break; case GN_SPORE_EXPLOSION: skillratio += -100 + 150 * skill_lv + 200 + status_get_int(src); RE_LVL_DMOD(100); break; case GN_WALLOFTHORN: skillratio += 10 * skill_lv; break; case GN_CRAZYWEED_ATK: skillratio += 400 + 100 * skill_lv; break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { case ITEMID_APPLE_BOMB: skillratio += 200 + status_get_str(src) + status_get_dex(src); break; case ITEMID_COCONUT_BOMB: case ITEMID_PINEAPPLE_BOMB: skillratio += 700 + status_get_str(src) + status_get_dex(src); break; case ITEMID_MELON_BOMB: skillratio += 400 + status_get_str(src) + status_get_dex(src); break; case ITEMID_BANANA_BOMB: skillratio += 777 + status_get_str(src) + status_get_dex(src); break; case ITEMID_BLACK_LUMP: skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3; break; case ITEMID_BLACK_HARD_LUMP: skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2; break; case ITEMID_VERY_HARD_LUMP: skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src); break; } RE_LVL_DMOD(100); } break; // Physical Elemantal Spirits Attack Skills case EL_CIRCLE_OF_FIRE: case EL_FIRE_BOMB_ATK: case EL_STONE_RAIN: skillratio += 200; break; case EL_FIRE_WAVE_ATK: skillratio += 500; break; case EL_TIDAL_WEAPON: skillratio += 1400; break; case EL_WIND_SLASH: skillratio += 100; break; case EL_HURRICANE: skillratio += 600; break; case EL_TYPOON_MIS: case EL_WATER_SCREW_ATK: skillratio += 900; break; case EL_STONE_HAMMER: skillratio += 400; break; case EL_ROCK_CRUSHER: skillratio += 700; break; case KO_JYUMONJIKIRI: skillratio += -100 + 150 * skill_lv; RE_LVL_DMOD(120); if(tsc && tsc->data[SC_JYUMONJIKIRI]) skillratio += skill_lv * status_get_lv(src); break; case KO_HUUMARANKA: skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0); break; case KO_SETSUDAN: skillratio += 100 * (skill_lv - 1); RE_LVL_DMOD(100); if(tsc && tsc->data[SC_SPIRIT]) skillratio += 200 * tsc->data[SC_SPIRIT]->val1; break; case KO_BAKURETSU: skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10; RE_LVL_DMOD(120); skillratio += 10 * (sd ? sd->status.job_level : 1); break; case KO_MAKIBISHI: skillratio += -100 + 20 * skill_lv; break; case MH_NEEDLE_OF_PARALYZE: skillratio += 600 + 100 * skill_lv; break; case MH_STAHL_HORN: skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150; break; case MH_LAVA_SLIDE: skillratio += -100 + 70 * skill_lv; break; case MH_SONIC_CRAW: skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150; break; case MH_SILVERVEIN_RUSH: skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100; break; case MH_MIDNIGHT_FRENZY: skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150; break; case MH_TINDER_BREAKER: skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120; break; case MH_CBC: skillratio += 300 * skill_lv + 4 * status_get_lv(src); break; case MH_MAGMA_FLOW: skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120; break; case RL_MASS_SPIRAL: skillratio += -100 + 200 * skill_lv; break; case RL_FIREDANCE: skillratio += -100 + 200 * skill_lv; skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 50 : 0); break; case RL_BANISHING_BUSTER: skillratio += -100 + 2000 + 300 * skill_lv; break; case RL_S_STORM: skillratio += -100 + 1700 + 200 * skill_lv; break; case RL_SLUGSHOT: if (target->type == BL_PC) skillratio += -100 + 1200 * skill_lv; else skillratio += -100 + 2000 * skill_lv; skillratio *= 2 + tstatus->size; break; case RL_D_TAIL: skillratio += -100 + 4000 + 1000 * skill_lv; break; case RL_R_TRIP: skillratio += -100 + 1000 + 300 * skill_lv; break; case RL_R_TRIP_PLUSATK: skillratio += -100 + 300 + 300 * skill_lv; break; case RL_H_MINE: if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv skillratio += -100 + 500 + 300 * skill_lv; else // 200 + 200 * SkillLv skillratio += -100 + 200 + 200 * skill_lv; break; case RL_HAMMER_OF_GOD: skillratio += -100 + 2800 + 1400 * skill_lv; if (sd) { if (tsc && tsc->data[SC_C_MARKER]) skillratio += 100 * sd->spiritball_old; else if (sd->spiritball_old) skillratio += 10 * sd->spiritball_old; } break; case RL_FIRE_RAIN: case RL_AM_BLAST: skillratio += -100 + 3500 + 300 * skill_lv; break; case SU_BITE: skillratio += 100; break; case SU_SCRATCH: skillratio += -50 + 50 * skill_lv; break; case SU_SCAROFTAROU: skillratio += -100 + 100 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SU_PICKYPECK: case SU_PICKYPECK_DOUBLE_ATK: skillratio += 100 + 100 * skill_lv; if (status_get_hp(target) < status_get_max_hp(target) >> 1) skillratio *= 2; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SU_LUNATICCARROTBEAT: case SU_LUNATICCARROTBEAT2: skillratio += 100 + 100 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SU_SVG_SPIRIT: skillratio += 150 + 150 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; } return skillratio; } /*================================================================================================== * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation *--------------------------------------------------------------------------------------------------* * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int64 atk = 0; //Constant/misc additions from skills switch (skill_id) { case MO_EXTREMITYFIST: atk = 250 + 150 * skill_lv; break; #ifndef RENEWAL case GS_MAGICALBULLET: if (sstatus->matk_max > sstatus->matk_min) atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min); else atk = sstatus->matk_min; break; #endif case NJ_SYURIKEN: atk = 4 * skill_lv; break; #ifdef RENEWAL case HT_FREEZINGTRAP: if(sd) atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP); break; #endif case GC_COUNTERSLASH: atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0); break; case LG_SHIELDPRESS: if (sd) { int damagevalue = 0; short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine; atk = damagevalue; } break; case SR_FALLENEMPIRE: // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); if( tsd && tsd->weight ) atk += ( (tsd->weight/10) * sstatus->dex / 120 ); else atk += ( status_get_lv(target) * 50 ); //mobs break; } return atk; } /*============================================================== * Stackable SC bonuses added on top of calculated skill damage *-------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); uint8 anger_id = 0; // SLS Anger // Kagerou/Oboro Earth Charm effect +15% wATK if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) { ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm); #ifdef RENEWAL ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm); #endif } //The following are applied on top of current damage and are stackable. if (sc) { #ifdef RENEWAL if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT) ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2); if (sc->data[SC_IMPOSITIO]) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_IMPOSITIO]->val2); if (sc->data[SC_VOLCANO]) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_VOLCANO]->val2); if (sc->data[SC_DRUMBATTLE]) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2); if (sc->data[SC_MADNESSCANCEL]) ATK_ADD(wd->equipAtk, wd->equipAtk2, 100); if (sc->data[SC_MAGICALBULLET]) { short tmdef = tstatus->mdef + tstatus->mdef2; if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) { ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0)); } else { ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0)); } } if (sc->data[SC_GATLINGFEVER]) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3); #else if (sc->data[SC_TRUESIGHT]) ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1); #endif if (sc->data[SC_SPIRIT]) { if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) { ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) { ATK_ADDRATE(wd->damage, wd->damage2, 100); RE_ALLATK_ADDRATE(wd, 100); } } if (sc->data[SC_GT_CHANGE]) ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1); if (sc->data[SC_EDP]) { switch(skill_id) { case AS_SPLASHER: case ASC_METEORASSAULT: // Pre-Renewal only: Soul Breaker ignores EDP // Renewal only: Grimtooth and Venom Knife ignore EDP // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica] #ifndef RENEWAL case ASC_BREAKER: #else case AS_GRIMTOOTH: case AS_VENOMKNIFE: #endif break; // skills above have no effect with EDP #ifdef RENEWAL // renewal EDP mode requires renewal enabled as well // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica] // * Sonic Blow // * Soul Breaker // * Counter Slash // * Cross Impact case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 50); ATK_RATE(wd->equipAtk, wd->equipAtk2, 50); default: // fall through to apply EDP bonuses // Renewal EDP formula [helvetica] // weapon atk * (1 + (edp level * .8)) // equip atk * (1 + (edp level * .6)) ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80)); ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60)); break; #else default: ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3); #endif } } if (sc->data[SC_GLOOMYDAY_SK] && skill_get_inf2(skill_id, INF2_INCREASEGLOOMYDAYDAMAGE)) { ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GLOOMYDAY_SK]->val2); RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2); } if (sc->data[SC_DANCEWITHWUG]) { if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) { ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd)); RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd)); } ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd)); #ifdef RENEWAL ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd)); #endif } if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) { ATK_ADD(wd->damage, wd->damage2, 200); #ifdef RENEWAL ATK_ADD(wd->equipAtk, wd->equipAtk2, 200); #endif } if (sc->data[SC_EQC]) { ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2); #ifdef RENEWAL ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2); #endif } if(sc->data[SC_STYLE_CHANGE]) { TBL_HOM *hd = BL_CAST(BL_HOM,src); if(hd) { ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3); RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3); } } if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: break; default: ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2); RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2); break; } } if (sc->data[SC_HEAT_BARREL]) { ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3); RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3); } if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1); RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1); } if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1); RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1); } if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) { ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4); RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4); } } if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) { ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3); RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3); } if (sc->data[SC_MIRACLE]) anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state } if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) { if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) + pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) { ATK_ADDRATE(wd->damage, wd->damage2, 20); RE_ALLATK_ADDRATE(wd, 20); } } } if (sd != nullptr && !anger_id) ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]); uint16 anger_level; if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) { int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; if (anger_id == 2) skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula. if (anger_level < 4) skillratio /= 12 - 3 * anger_level; ATK_ADDRATE(wd->damage, wd->damage2, skillratio); #ifdef RENEWAL RE_ALLATK_ADDRATE(wd, skillratio); #endif } } /*==================================== * Calc defense damage reduction *------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); //Defense reduction short vit_def; defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. short def2 = tstatus->def2; #ifdef RENEWAL if( tsc && tsc->data[SC_ASSUMPTIO] ) def1 <<= 1; // only eDEF is doubled #endif if (sd) { int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL]; i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL]; if (i) { i = min(i,100); //cap it to 100 for 0 def min def1 -= def1 * i / 100; def2 -= def2 * i / 100; } //Kagerou/Oboro Earth Charm effect +10% eDEF if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) { short si = 10 * sd->spiritcharm; def1 = (def1 * (100 + si)) / 100; } } if (sc && sc->data[SC_EXPIATIO]) { short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level i = min(i,100); //cap it to 100 for 0 def min def1 = (def1*(100-i))/100; def2 = (def2*(100-i))/100; } if (tsc) { if (tsc->data[SC_FORCEOFVANGUARD]) { short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1; def1 = (def1 * (100 + i)) / 100; } if( tsc->data[SC_CAMOUFLAGE] ){ short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second i = min(i,100); //cap it to 100 for 0 def min def1 = (def1*(100-i))/100; def2 = (def2*(100-i))/100; } if (tsc->data[SC_GT_REVITALIZE]) def1 += tsc->data[SC_GT_REVITALIZE]->val4; if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC) def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100; } if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) { unsigned char target_count; //256 max targets should be a sane max //Official servers limit the count to 22 targets target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1)); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { if( !tsc || !tsc->data[SC_STEELBODY] ) def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else { //Assume type 2 if( !tsc || !tsc->data[SC_STEELBODY] ) def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } if (skill_id == AM_ACIDTERROR) #ifdef RENEWAL def2 = 0; //Ignore only status defense. [FatalEror] #else def1 = 0; //Ignores only armor defense. [Skotlex] #endif if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) { //Sd vit-eq int skill; #ifndef RENEWAL //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); #else vit_def = def2; #endif if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players (skill=pc_checkskill(tsd,AL_DP)) > 0 ) vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += skill*5; if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 && (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) ) vit_def += skill * 10; } else { //Mob-Pet vit-eq #ifndef RENEWAL //VIT + rnd(0,[VIT/20]^2-1) vit_def = (def2/20)*(def2/20); if (tsc && tsc->data[SC_SKA]) vit_def += 100; //Eska increases the random part of the formula by 100 vit_def = def2 + (vit_def>0?rnd()%vit_def:0); #else //SoftDEF of monsters is floor((BaseLevel+Vit)/2) vit_def = def2; #endif } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } #ifdef RENEWAL /** * RE DEF Reduction * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF * Pierce defence gains 1 atk per def/2 */ if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */ def1 = -399; ATK_ADD2(wd->damage, wd->damage2, is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0, is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0 ); if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ) wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def; if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ) wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def; #else if (def1 > 100) def1 = 100; ATK_RATE2(wd->damage, wd->damage2, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)), attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1)) ); ATK_ADD2(wd->damage, wd->damage2, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def ); #endif } /*==================================== * Modifiers ignoring DEF *------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); // Post skill/vit reduction damage increases if( sc ) { // SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE #endif ) { int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd->div_:1); // +100 per hit in lv 5 #endif ATK_ADD(wd->damage, wd->damage2, 20*lv); } } #ifndef RENEWAL battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); //Refine bonus if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times if (skill_id == MO_FINGEROFFENSIVE) { ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2); } else { ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2); } } #endif //Set to min of 1 if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1; if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1; switch (skill_id) { case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(wd->damage, wd->damage2, 10); break; case NC_AXETORNADO: if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) ATK_ADDRATE(wd->damage, wd->damage2, 25); break; } } /*================================================================================= * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation *--------------------------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct status_data *tstatus = status_get_status_data(target); bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); short class_ = status_get_class(target); if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); //Plants receive 1 damage when hit if( attack_hits || wd->damage > 0 ) wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) { struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd && sd->status.weapon == W_KATAR) wd->damage2 = 0; //No backhand damage against plants else wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand } if (attack_hits && target->type == BL_MOB) { struct status_change *sc = status_get_sc(target); if (sc && !battle_check_sc(src, target, sc, wd, 1, skill_id, skill_lv)) { wd->damage = wd->damage2 = 0; return; } } if( attack_hits && class_ == MOBID_EMPERIUM ) { if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) { wd->damage = wd->damage2 = 0; return; } if (wd->damage > 0) { wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv); wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag); } else if (wd->damage2 > 0) { wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv); wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag); } return; } //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here battle_apply_div_fix(wd, skill_id); //If there is left hand damage, total damage can never exceed 2, even on multiple hits if(wd->damage > 1 && wd->damage2 > 0) { wd->damage = 1; wd->damage2 = 1; } } /*======================================================================================== * Perform left/right hand weapon damage calculation based on previously calculated damage *---------------------------------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd) { int skill; if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { wd->damage = wd->damage2; wd->damage2 = 0; } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) skill = pc_checkskill(sd,TF_DOUBLE); wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100; } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield if (wd->damage) { if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) { skill = pc_checkskill(sd,AS_RIGHT); ATK_RATER(wd->damage, 50 + (skill * 10)) } else if(sd->class_ == MAPID_KAGEROUOBORO) { skill = pc_checkskill(sd,KO_RIGHT); ATK_RATER(wd->damage, 70 + (skill * 10)) } if(wd->damage < 1) wd->damage = 1; } if (wd->damage2) { if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) { skill = pc_checkskill(sd,AS_LEFT); ATK_RATEL(wd->damage2, 30 + (skill * 10)) } else if(sd->class_ == MAPID_KAGEROUOBORO) { skill = pc_checkskill(sd,KO_LEFT); ATK_RATEL(wd->damage2, 50 + (skill * 10)) } if(wd->damage2 < 1) wd->damage2 = 1; } } } if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage) wd->damage=0; if(!is_attack_left_handed(src, skill_id) && wd->damage2) wd->damage2=0; } /** * Check if bl is devoted by someone * @param bl * @return 'd_bl' if devoted or NULL if not devoted */ struct block_list *battle_check_devotion(struct block_list *bl) { struct block_list *d_bl = NULL; if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) { struct status_change *sc = status_get_sc(bl); if (sc && sc->data[SC_DEVOTION]) d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1); } return d_bl; } /*========================================== * BG/GvG attack modifiers *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { if( wd->damage + wd->damage2 ) { //There is a total damage value if( src != target && //Don't reflect your own damage (Grand Cross) (!skill_id || skill_id || (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) { int64 damage = wd->damage + wd->damage2, rdamage = 0; struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_data *sstatus = status_get_status_data(src); t_tick tick = gettick(), rdelay = 0; rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false); if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated struct block_list *d_bl = battle_check_devotion(src); rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_); //Use Reflect Shield to signal this kind of skill trigger [Skotlex] battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false); skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick); } } struct map_data *mapdata = map_getmapdata(target->m); if(!wd->damage2) { wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv); if( mapdata_flag_gvg2(mapdata) ) wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag); else if( mapdata->flag[MF_BATTLEGROUND] ) wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag); } else if(!wd->damage) { wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv); if( mapdata_flag_gvg2(mapdata) ) wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag); else if( mapdata->flag[MF_BATTLEGROUND] ) wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag); } else { int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2; wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv); if( mapdata_flag_gvg2(mapdata) ) wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag); else if( mapdata->flag[MF_BATTLEGROUND] ) wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag); wd->damage2 = (int64)d2*100/d1 * wd->damage/100; if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1; wd->damage-=wd->damage2; } } } /*========================================== * final ATK modifiers - after BG/GvG calc *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int skill_damage = 0; //Reject Sword bugreport:4493 by Daegaladh if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] && (src->type!=BL_PC || ( ((TBL_PC *)src)->weapontype1 == W_DAGGER || ((TBL_PC *)src)->weapontype1 == W_1HSWORD || ((TBL_PC *)src)->status.weapon == W_2HSWORD )) && rnd()%100 < tsc->data[SC_REJECTSWORD]->val2 ) { ATK_RATER(wd->damage, 50) status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false)); clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1); if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 ) status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); } if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) { //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] int64 rdamage = 0; int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125; if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0); rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE); clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage, 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false); status_damage(target, src, rdamage, 0, 0, 0); status_damage(src, target, rdamage/10, 0, 0, 1); status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); } if( sc ) { //SC_FUSION hp penalty [Komurka] if (sc->data[SC_FUSION]) { unsigned int hp = sstatus->max_hp; if (sd && tsd) { hp = hp / 13; if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20)) hp = sstatus->hp; } else hp = 2*hp/100; //2% hp loss per hit status_zap(src, hp, 0); } // Only affecting non-skills if (!skill_id && wd->dmg_lv > ATK_BLOCK) { if (sc->data[SC_ENCHANTBLADE]) { //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2 int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2; if (sstatus->matk_max > sstatus->matk_min) enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min); else enchant_dmg = enchant_dmg + sstatus->matk_min; enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2); if (enchant_dmg > 0) ATK_ADD(wd->damage, wd->damage2, enchant_dmg); } } if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); } #ifndef RENEWAL if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag); wd->damage += md.damage; } #endif // Skill damage adjustment if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0) ATK_ADDRATE(wd->damage, wd->damage2, skill_damage); } /*==================================================== * Basic wd init - not influenced by HIT/MISS/DEF/etc. *---------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct map_session_data *sd = BL_CAST(BL_PC, src); struct Damage wd; wd.type = DMG_NORMAL; //Normal attack wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1; wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica] /*if(skill_id == KN_AUTOCOUNTER) wd.amotion >>= 1; */ wd.dmotion = tstatus->dmotion; wd.blewcount =skill_get_blewcount(skill_id,skill_lv); wd.miscflag = wflag; wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.isspdamage = false; wd.damage = wd.damage2 = #ifdef RENEWAL wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 = #endif 0; wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later if(sd) wd.blewcount += battle_blewcount_bonus(sd, skill_id); if (skill_id) { wd.flag |= battle_range_type(src, target, skill_id, skill_lv); switch(skill_id) { case MH_SONIC_CRAW:{ TBL_HOM *hd = BL_CAST(BL_HOM,src); wd.div_ = hd->homunculus.spiritball; } break; case MO_FINGEROFFENSIVE: if(sd) { if (battle_config.finger_offensive_type) wd.div_ = 1; else wd.div_ = sd->spiritball_old; } break; case KN_PIERCE: case ML_PIERCE: wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); break; case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: wd.type = DMG_MULTI_HIT; break; case GS_GROUNDDRIFT: wd.amotion = sstatus->amotion; //Fall through case KN_SPEARSTAB: case KN_BOWLINGBASH: case MS_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount = 0; break; case KN_AUTOCOUNTER: wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL; break; case LK_SPIRALPIERCE: if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; break; // The number of hits is set to 3 by default for use in Inspiration status. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding. case LG_HESPERUSLIT: if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 ) wd.div_ = sc->data[SC_BANDING]->val2; break; } } else { wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT; } return wd; } /** * Check if we should reflect the damage and calculate it if so * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC * @param wd : weapon damage * @param src : bl who did the attack * @param target : target of the attack * @param skill_id : id of casted skill, 0 = basic atk * @param skill_lv : lvl of skill casted */ void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv) { // Don't reflect your own damage (Grand Cross) if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL || (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )))) { int64 damage = wd->damage + wd->damage2, rdamage = 0; struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct unit_data *ud = unit_bl2ud(target); t_tick tick = gettick(), rdelay = 0; if (!tsc) return; // Calculate skill reflect damage separately if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE)) rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true); if( rdamage > 0 ) { struct block_list *d_bl = battle_check_devotion(src); if (tsc->data[SC_MAXPAIN]) { tsc->data[SC_MAXPAIN]->val2 = (int)rdamage; skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag); tsc->data[SC_MAXPAIN]->val2 = 0; } else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross) map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag); else if( attack_type == BF_WEAPON || attack_type == BF_MISC) { rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_); // It appears that official servers give skill reflect damage a longer delay battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false); skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick); } } } } /*============================================ * Calculate "weapon"-type attacks and skills *-------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag) { struct map_session_data *sd, *tsd; struct Damage wd; struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *tstatus = status_get_status_data(target); int right_element, left_element; bool infdef = false; memset(&wd,0,sizeof(wd)); if (src == NULL || target == NULL) { nullpo_info(NLP_MARK); return wd; } wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag); right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); if (sc && !sc->count) sc = NULL; //Skip checking as there are no status changes active. if (tsc && !tsc->count) tsc = NULL; //Skip checking as there are no status changes active. sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); //Check for Lucky Dodge if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { wd.type = DMG_LUCY_DODGE; wd.dmg_lv = ATK_LUCKY; if(wd.div_ < 0) wd.div_ *= -1; return wd; } // on official check for multi hit first so we can override crit on double attack [helvetica] battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv); // crit check is next since crits always hit on official [helvetica] if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) { #if PACKETVER >= 20161207 if (wd.type&DMG_MULTI_HIT) wd.type = DMG_MULTI_HIT_CRITICAL; else wd.type = DMG_CRITICAL; #else wd.type = DMG_CRITICAL; #endif } // check if we're landing a hit if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true)) wd.dmg_lv = ATK_FLEE; else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants int64 ratio = 0; int i = 0; battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios ATK_RATE(wd.damage, wd.damage2, ratio); RE_ALLATK_RATE(&wd, ratio); ratio = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses ATK_ADD(wd.damage, wd.damage2, ratio); RE_ALLATK_ADD(&wd, ratio); #ifdef RENEWAL if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher struct status_data *sstatus = status_get_status_data(src); if (sstatus->matk_max > sstatus->matk_min) { ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min); } #endif // add any miscellaneous player ATK bonuses if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) { ATK_ADDRATE(wd.damage, wd.damage2, i); RE_ALLATK_ADDRATE(&wd, i); } if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) { ATK_ADDRATE(wd.damage, wd.damage2, -i); RE_ALLATK_ADDRATE(&wd, -i); } #ifdef RENEWAL // In Renewal we only cardfix to the weapon and equip ATK //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only" wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag); wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag); if (is_attack_left_handed(src, skill_id)) { wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag); wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag); } // final attack bonuses that aren't affected by cards battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv); if (sd) { //monsters, homuns and pets have their damage computed directly wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk; wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2; if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate); } #else // final attack bonuses that aren't affected by cards battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv); #endif if (wd.damage + wd.damage2) { //Check if attack ignores DEF if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R)) battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv); battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv); } } #ifdef RENEWAL if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica] #endif battle_calc_element_damage(&wd, src, target, skill_id, skill_lv); if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. #ifdef RENEWAL if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) { if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica] wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100); if (is_attack_left_handed(src, skill_id)) wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100); } else wd.damage = (int)floor((float)(wd.damage * 140) / 100); } #endif switch (skill_id) { #ifndef RENEWAL case NJ_KUNAI: ATK_ADD(wd.damage, wd.damage2, 90); break; #endif case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: case TK_COUNTER: if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN)); break; case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) if (wd.miscflag&8) { ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40); } else ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40); break; case SR_GATEOFHELL: { struct status_data *sstatus = status_get_status_data(src); ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src)); if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) { ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src)); } else ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src)); } break; } if(sd) { #ifndef RENEWAL uint16 skill; if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0) ATK_ADD(wd.damage, wd.damage2, skill * 2); if (skill_id == TF_POISON) ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv); if (skill_id == GS_GROUNDDRIFT) ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv); if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star); if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0) ATK_ADD(wd.damage, wd.damage2, 4); if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3); } else ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3); #endif if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. short index = sd->equip_index[EQI_HAND_L]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine); } #ifndef RENEWAL //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only" switch(skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval] wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100; if(is_attack_left_handed(src, skill_id)) wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100; } break; default: wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag); if( is_attack_left_handed(src, skill_id )) wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag); break; } #endif } if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only" switch(skill_id) { #ifdef RENEWAL case NJ_ISSEN: case ASC_BREAKER: case CR_ACIDDEMONSTRATION: case GN_FIRE_EXPANSION_ACID: break; //These skills will do a card fix later #endif default: wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag); if(is_attack_left_handed(src, skill_id)) wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag); break; } } #ifdef RENEWAL // forced to neutral skills [helvetica] // skills forced to neutral gain benefits from weapon element // but final damage is considered "neutral" and resistances are applied again switch (skill_id) { case MC_CARTREVOLUTION: case MO_INVESTIGATE: case CR_ACIDDEMONSTRATION: case SR_GATEOFHELL: case GN_FIRE_EXPANSION_ACID: case KO_BAKURETSU: //case NC_MAGMA_ERUPTION: // Forced to neutral element wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; case CR_SHIELDBOOMERANG: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: case PA_SHIELDCHAIN: case PA_SACRIFICE: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case KO_HAPPOKUNAI: { int64 tmp = wd.damage; if (sd) { if (skill_id == PA_SHIELDCHAIN) { wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); if (wd.damage > 0) { wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv); if (!wd.damage) wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } } else if (skill_id == KO_HAPPOKUNAI) { wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); if (wd.damage > 0) { wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv); if (!wd.damage) wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } } else wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv); } } break; case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost) wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; } // perform multihit calculations DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_); #endif // only do 1 dmg to plant, no need to calculate rest if(infdef){ battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv); return wd; } //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&wd, skill_id); battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv); switch (skill_id) { #ifdef RENEWAL case NJ_ISSEN: case ASC_BREAKER: case CR_ACIDDEMONSTRATION: case GN_FIRE_EXPANSION_ACID: return wd; //These skills will do a GVG fix later #endif default: battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv); break; } battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv); battle_absorb_damage(target, &wd); battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta] return wd; } /*========================================== * Calculate "magic"-type attacks and skills *------------------------------------------ * Credits: * Original coder DracoRPG * Refined and optimized by helvetica */ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int i, skill_damage = 0; short s_ele = 0; TBL_PC *sd; TBL_PC *tsd; struct status_change *sc, *tsc; struct Damage ad; struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned imdef : 1; unsigned infdef : 1; } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); if (src == NULL || target == NULL) { nullpo_info(NLP_MARK); return ad; } //Initial Values ad.damage = 1; ad.div_ = skill_get_num(skill_id,skill_lv); ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills. ad.dmotion = tstatus->dmotion; ad.blewcount = skill_get_blewcount(skill_id, skill_lv); ad.flag = BF_MAGIC|BF_SKILL; ad.dmg_lv = ATK_DEF; std::shared_ptr skill = skill_db.find(skill_id); std::bitset nk; if (skill) nk = skill->nk; flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sc = status_get_sc(src); tsc = status_get_sc(target); //Initialize variables that will be used afterwards s_ele = skill_get_ele(skill_id, skill_lv); if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM) s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon } else if (s_ele == ELE_ENDOWED) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); else if (s_ele == ELE_RANDOM) //Use random element s_ele = rnd()%ELE_ALL; switch(skill_id) { case LG_SHIELDSPELL: if (skill_lv == 2) s_ele = ELE_HOLY; break; case WL_HELLINFERNO: if (mflag&ELE_DARK) s_ele = ELE_DARK; break; case SO_PSYCHIC_WAVE: if( sc && sc->count ) { if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val3; else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val3; else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3; else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3; } break; case KO_KAIHOU: if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) s_ele = sd->spiritcharm_type; break; } //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; ad.blewcount += battle_blewcount_bonus(sd, skill_id); } //Skill Range Criteria ad.flag |= battle_range_type(src, target, skill_id, skill_lv); //Infinite defense (plant mode) flag.infdef = is_infinite_defense(target, ad.flag)?1:0; switch(skill_id) { case MG_FIREWALL: if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback //Fall through case NJ_KAENSIN: case PR_SANCTUARY: ad.dmotion = 1; //No flinch animation. break; } if (!flag.infdef) { //No need to do the math for plants unsigned int skillratio = 100; //Skill dmg modifiers. #ifdef RENEWAL ad.damage = 0; //reinitialize.. #endif //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; } //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD(a) { ad.damage += a; } //Calc base damage according to skill switch (skill_id) { case AL_HEAL: case PR_BENEDICTIO: case PR_SANCTUARY: case AB_HIGHNESSHEAL: ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false); break; case PR_ASPERSIO: ad.damage = 40; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. #ifdef RENEWAL i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 300 - 300 * tstatus->hp / tstatus->max_hp; #else i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 200 - 200 * tstatus->hp / tstatus->max_hp; #endif if(i > 700) i = 700; if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) ad.damage = tstatus->hp; else { #ifdef RENEWAL if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } MATK_RATE(skill_lv); #else ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; #endif } break; case PF_SOULBURN: ad.damage = tstatus->sp * 2; break; case AB_RENOVATIO: ad.damage = status_get_lv(src) * 10 + sstatus->int_; break; case NPC_ICEMINE: case NPC_FLAMECROSS: ad.damage = sstatus->rhw.atk * 20 * skill_lv; break; default: { if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill if (mflag>0) ad.damage /= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } switch(skill_id) { case MG_NAPALMBEAT: skillratio += -30 + 10 * skill_lv; break; case MG_FIREBALL: #ifdef RENEWAL skillratio += 40 + 20 * skill_lv; if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage skillratio = skillratio * 3 / 4; #else skillratio += -30 + 10 * skill_lv; #endif break; case MG_SOULSTRIKE: if (battle_check_undead(tstatus->race,tstatus->def_ele)) skillratio += 5 * skill_lv; break; case MG_FIREWALL: skillratio -= 50; break; case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break; case MG_THUNDERSTORM: // in Renewal Thunder Storm boost is 100% (in pre-re, 80%) #ifndef RENEWAL skillratio -= 20; #endif break; case MG_FROSTDIVER: skillratio += 10 * skill_lv; break; case AL_HOLYLIGHT: skillratio += 25; if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST) skillratio *= 5; //Does 5x damage include bonuses from other skills? break; case AL_RUWACH: skillratio += 45; break; case WZ_FROSTNOVA: skillratio += -100 + (100 + skill_lv * 10) * 2 / 3; break; case WZ_FIREPILLAR: if (sd && ad.div_ > 0) ad.div_ *= -1; //For players, damage is divided by number of hits skillratio += -60 + 20 * skill_lv; //20% MATK each hit break; case WZ_SIGHTRASHER: skillratio += 20 * skill_lv; break; case WZ_WATERBALL: skillratio += 30 * skill_lv; break; case WZ_STORMGUST: skillratio += 40 * skill_lv; break; case HW_NAPALMVULCAN: skillratio += 25; break; case SL_STIN: //Target size must be small (0) for full damage skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv); break; case SL_STUN: //Full damage is dealt on small/medium targets skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99); break; case SL_SMA: //Base damage is 40% + lv% skillratio += -60 + status_get_lv(src); break; case NJ_KOUENKA: skillratio -= 10; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 20 * sd->spiritcharm; break; case NJ_KAENSIN: skillratio -= 50; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 10 * sd->spiritcharm; break; case NJ_BAKUENRYU: skillratio += 50 + 150 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 15 * sd->spiritcharm; break; case NJ_HYOUSENSOU: #ifdef RENEWAL skillratio -= 30; if (sc && sc->data[SC_SUITON]) skillratio += 2 * skill_lv; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0) skillratio += 5 * sd->spiritcharm; break; case NJ_HYOUSYOURAKU: skillratio += 50 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0) skillratio += 25 * sd->spiritcharm; break; case NJ_RAIGEKISAI: #ifdef RENEWAL skillratio += 100 * skill_lv; #else skillratio += 60 + 40 * skill_lv; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 15 * sd->spiritcharm; break; case NJ_KAMAITACHI: skillratio += 100 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 10 * sd->spiritcharm; break; case NJ_HUUJIN: #ifdef RENEWAL skillratio += 50; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 20 * sd->spiritcharm; break; case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; case NPC_EARTHQUAKE: skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0); break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case WZ_METEOR: skillratio += 25; break; case WZ_VERMILION: if(sd) { int per = 0; while ((++per) < skill_lv) skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325% } else { skillratio += 20 * skill_lv - 20; //Monsters use old formula } break; #else case WZ_VERMILION: skillratio += 20 * skill_lv - 20; break; #endif case AB_JUDEX: skillratio += -100 + 300 + 40 * skill_lv; RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio += 230 + 70 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: skillratio += 300 + 40 * skill_lv; break; case WL_SOULEXPANSION: skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src); RE_LVL_DMOD(100); break; case WL_FROSTMISTY: skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_JACKFROST: case NPC_JACKFROST: if (tsc && tsc->data[SC_FREEZING]) { skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); } else { skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(150); } break; case WL_DRAINLIFE: skillratio += -100 + 200 * skill_lv + status_get_int(src); RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio += 1200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_HELLINFERNO: skillratio += -100 + 300 * skill_lv; RE_LVL_DMOD(100); // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] % // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] % if (mflag&ELE_DARK) skillratio *= 4; skillratio /= 5; break; case WL_COMET: i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8); if (i <= 3) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell else if (i <= 5) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell else if (i <= 7) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell else skillratio += 900 + 500 * skill_lv; // 19 x 19 cell if (sd && sd->status.party_id) { struct map_session_data* psd; int p_sd[MAX_PARTY], c; c = 0; memset(p_sd, 0, sizeof(p_sd)); party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id); c = (c > 1 ? rnd()%c : 0); if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){ skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] % RE_LVL_DMOD(120); skillratio += 2500; status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2); } } break; case WL_CHAINLIGHTNING_ATK: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); if (mflag > 0) skillratio += 100 * mflag; break; case WL_EARTHSTRAIN: skillratio += 1900 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: if (skill_lv < 6) skillratio += -100 + 500 + 500 * skill_lv; else skillratio += -100 + 3000 + 200 * (skill_lv - 5); break; case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0)); RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio += -100 + 200 * skill_lv; if(sc && sc->data[SC_INSPIRATION]) skillratio += 1400; RE_LVL_DMOD(100); break; case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % if (sd && skill_lv == 2) skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; else skillratio = 0; break; case WM_METALICSOUND: skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1); RE_LVL_DMOD(100); break; case WM_REVERBERATION_MAGIC: // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] % skillratio += 100 * skill_lv; RE_LVL_DMOD(100); break; case SO_FIREWALK: skillratio += -100 + 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += (sd ? sd->status.job_level / 2 : 0); break; case SO_ELECTRICWALK: skillratio += -100 + 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += (sd ? sd->status.job_level / 2 : 0); break; case SO_EARTHGRAVE: skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0); RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case SO_DIAMONDDUST: skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_COOLER_OPTION] ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case SO_POISON_BUSTER: skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(120); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case SO_PSYCHIC_WAVE: skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_; RE_LVL_DMOD(100); if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION])) skillratio += 20; break; case SO_CLOUD_KILL: skillratio += -100 + 40 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->data[SC_CURSED_SOIL_OPTION]) skillratio += (sd ? sd->status.job_level : 0); break; case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] % skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0); RE_LVL_DMOD(100); if (sc && sc->data[SC_BLAST_OPTION]) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case GN_DEMONIC_FIRE: if (skill_lv > 20) // Fire expansion Lv.2 skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10; else if (skill_lv > 10) { // Fire expansion Lv.1 skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50); RE_LVL_DMOD(100); } else skillratio += 10 + 20 * skill_lv; break; case KO_KAIHOU: if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) { skillratio += -100 + 200 * sd->spiritcharm; RE_LVL_DMOD(100); pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type); } break; // Magical Elemental Spirits Attack Skills case EL_FIRE_MANTLE: case EL_WATER_SCREW: skillratio += 900; break; case EL_FIRE_ARROW: case EL_ROCK_CRUSHER_ATK: skillratio += 200; break; case EL_FIRE_BOMB: case EL_ICE_NEEDLE: case EL_HURRICANE_ATK: skillratio += 400; break; case EL_FIRE_WAVE: case EL_TYPOON_MIS_ATK: skillratio += 1100; break; case MH_ERASER_CUTTER: skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300); break; case MH_XENO_SLASHER: if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700 else skillratio += 400 + 100 * skill_lv; //700:900 break; case MH_HEILIGE_STANGE: skillratio += 400 + 250 * skill_lv; skillratio = (skillratio * status_get_lv(src)) / 150; break; case MH_POISON_MIST: skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100; break; case SU_SV_STEMSPEAR: skillratio += 600; break; case SU_CN_METEOR: case SU_CN_METEOR2: skillratio += 100 + 100 * skill_lv; break; case NPC_VENOMFOG: skillratio += 600 + 100 * skill_lv; break; case NPC_COMET: i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2; i = cap_value(i, 1, 4); skillratio = 2500 + ((skill_lv - i + 1) * 500); break; } if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH)) skillratio += 25; } MATK_RATE(skillratio); //Constant/misc additions from skills if (skill_id == WZ_FIREPILLAR) MATK_ADD(100 + 50 * skill_lv); break; } } #ifdef RENEWAL switch(skill_id) { // These skills will do a card fix later case CR_ACIDDEMONSTRATION: case ASC_BREAKER: break; default: ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); break; } #endif if(sd) { //Damage bonuses if ((i = pc_skillatk_bonus(sd, skill_id))) ad.damage += (int64)ad.damage*i/100; //Ignore Defense? if (!flag.imdef && ( sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) || sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) || sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL ) )) flag.imdef = 1; } if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) ad.damage -= (int64)ad.damage*i/100; if(!flag.imdef){ defType mdef = tstatus->mdef; int mdef2= tstatus->mdef2; #ifdef RENEWAL if(tsc && tsc->data[SC_ASSUMPTIO]) mdef <<= 1; // only eMDEF is doubled #endif if (sc && sc->data[SC_EXPIATIO]) { i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level i = min(i, 100); //cap it to 100 for 5 mdef min mdef -= mdef * i / 100; //mdef2 -= mdef2 * i / 100; } if(sd) { i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL]; i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL]; i += sd->ignore_mdef_by_race2[status_get_race2(target)]; if (i) { if (i > 100) i = 100; mdef -= mdef * i/100; //mdef2-= mdef2* i/100; } } #ifdef RENEWAL /** * RE MDEF Reduction * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF */ if (mdef < 0) mdef = 0; // Negative eMDEF is treated as 0 on official ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2; #else if(battle_config.magic_defense_type) ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2; else ad.damage = ad.damage * (100-mdef)/100 - mdef2; #endif } #if 0 // Doesn't seem to be official if (skill_id == NPC_EARTHQUAKE) { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] //Also divide the extra bonuses from atk2 based on the number in range [Kevin] if(mflag>0) ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; else ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } #endif if(ad.damage<1) ad.damage=1; else if(sc) { //only applies when hit switch(skill_id) { case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: if(sc->data[SC_GUST_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case MG_FIREBOLT: case MG_FIREWALL: if(sc->data[SC_PYROTECHNIC_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case MG_COLDBOLT: case MG_FROSTDIVER: if(sc->data[SC_AQUAPLAY_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case WZ_EARTHSPIKE: case WZ_HEAVENDRIVE: if(sc->data[SC_PETROLOGY_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; } } if (!nk[NK_IGNOREELEMENT] && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret] ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); //Apply the physical part of the skill's damage. [Skotlex] switch(skill_id) { case CR_GRANDCROSS: case NPC_GRANDDARKNESS: { struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100; if(src == target) { if(src->type == BL_PC) ad.damage = ad.damage / 2; else ad.damage = 0; } } break; } #ifndef RENEWAL ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); #endif } //Hint: Against plants damage will still be 1 at this point //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&ad, skill_id); #ifdef RENEWAL switch(skill_id) { case ASC_BREAKER: case CR_ACIDDEMONSTRATION: return ad; //These skills will do a GVG fix later } #endif struct map_data *mapdata = map_getmapdata(target->m); ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv); if (mapdata_flag_gvg2(mapdata)) ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag); else if (mapdata->flag[MF_BATTLEGROUND]) ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag); // Skill damage adjustment if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) MATK_ADDRATE(skill_damage); battle_absorb_damage(target, &ad); //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack return ad; } /*========================================== * Calculate "misc"-type attacks and skills *------------------------------------------ * Credits: * Original coder Skotlex * Refined and optimized by helvetica */ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int skill_damage = 0; short i, s_ele; struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct status_change *ssc = status_get_sc(src); memset(&md,0,sizeof(md)); if (src == NULL || target == NULL) { nullpo_info(NLP_MARK); return md; } //Some initial values md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); md.dmotion = tstatus->dmotion; md.div_ = skill_get_num(skill_id,skill_lv); md.blewcount = skill_get_blewcount(skill_id,skill_lv); md.dmg_lv = ATK_DEF; md.flag = BF_MISC|BF_SKILL; std::shared_ptr skill = skill_db.find(skill_id); std::bitset nk; if (skill) nk = skill->nk; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) { sd->state.arrow_atk = 0; md.blewcount += battle_blewcount_bonus(sd, skill_id); } s_ele = skill_get_ele(skill_id, skill_lv); if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; else if (s_ele == ELE_RANDOM) //Use random element s_ele = rnd()%ELE_ALL; //Skill Range Criteria md.flag |= battle_range_type(src, target, skill_id, skill_lv); switch (skill_id) { case TF_THROWSTONE: md.damage = 50; md.flag |= BF_WEAPON; break; #ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0)); md.damage += md.damage * (rnd()%20 - 10) / 100; md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100; break; case HT_BLASTMINE: md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100; break; case HT_CLAYMORETRAP: md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100; break; #endif case HT_BLITZBEAT: case SN_FALCONASSAULT: { uint16 skill; //Blitz-beat Damage if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW))) skill = 0; md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2; if(mflag > 1) //Autocasted Blitz nk.set(NK_SPLASHSPLIT); if (skill_id == SN_FALCONASSAULT) { //Div fix of Blitzbeat DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5)); //Falcon Assault Modifier md.damage = md.damage * (150 + 70 * skill_lv) / 100; } } break; case BA_DISSONANCE: md.damage = 30 + skill_lv * 10; if (sd) md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON); break; case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage = 3; break; case NPC_DARKBREATH: md.damage = tstatus->max_hp * skill_lv * 10 / 100; break; case NPC_EVILLAND: md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false); break; case ASC_BREAKER: #ifdef RENEWAL // Official Renewal formula [helvetica] // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef) // atk part takes weapon element, matk part is non-elemental // modified def formula { short totaldef, totalmdef; struct Damage atk, matk; atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); nk.set(NK_IGNOREELEMENT); // atk part takes on weapon element, matk part is non-elemental matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0); // (atk + matk) * (3 + (.5 * skill level)) md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10; // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef) totaldef = tstatus->def2 + (short)status_get_def(target); totalmdef = tstatus->mdef + tstatus->mdef2; md.damage -= totaldef + totalmdef; } #else md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_; nk.set(NK_IGNOREFLEE); nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part. #endif break; case HW_GRAVITATION: #ifdef RENEWAL md.damage = 500 + 100 * skill_lv; #else md.damage = 200 + 200 * skill_lv; #endif md.dmotion = 0; //No flinch animation break; case PA_PRESSURE: md.damage = 500 + 300 * skill_lv; break; case PA_GOSPEL: if (mflag > 0) md.damage = (rnd() % 4000) + 1500; else { md.damage = (rnd() % 5000) + 3000; #ifdef RENEWAL md.damage -= (int64)status_get_def(target); #else md.damage -= (md.damage * (int64)status_get_def(target)) / 100; #endif md.damage -= tstatus->def2; if (md.damage < 0) md.damage = 0; } break; case CR_ACIDDEMONSTRATION: case GN_FIRE_EXPANSION_ACID: #ifdef RENEWAL // Official Renewal formula [helvetica] // damage = 7 * ((atk + matk)/skill level) * (target vit/100) // skill is a "forced neutral" type skill, it benefits from weapon element but final damage // is considered "neutral" for purposes of resistances { struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0); md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 ); // AD benefits from endow/element but damage is forced back to neutral md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } #else if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; #endif break; case NJ_ZENYNAGE: case KO_MUCHANAGE: md.damage = skill_get_zeny(skill_id, skill_lv); if (!md.damage) md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10); md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100); if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU)) md.damage = md.damage / 2; if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2); else if (tsd && skill_id == NJ_ZENYNAGE) md.damage = md.damage / 2; break; #ifdef RENEWAL case NJ_ISSEN: // Official Renewal formula [helvetica] // base damage = currenthp + ((atk * currenthp * skill level) / maxhp) // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef) // modified def formula { short totaldef; struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); struct status_change *sc = status_get_sc(src); md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp; if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active md.div_ = -(i + 2); // mirror image count + 2 md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10; } // modified def reduction, final damage = base damage - (edef + sdef) totaldef = tstatus->def2 + (short)status_get_def(target); md.damage -= totaldef; md.flag |= BF_WEAPON; } break; #endif case GS_FLING: md.damage = (sd ? sd->status.job_level : status_get_lv(src)); break; case HVAN_EXPLOSION: //[orn] md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100; break; case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ; RE_LVL_TMDMOD(); if(sd) { int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP); if(researchskill_lv) md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100); else md.damage = 0; } else md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100); nk.set(NK_IGNOREELEMENT); nk.set(NK_IGNOREFLEE); nk.set(NK_IGNOREDEFCARD); break; case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage md.damage = 800 + 200 * skill_lv; break; case WM_SOUND_OF_DESTRUCTION: md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1); md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0); break; case GN_THORNS_TRAP: md.damage = 100 + 200 * skill_lv + status_get_int(src); break; case GN_HELLS_PLANT_ATK: //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) md.damage = skill_lv * status_get_lv(src) * 10 + status_get_int(src) * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * 5 / (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0)); break; case RL_B_TRAP: // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100; if (status_bl_has_mode(target, MD_STATUS_IMMUNE)) md.damage /= 10; break; case MH_EQC: md.damage = max(tstatus->hp - sstatus->hp, 0); break; case NPC_MAXPAIN_ATK: if (ssc && ssc->data[SC_MAXPAIN]) md.damage = ssc->data[SC_MAXPAIN]->val2; else md.damage = 0; break; case SU_SV_ROOTTWIST_ATK: md.damage = 100; break; } if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets if(mflag > 0) md.damage /= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } if (!nk[NK_IGNOREFLEE]) { struct status_change *sc = status_get_sc(target); i = 0; //Temp for "hit or no hit" if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING) i = 1; else { short flee = tstatus->flee, #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate += sstatus->hit - flee; #ifdef RENEWAL if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window hitrate += pc_checkskill(sd,AC_VULTURE); #endif hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 < hitrate) i = 1; } if (!i) { md.damage = 0; md.dmg_lv = ATK_FLEE; } } md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag); if (sd && (i = pc_skillatk_bonus(sd, skill_id))) md.damage += (int64)md.damage*i/100; if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) md.damage -= (int64)md.damage*i/100; if(!nk[NK_IGNOREELEMENT]) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); //Plant damage if(md.damage < 0) md.damage = 0; else if(md.damage && is_infinite_defense(target, md.flag)) { md.damage = 1; } //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&md, skill_id); switch(skill_id) { case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if (md.damage == 1) break; case RA_CLUSTERBOMB: { struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); md.damage += wd.damage; } break; case NJ_ZENYNAGE: if (sd) { if (md.damage > sd->status.zeny) md.damage = sd->status.zeny; pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL); } break; } struct map_data *mapdata = map_getmapdata(target->m); md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv); if(mapdata_flag_gvg2(mapdata)) md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag); else if(mapdata->flag[MF_BATTLEGROUND]) md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag); // Skill damage adjustment if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) md.damage += (int64)md.damage * skill_damage / 100; battle_absorb_damage(target, &md); battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta] return md; } /** * Calculate vanish damage on a target * @param sd: Player with vanish item * @param target: Target to vanish HP/SP * @param flag: Damage struct battle flag */ void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag) { nullpo_retv(sd); nullpo_retv(target); // bHPVanishRate int16 vanish_hp = 0; if (!sd->hp_vanish.empty()) { for (auto &it : sd->hp_vanish) { if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate)) vanish_hp += it.per; } } // bSPVanishRate int16 vanish_sp = 0; if (!sd->sp_vanish.empty()) { for (auto &it : sd->sp_vanish) { if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate)) vanish_sp += it.per; } } if (vanish_hp > 0 || vanish_sp > 0) status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once } /*========================================== * Battle main entry, from skill_attack *------------------------------------------ * Credits: * Original coder unknown * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag) { struct Damage d; switch(attack_type) { case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break; case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break; case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break; default: ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv); memset(&d,0,sizeof(d)); break; } if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? d.dmg_lv = ATK_MISS; d.dmotion = 0; } else // Some skills like Weaponry Research will cause damage even if attack is dodged d.dmg_lv = ATK_DEF; struct map_session_data *sd = BL_CAST(BL_PC, bl); if (sd && d.damage + d.damage2 > 1) battle_vanish_damage(sd, target, d.flag); return d; } /*========================================== * Final damage return function *------------------------------------------ * Credits: * Original coder unknown * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){ struct map_session_data* sd; int64 rdamage = 0, damage = *dmg; int max_damage = status_get_max_hp(bl); struct status_change *sc, *ssc; sd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); ssc = status_get_sc(src); if (sc && sc->data[SC_WHITEIMPRISON]) return 0; // White Imprison does not reflect any damage if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } else if( status_reflect && sc && sc->count ) { if( sc->data[SC_REFLECTSHIELD] ) { struct status_change_entry *sce_d; struct block_list *d_bl = NULL; if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) && ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) ) { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) || !check_distance_bl(bl,d_bl,sce_d->val3) ) return 0; } } if( sc->data[SC_REFLECTDAMAGE] && !skill_get_inf2(skill_id, INF2_ISTRAP)) { if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){ max_damage = (int64)max_damage * status_get_lv(bl) / 100; rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1) status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER); } } else { if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) { // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) rdamage = 0; else { rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (rdamage < 1) rdamage = 1; } } if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) { if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) { int64 rd1 = 0; rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE); skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE); status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER); rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech] } } if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){ rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100; if (rdamage < 1) rdamage = 1; } } } } else { if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; if (rdamage < 1) rdamage = 1; } } if (ssc && ssc->data[SC_INSPIRATION]) { rdamage += damage / 100; #ifdef RENEWAL rdamage = cap_value(rdamage, 1, max_damage); #else rdamage = i64max(rdamage,1); #endif } if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def rdamage = 0; if (sc && sc->data[SC_MAXPAIN]) { rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100; } return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX); } /** * Calculate Vellum damage on a target * @param sd: Player with vanish item * @param target: Target to vanish HP/SP * @param wd: Damage struct reference * @return True on damage done or false if not */ bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd) { nullpo_retr(false, sd); nullpo_retr(false, target); nullpo_retr(false, wd); struct status_data *tstatus = status_get_status_data(target); // bHPVanishRaceRate int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX); int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX); // bSPVanishRaceRate int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX); int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX); // The HP and SP damage bonus from these items don't stack because of the special damage display for SP. // Vellum damage overrides any other damage done as well. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) { wd->damage = apply_rate(tstatus->max_hp, vellum_hp); wd->damage2 = 0; } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) { wd->damage = apply_rate(tstatus->max_sp, vellum_sp); wd->damage2 = 0; wd->isspdamage = true; } else return false; return true; } /*=========================================== * Perform battle drain effects (HP/SP loss) *-------------------------------------------*/ void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_) { struct weapon_data *wd; int64 *damage; int thp = 0, // HP gained tsp = 0, // SP gained //rhp = 0, // HP reduced from target //rsp = 0, // SP reduced from target hp = 0, sp = 0; if (!CHK_RACE(race) && !CHK_CLASS(class_)) return; for (int i = 0; i < 4; i++) { //First two iterations: Right hand if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } else { wd = &sd->left_weapon; damage = &ldamage; } if (*damage <= 0) continue; if (i == 1 || i == 3) { hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL]; hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per); sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL]; sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per); if( hp ) { //rhp += hp; thp += hp; } if( sp ) { //rsp += sp; tsp += sp; } } else { hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL]; sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL]; if( hp ) { //rhp += hp; thp += hp; } if( sp ) { //rsp += sp; tsp += sp; } } } if (!thp && !tsp) return; status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); //if (rhp || rsp) // status_zap(tbl, rhp, rsp); } /*=========================================== * Deals the same damage to targets in area. *------------------------------------------- * Credits: * Original coder pakpil */ int battle_damage_area(struct block_list *bl, va_list ap) { t_tick tick; int64 damage; int amotion, dmotion; struct block_list *src; nullpo_ret(bl); tick = va_arg(ap, t_tick); src = va_arg(ap,struct block_list *); amotion = va_arg(ap,int); dmotion = va_arg(ap,int); damage = va_arg(ap,int); if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM) return 0; if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { map_freeblock_lock(); if( src->type == BL_PC ) battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl)); if( amotion ) battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false); else status_fix_damage(src,bl,damage,0); clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false); skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map_freeblock_unlock(); } return 0; } /*========================================== * Do a basic physical attack (call through unit_attack_timer) *------------------------------------------*/ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int64 damage; int skillv; struct Damage wd; bool vellum_damage = false; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); if (src->prev == NULL || target->prev == NULL) return ATK_NONE; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); sc = status_get_sc(src); tsc = status_get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; if (tsc && !tsc->count) tsc = NULL; if (sd) { sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); if (sd->state.arrow_atk) { short index = sd->equip_index[EQI_AMMO]; if (index < 0) { if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA) clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0); else clif_arrow_fail(sd,0); return ATK_NONE; } //Ammo check by Ishizu-chan if (sd->inventory_data[index]) { switch (sd->status.weapon) { case W_BOW: if (sd->inventory_data[index]->look != A_ARROW) { clif_arrow_fail(sd,0); return ATK_NONE; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->look != A_BULLET) { clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0); return ATK_NONE; } break; case W_GRENADE: if (sd->inventory_data[index]->look != A_GRENADE) { clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0); return ATK_NONE; } break; } } } } if (sc && sc->count) { if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2)) status_change_end(src, SC_CLOAKING, INVALID_TIMER); else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2)) status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); } if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) { uint8 dir = map_calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); int dist = distance_bl(src, target); if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1; clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0); return ATK_BLOCK; } } if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) { uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1; int duration = skill_get_time2(MO_BLADESTOP,skill_lv); status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS. clif_bladestop(target, src->id, 1); sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; } } if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { int triple_rate= 30 - skillv; //Base Rate if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } if (rnd()%100 < triple_rate) { //Need to apply canact_tick here because it doesn't go through skill_castend_id sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick); if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) return ATK_DEF; return ATK_MISS; } } if (sc) { if (sc->data[SC_SACRIFICE]) { uint16 skill_lv = sc->data[SC_SACRIFICE]->val1; damage_lv ret_val; if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) status_change_end(src, SC_SACRIFICE, INVALID_TIMER); /** * We need to calculate the DMG before the hp reduction, because it can kill the source. * For further information: bugreport:4950 */ ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0); status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% if( ret_val == ATK_NONE ) return ATK_MISS; return ret_val; } if (sc->data[SC_MAGICALATTACK]) { if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) ) return ATK_DEF; return ATK_MISS; } if( sc->data[SC_GT_ENERGYGAIN] ) { int spheres = 5; if( sc->data[SC_RAISINGDRAGON] ) spheres += sc->data[SC_RAISINGDRAGON]->val1; if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 ) pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres); } } if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) { int spheres = 5; if( tsc->data[SC_RAISINGDRAGON] ) spheres += tsc->data[SC_RAISINGDRAGON]->val1; if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 ) pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres); } if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2) clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1))); if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) { int hp_heal = tstatus->max_hp - tstatus->hp; if (hp_heal > tsc->data[SC_KAAHI]->val2) hp_heal = tsc->data[SC_KAAHI]->val2; if (hp_heal) status_heal(target, hp_heal, 0, 2); } wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd)) vellum_damage = true; if( sc && sc->count ) { if (sc->data[SC_EXEEDBREAK]) { if (!is_infinite_defense(target, wd.flag) && !vellum_damage) wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100; status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } if( sc->data[SC_SPELLFIST] ) { if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){ if (!is_infinite_defense(target, wd.flag)) { struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT); wd.damage = ad.damage; DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits. } else { wd.damage = 1; DAMAGE_DIV_FIX(wd.damage, wd.div_); } } else status_change_end(src,SC_SPELLFIST,INVALID_TIMER); } if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage) { wd.damage <<= 1; // Double Damage skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase } if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) { short idx = sd->equip_index[EQI_AMMO]; if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) { pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); sc->data[SC_FEARBREEZE]->val4 = 0; } } } if (sd && sd->state.arrow_atk) //Consume arrow. battle_consume_ammo(sd, 0, 0); damage = wd.damage + wd.damage2; if( damage > 0 && src != target ) { if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ) { // Activates it only from melee damage uint16 skill_id; if( rnd()%2 == 1 ) skill_id = AB_DUPLELIGHT_MELEE; else skill_id = AB_DUPLELIGHT_MAGIC; skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); } } wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage); if (sd && sd->bonus.splash_range > 0 && damage > 0) skill_castend_damage_id(src, target, 0, 1, tick, 0); if ( target->type == BL_SKILL && damage > 0 ) { TBL_SKILL *su = (TBL_SKILL*)target; if (su && su->group) { if (su->group->skill_id == HT_BLASTMINE) skill_blown(src, target, 3, -1, BLOWN_NONE); if (su->group->skill_id == GN_WALLOFTHORN) { if (--su->val2 <= 0) skill_delunit(su); } } } map_freeblock_lock(); if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) { if( !status_isdead(target) ) skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick); if( wd.dmg_lv > ATK_BLOCK ) skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick); } else battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage); if( tsc ) { if( tsc->data[SC_DEVOTION] ) { struct status_change_entry *sce = tsc->data[SC_DEVOTION]; struct block_list *d_bl = map_id2bl(sce->val1); if( d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) ) && check_distance_bl(target, d_bl, sce->val3) ) { // Only trigger if the devoted player was hit if( damage > 0 ){ struct map_session_data* dsd = BL_CAST( BL_PC, d_bl ); // The devoting player needs to stand up if( dsd && pc_issit( dsd ) ){ pc_setstand( dsd, true ); skill_sit( dsd, 0 ); } clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false); status_fix_damage(NULL, d_bl, damage, 0); } } else status_change_end(target, SC_DEVOTION, INVALID_TIMER); } if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) { struct elemental_data *ed = ((TBL_PC*)target)->ed; if (ed) { clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE); skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); } } if (tsc->data[SC_WATER_SCREEN_OPTION]) { struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); if (e_bl && !status_isdead(e_bl)) { clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false); status_fix_damage(NULL, e_bl, damage, 0); } } } if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; uint16 skill_id = sc->data[SC_AUTOSPELL]->val2; uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3; int i = rnd()%100; if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE) i = 0; //Max chance, no skill_lv reduction. [Skotlex] //reduction only for skill_lv > 1 if (skill_lv > 1) { if (i >= 50) skill_lv /= 2; else if (i >= 15) skill_lv--; } sp = skill_get_sp(skill_id,skill_lv) * 2 / 3; if (status_charge(src, 0, sp)) { struct unit_data *ud = unit_bl2ud(src); switch (skill_get_casttype(skill_id)) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag); break; } if (ud) { int autospell_tick = skill_delayfix(src, skill_id, skill_lv); if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) { ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick); if (battle_config.display_status_timers && sd) clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0); } } } } if (sd) { uint16 r_skill = 0, sk_idx = 0; if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) && sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED ) { int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2; if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { int type; if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) { int maxcount = 0; std::shared_ptr skill = skill_db.find(r_skill); if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] ) type = -1; if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] ) type = -1; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == r_skill) maxcount--; } if( maxcount == 0 ) type = -1; } if( type != CAST_GROUND ){ clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return wd.dmg_lv; } } if (sd->state.autocast == 0) { sd->state.autocast = 1; skill_consume_requirement(sd, r_skill, r_lv, 3); switch (type) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag); break; } } sd->state.autocast = 0; sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick); clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); } } if (wd.flag & BF_WEAPON && src != target && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_); else battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_); } } if (tsc) { if (damage > 0 && tsc->data[SC_POISONREACT] && (rnd()%100 < tsc->data[SC_POISONREACT]->val3 || sstatus->def_ele == ELE_POISON) && // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; status_check_skilluse(target, src, TF_POISON, 0) ) { //Poison React struct status_change_entry *sce = tsc->data[SC_POISONREACT]; if (sstatus->def_ele == ELE_POISON) { sce->val2 = 0; skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); } else { skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_POISONREACT, INVALID_TIMER); } } map_freeblock_unlock(); return wd.dmg_lv; } /*========================= * Check for undead status *------------------------- * Credits: * Original coder Skotlex * Refactored by Baalberith */ int battle_check_undead(int race,int element) { if(battle_config.undead_detect_type == 0) { if(element == ELE_UNDEAD) return 1; } else if(battle_config.undead_detect_type == 1) { if(race == RC_UNDEAD) return 1; } else { if(element == ELE_UNDEAD || race == RC_UNDEAD) return 1; } return 0; } /*================================================================ * Returns the upmost level master starting with the given object *----------------------------------------------------------------*/ struct block_list* battle_get_master(struct block_list *src) { struct block_list *prev; //Used for infinite loop check (master of yourself?) do { prev = src; switch (src->type) { case BL_PET: if (((TBL_PET*)src)->master) src = (struct block_list*)((TBL_PET*)src)->master; break; case BL_MOB: if (((TBL_MOB*)src)->master_id) src = map_id2bl(((TBL_MOB*)src)->master_id); break; case BL_HOM: if (((TBL_HOM*)src)->master) src = (struct block_list*)((TBL_HOM*)src)->master; break; case BL_MER: if (((TBL_MER*)src)->master) src = (struct block_list*)((TBL_MER*)src)->master; break; case BL_ELEM: if (((TBL_ELEM*)src)->master) src = (struct block_list*)((TBL_ELEM*)src)->master; break; case BL_SKILL: if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id) src = map_id2bl(((TBL_SKILL*)src)->group->src_id); break; } } while (src && src != prev); return prev; } /*========================================== * Checks the state between two targets * (enemy, friend, party, guild, etc) *------------------------------------------ * Usage: * See battle.hpp for possible values/combinations * to be used here (BCT_* constants) * Return value is: * 1: flag holds true (is enemy, party, etc) * -1: flag fails * 0: Invalid target (non-targetable ever) * * Credits: * Original coder unknown * Rewritten by Skotlex */ int battle_check_target( struct block_list *src, struct block_list *target,int flag) { int16 m; //map int state = 0; //Initial state none int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. struct block_list *s_bl = src, *t_bl = target; struct unit_data *ud = NULL; nullpo_ret(src); nullpo_ret(target); ud = unit_bl2ud(target); m = target->m; //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual //objects involved. if( (t_bl = battle_get_master(target)) == NULL ) t_bl = target; if( (s_bl = battle_get_master(src)) == NULL ) s_bl = src; if ( s_bl->type == BL_PC ) { switch( t_bl->type ) { case BL_MOB: // Source => PC, Target => MOB if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) ) return 0; break; case BL_PC: if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP)) return 0; break; default:/* anything else goes */ break; } } struct map_data *mapdata = map_getmapdata(m); switch( target->type ) { // Checks on actual target case BL_PC: { struct status_change* sc = status_get_sc(src); if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target)) return -1; //Cannot be targeted yet. if( sc && sc->count ) { if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id ) return -1; } } break; case BL_MOB: { struct mob_data *md = ((TBL_MOB*)target); if (ud && ud->immune_attack) return 0; if(((md->special_state.ai == AI_SPHERE || //Marine Spheres (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB))) ){ //Targettable by players state |= BCT_ENEMY; strip_enemy = 0; } break; } case BL_SKILL: { TBL_SKILL *su = (TBL_SKILL*)target; uint16 skill_id = battle_getcurrentskill(src); if( !su || !su->group) return 0; if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) { if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) { ; } else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps switch (skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case SR_SKYNETBLOW: // Can only hit traps in PVP/GVG maps if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG]) return 0; break; } } else return 0; state |= BCT_ENEMY; strip_enemy = 0; } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) { switch (skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case SR_SKYNETBLOW: // Can only hit icewall in PVP/GVG maps if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG]) return 0; break; case HT_CLAYMORETRAP: // Can't hit icewall return 0; default: // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP)) return -1; } state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills. return 0; } break; case BL_MER: case BL_HOM: case BL_ELEM: if (ud && ud->immune_attack) return 0; break; //All else not specified is an invalid target. default: return 0; } //end switch actual target switch( t_bl->type ) { //Checks on target master case BL_PC: { struct map_session_data *sd; struct status_change *sc = NULL; if( t_bl == s_bl ) break; sd = BL_CAST(BL_PC, t_bl); sc = status_get_sc(t_bl); if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY ) return 0; // Global immunity only to Attacks if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) state |= BCT_ENEMY; // Characters with bad karma may fight amongst them if( sd->state.killable ) { state |= BCT_ENEMY; // Everything can kill it strip_enemy = 0; } break; } case BL_MOB: { struct mob_data *md = BL_CAST(BL_MOB, t_bl); if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) ) return 0; // Disable guardians/emperiums owned by Guilds on non-woe times. break; } default: break; //other type doesn't have slave yet } //end switch master target switch( src->type ) { //Checks on actual src type case BL_PET: if (t_bl->type != BL_MOB && flag&BCT_ENEMY) return 0; //Pet may not attack non-mobs. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) return 0; //pet may not attack Guardians/Emperium break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; struct status_change* sc = status_get_sc(target); if (!su || !su->group) return 0; std::bitset inf2 = skill_db.find(su->group->skill_id)->inf2; if (su->group->src_id == target->id) { if (inf2[INF2_NOTARGETSELF]) return -1; if (inf2[INF2_TARGETSELF]) return 1; } //Status changes that prevent traps from triggering if (sc && sc->count && inf2[INF2_ISTRAP]) { if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0) return -1; } } break; case BL_MER: if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY) return 0; //mercenary may not attack Emperium break; } //end switch actual src switch( s_bl->type ) { //Checks on source master case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) ) { if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else return 0; // You can't target anything out of your duel } } if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) ) return 0; //If you don't belong to a guild, can't target emperium. if( t_bl->type != BL_PC ) state |= BCT_ENEMY; //Natural enemy. break; } case BL_MOB: { struct mob_data *md = BL_CAST(BL_MOB, s_bl); if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. if( !md->special_state.ai ) { //Normal mobs if( ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) || ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) ) state |= BCT_PARTY; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; } default: //Need some sort of default behaviour for unhandled types. if (t_bl->type != s_bl->type) state |= BCT_ENEMY; break; } //end switch on src master if( (flag&BCT_ALL) == BCT_ALL ) { //All actually stands for all attackable chars, icewall and traps if(target->type&(BL_CHAR|BL_SKILL)) return 1; else return -1; } if( flag == BCT_NOONE ) //Why would someone use this? no clue. return -1; if( t_bl == s_bl ) { //No need for further testing. state |= BCT_SELF|BCT_PARTY|BCT_GUILD; if( state&BCT_ENEMY && strip_enemy ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } if( mapdata_flag_vs(mapdata) ) { //Check rivalry settings. int sbg_id = 0, tbg_id = 0; if(mapdata->flag[MF_BATTLEGROUND] ) { sbg_id = bg_team_get_id(s_bl); tbg_id = bg_team_get_id(t_bl); } if( flag&(BCT_PARTY|BCT_ENEMY) ) { int s_party = status_get_party_id(s_bl); if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if( flag&(BCT_GUILD|BCT_ENEMY) ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) ) state |= BCT_GUILD; else state |= BCT_ENEMY; } if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id ) state &= ~BCT_ENEMY; if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC ) { // Prevent novice engagement on pk_mode (feature by Valaris) TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl; if ( (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (int)sd->status.base_level < battle_config.pk_min_level || (int)sd2->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range) ) state &= ~BCT_ENEMY; } }//end map_flag_vs chk rivality else { //Non pvp/gvg, check party/guild settings. if( flag&BCT_PARTY || state&BCT_ENEMY ) { int s_party = status_get_party_id(s_bl); if(s_party && s_party == status_get_party_id(t_bl)) state |= BCT_PARTY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild)))) state |= BCT_GUILD; } } //end non pvp/gvg chk rivality if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } /*========================================== * Check if can attack from this range * Basic check then calling path_search for obstacle etc.. *------------------------------------------ */ bool battle_check_range(struct block_list *src, struct block_list *bl, int range) { int d; nullpo_retr(false, src); nullpo_retr(false, bl); if( src->m != bl->m ) return false; #ifndef CIRCULAR_AREA if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] if ( !check_distance_client_bl(src, bl, range) ) return false; } else #endif if( !check_distance_bl(src, bl, range) ) return false; if( (d = distance_bl(src, bl)) < 2 ) return true; // No need for path checking. if( d > AREA_SIZE ) return false; // Avoid targetting objects beyond your range of sight. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } /*============================================= * Battle.conf settings and default/max values *--------------------------------------------- */ static const struct _battle_data { const char* str; int* val; int defval; int min; int max; } battle_data[] = { { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, }, { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, }, { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, #ifdef RENEWAL { "traps_setting", &battle_config.traps_setting, 2, 0, 2, }, #else { "traps_setting", &battle_config.traps_setting, 0, 0, 2, }, #endif { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, }, { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, }, { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, }, { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, }, { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, }, { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, }, { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 }, { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 }, { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, }, { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, }, { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, }, { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, }, { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, }, { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, }, { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, }, { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, }, { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, }, { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, }, { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, { "battle_log", &battle_config.battle_log, 0, 0, 1, }, { "etc_log", &battle_config.etc_log, 1, 0, 1, }, { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, }, { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, }, { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, }, { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, }, { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, }, { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, }, { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, }, { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, }, { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, }, { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, }, { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, }, { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, }, { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, }, { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, }, { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, }, { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, }, { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, }, { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, }, { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, }, { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, }, { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, }, { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, }, { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, }, { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, }, { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, }, { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, }, { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, }, { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, }, { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, { "motd_type", &battle_config.motd_type, 0, 0, 1, }, { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, }, { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, { "display_version", &battle_config.display_version, 1, 0, 1, }, { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, }, { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, }, { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, }, { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, }, { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, }, { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, }, { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, { "knockback_left", &battle_config.knockback_left, 1, 0, 1, }, { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, }, { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, }, { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, }, // BattleGround Settings { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, }, { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, }, { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, }, { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, }, { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, }, { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, // rAthena { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, }, { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, }, { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, }, { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, }, { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, }, { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, }, { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 }, { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, }, { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 }, { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 }, { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, }, { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, }, { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, }, { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, }, { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, }, { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, }, { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, }, { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, }, { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, }, { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, }, { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, }, { "feature.auction", &battle_config.feature_auction, 0, 0, 2, }, { "feature.banking", &battle_config.feature_banking, 1, 0, 1, }, #ifdef VIP_ENABLE { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, }, #else { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, }, #endif { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, }, { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, }, { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, }, { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, }, { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, }, { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, }, { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, }, { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, }, { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, }, { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, }, { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, }, { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, }, { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, }, { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, }, { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, }, { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, }, { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, }, { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, }, { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, }, { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, }, { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, }, { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, }, { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, }, { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, }, { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, }, { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, }, { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, }, { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, }, { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, }, { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, }, { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, }, { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, }, { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, }, { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, }, { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, }, { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, }, { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, }, { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, }, { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, }, { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, }, { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, }, { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, }, { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, }, { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, }, { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, }, { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, }, { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, }, { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, }, { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, }, { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, }, { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, }, { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, }, { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, }, { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, }, { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, }, { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, }, { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, }, { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, }, { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, }, { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, }, { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, }, { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, }, { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, }, { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, }, { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, }, { "save_body_style", &battle_config.save_body_style, 0, 0, 1, }, { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, }, { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, }, { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, }, { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, }, { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, }, { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, }, { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, }, { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, }, { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, }, { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, }, { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, }, { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, }, { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, }, { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, }, { "dispel_song", &battle_config.dispel_song, 0, 0, 1, }, { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, }, { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, }, { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, }, { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, }, { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, }, { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, }, { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, }, { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, }, { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, }, { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, }, { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, }, { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, }, { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, }, { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, }, { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, }, { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, }, { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, }, { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, }, { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, }, { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, }, { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, }, { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, }, { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, }, { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, }, { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, }, { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, }, { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, }, { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, }, { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, }, { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, }, { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, }, { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, }, { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, }, { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, }, { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, }, { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, }, { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, }, { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, }, { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, }, #include "../custom/battle_config_init.inc" }; /*========================== * Set battle settings *--------------------------*/ int battle_set_value(const char* w1, const char* w2) { int val = config_switch(w2); int i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found if (val < battle_data[i].min || val > battle_data[i].max) { ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval); val = battle_data[i].defval; } *battle_data[i].val = val; return 1; } /*=========================== * Get battle settings *---------------------------*/ int battle_get_value(const char* w1) { int i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found else return *battle_data[i].val; } /*====================== * Set default settings *----------------------*/ void battle_set_defaults() { int i; for (i = 0; i < ARRAYLENGTH(battle_data); i++) *battle_data[i].val = battle_data[i].defval; } /*================================== * Cap certain battle.conf settings *----------------------------------*/ void battle_adjust_conf() { battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10; battle_config.max_aspd = 2000 - battle_config.max_aspd * 10; battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10; battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10; battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed; battle_config.max_cart_weight *= 10; if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] battle_config.max_def = 100; if (battle_config.min_hitrate > battle_config.max_hitrate) battle_config.min_hitrate = battle_config.max_hitrate; if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex battle_config.pet_max_atk1 = battle_config.pet_max_atk2; if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] battle_config.day_duration = 60000; if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] battle_config.night_duration = 60000; #if PACKETVER < 20100427 if (battle_config.feature_buying_store) { ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); battle_config.feature_buying_store = 0; } #endif #if PACKETVER < 20100803 if (battle_config.feature_search_stores) { ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); battle_config.feature_search_stores = 0; } #endif #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */ if (battle_config.feature_auction) { ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n"); ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n"); battle_config.feature_auction = 0; } #elif PACKETVER >= 20141112 if (battle_config.feature_auction) { ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n"); ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n"); battle_config.feature_auction = 0; } #endif #if PACKETVER < 20130724 if (battle_config.feature_banking) { ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n"); battle_config.feature_banking = 0; } #endif #if PACKETVER < 20131223 if (battle_config.mvp_exp_reward_message) { ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n"); battle_config.mvp_exp_reward_message = 0; } #endif #if PACKETVER < 20141022 if (battle_config.feature_roulette) { ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n"); battle_config.feature_roulette = 0; } #endif #if PACKETVER < 20150513 if (battle_config.feature_achievement) { ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n"); battle_config.feature_achievement = 0; } #endif #if PACKETVER < 20141008 if (battle_config.feature_petevolution) { ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n"); battle_config.feature_petevolution = 0; } if (battle_config.feature_pet_autofeed) { ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n"); battle_config.feature_pet_autofeed = 0; } #endif #if PACKETVER < 20170208 if (battle_config.feature_equipswitch) { ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n"); battle_config.feature_equipswitch = 0; } #endif #if PACKETVER < 20170920 if( battle_config.feature_homunculus_autofeed ){ ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n"); battle_config.feature_homunculus_autofeed = 0; } #endif #if PACKETVER < 20180307 if( battle_config.feature_attendance ){ ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n"); battle_config.feature_attendance = 0; } #endif #if PACKETVER < 20180321 if( battle_config.feature_privateairship ){ ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n"); battle_config.feature_privateairship = 0; } #endif #ifndef CELL_NOSTACK if (battle_config.custom_cell_stack_limit != 1) ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } /*===================================== * Read battle.conf settings from file *-------------------------------------*/ int battle_config_read(const char* cfgName) { FILE* fp; static int count = 0; if (count == 0) battle_set_defaults(); count++; fp = fopen(cfgName,"r"); if (fp == NULL) ShowError("File not found: %s\n", cfgName); else { char line[1024], w1[1024], w2[1024]; while(fgets(line, sizeof(line), fp)) { if (line[0] == '/' && line[1] == '/') continue; if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2) continue; if (strcmpi(w1, "import") == 0) battle_config_read(w2); else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){ const char* symbol = &w2[0]; if (ISPRINT(*symbol) && // no control characters *symbol != '/' && // symbol of client commands *symbol != '%' && // symbol of party chat *symbol != '$' && // symbol of guild chat *symbol != charcommand_symbol) atcommand_symbol = *symbol; }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){ const char* symbol = &w2[0]; if (ISPRINT(*symbol) && // no control characters *symbol != '/' && // symbol of client commands *symbol != '%' && // symbol of party chat *symbol != '$' && // symbol of guild chat *symbol != atcommand_symbol) charcommand_symbol = *symbol; }else if( battle_set_value(w1, w2) == 0 ) ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName); } fclose(fp); } count--; if (count == 0) battle_adjust_conf(); return 0; } /*========================== * initialize battle timer *--------------------------*/ void do_init_battle(void) { delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); } /*================== * end battle timer *------------------*/ void do_final_battle(void) { ers_destroy(delay_damage_ers); }