rathena/src/map/battle.cpp
2023-04-15 16:53:39 +02:00

10835 lines
410 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "battle.hpp"
#include <math.h>
#include <stdlib.h>
#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"
struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.
// Early declaration
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);
int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
/**
* 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 ((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 ((s_mercenary_data*)bl)->ud.target;
case BL_ELEM: return ((s_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, skill_id);
else
status_fix_damage(src, target, damage, delay, skill_id); // 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) {
mob_data *md = BL_CAST(BL_MOB, target);
if (md != nullptr) {
// Trigger monster skill condition for non-skill attacks.
if (!status_isdead(target) && src != target) {
if (damage > 0)
mobskill_event(md, src, tick, attack_type, damage);
if (skill_id > 0)
mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
}
// Monsters differentiate whether they have been attacked by a skill or a normal attack
if (damage > 0 && (attack_type & BF_NORMAL))
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, dat->skill_id);
map_freeblock_unlock();
}
}
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;
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->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
}
if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
damage > 0 && skill_id != CR_REFLECTSHIELD
#ifndef RENEWAL
&& skill_id != PA_PRESSURE
#endif
) {
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;
}
/**
* 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
* @param flag
* @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)
{
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 = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
if (sc && sc->count) { //increase dmg by src status
switch(atk_elem){
case ELE_FIRE:
if (sc->getSCE(SC_VOLCANO))
#ifdef RENEWAL
ratio += sc->getSCE(SC_VOLCANO)->val3;
#else
damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
#endif
break;
case ELE_WIND:
if (sc->getSCE(SC_VIOLENTGALE))
#ifdef RENEWAL
ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
#else
damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
#endif
break;
case ELE_WATER:
if (sc->getSCE(SC_DELUGE))
#ifdef RENEWAL
ratio += sc->getSCE(SC_DELUGE)->val3;
#else
damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
#endif
break;
case ELE_GHOST:
if (sc->getSCE(SC_TELEKINESIS_INTENSE))
ratio += sc->getSCE(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;
std::shared_ptr<s_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->getSCE(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);
}
if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
status_change_end(target, SC_THORNSTRAP);
if (tsc->getSCE(SC_CRYSTALIZE))
status_change_end(target, SC_CRYSTALIZE);
if (tsc->getSCE(SC_EARTH_INSIGNIA))
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
if( tsc->getSCE(SC_WIDEWEB) ) {
#ifdef RENEWAL
ratio += 100;
#else
damage *= 2;
#endif
status_change_end(target,SC_WIDEWEB);
}
if( tsc->getSCE(SC_BURNT) ) {
#ifdef RENEWAL
ratio += 400;
#else
damage += (int64)(damage * 400 / 100);
#endif
}
break;
case ELE_HOLY:
if (tsc->getSCE(SC_ORATIO))
#ifdef RENEWAL
ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
#else
damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
#endif
break;
case ELE_POISON:
if (tsc->getSCE(SC_VENOMIMPRESS))
#ifdef RENEWAL
ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
#else
damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
#endif
if (tsc->getSCE(SC_CLOUD_POISON)) {
#ifdef RENEWAL
ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
#else
damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
#endif
}
break;
case ELE_WIND:
if (tsc->getSCE(SC_WATER_INSIGNIA))
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
if (tsc->getSCE(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->getSCE(SC_FIRE_INSIGNIA))
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
break;
case ELE_EARTH:
if (tsc->getSCE(SC_WIND_INSIGNIA))
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
break;
case ELE_NEUTRAL:
if (tsc->getSCE(SC_ANTI_M_BLAST))
#ifdef RENEWAL
ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
#else
damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
#endif
break;
case ELE_DARK:
if (tsc->getSCE(SC_SOULCURSE)) {
if (status_get_class_(target) == CLASS_BOSS)
#ifdef RENEWAL
ratio += 20;
#else
damage += (int64)(damage * 20 / 100);
#endif
else
#ifdef RENEWAL
ratio += 100;
#else
damage *= 2;
#endif
}
break;
}
if (tsc->getSCE(SC_MAGIC_POISON))
#ifdef RENEWAL
ratio += 50;
#else
damage += (int64)(damage * 50 / 100);
#endif
}
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_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
map_session_data *sd, ///< Attacker session data if BL_PC
*tsd; ///< Target session data if BL_PC
int cardfix = 1000;
int s_class, ///< Attacker class
t_class; ///< Target class
std::vector<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 - max(0, fix))) / 1000); }
switch( attack_type ) {
case BF_MAGIC:
// Affected by attacker ATK bonuses
if( sd && !nk[NK_IGNOREATKCARD] ) {
int32 race2_val = 0;
for (const auto &raceit : t_race2)
race2_val += sd->indexed_bonus.magic_addrace2[raceit];
cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
}
cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
if (sd->status.weapon == W_2HSTAFF)// 2-Handed Staff Mastery
cardfix = cardfix * (100 + pc_checkskill(sd, AG_TWOHANDSTAFF)) / 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->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != ELE_ALL && 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->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
cardfix = cardfix * (100 - ele_fix) / 100;
}
cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
int32 race_fix = 0;
for (const auto &raceit : s_race2)
race_fix += tsd->indexed_bonus.subrace2[raceit];
cardfix = cardfix * (100 - race_fix) / 100;
race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
for (const auto &it : tsd->subrace3) {
if (it.race != RC_ALL && it.race != sstatus->race)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
race_fix += it.rate;
}
cardfix = cardfix * (100 - race_fix) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.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 if (!nk[NK_IGNORELONGCARD])
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
#endif
cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
if( tsd->sc.getSCE(SC_MDEF_RATE) )
cardfix = cardfix * (100 - tsd->sc.getSCE(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->indexed_bonus.arrow_addrace[tstatus->race] +
sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.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->indexed_bonus.arrow_addele[tstatus->def_ele] +
sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
for (const auto &it : sd->right_weapon.addele2) {
if (it.ele != ELE_ALL && 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->indexed_bonus.arrow_addsize[tstatus->size] +
sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
int32 race_fix = 0;
for (const auto &raceit : t_race2)
race_fix += sd->right_weapon.addrace2[raceit];
cardfix = cardfix * (100 + race_fix) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.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 != ELE_ALL && 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;
for (const auto &raceit : t_race2)
cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 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 != ELE_ALL && 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;
for (const auto &raceit : t_race2)
cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 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 != ELE_ALL && 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 != ELE_ALL && 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;
for (const auto &raceit : t_race2)
cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 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;
}
#ifndef RENEWAL
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;
#endif
}
//! 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_SHORT)
cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
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->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != ELE_ALL && 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->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
for (const auto &it : tsd->subele2) {
if (it.ele != ELE_ALL && 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->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
}
int32 race_fix = 0;
cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
for (const auto &raceit : s_race2)
race_fix += tsd->indexed_bonus.subrace2[raceit];
cardfix = cardfix * (100 - race_fix) / 100;
race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
for (const auto &it : tsd->subrace3) {
if (it.race != RC_ALL && it.race != sstatus->race)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
race_fix += it.rate;
}
cardfix = cardfix * (100 - race_fix) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.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 if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
if( tsd->sc.getSCE(SC_DEF_RATE) )
cardfix = cardfix * (100 - tsd->sc.getSCE(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->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.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->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
cardfix = cardfix * (100 - ele_fix) / 100;
}
int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
for (const auto &it : tsd->subrace3) {
if (it.race != RC_ALL && it.race != sstatus->race)
continue;
if (!(((it.flag)&flag)&BF_WEAPONMASK &&
((it.flag)&flag)&BF_RANGEMASK &&
((it.flag)&flag)&BF_SKILLMASK))
continue;
race_fix += it.rate;
}
cardfix = cardfix * (100 - race_fix) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
race_fix = 0;
for (const auto &raceit : s_race2)
race_fix += tsd->indexed_bonus.subrace2[raceit];
cardfix = cardfix * (100 - race_fix) / 100;
cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.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 if (!nk[NK_IGNORELONGCARD]) // 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:
{
map_session_data *sd = BL_CAST(BL_PC, bl);
if (!sd)
return;
dmg_ori = dmg_new = d->damage + d->damage2;
if (sd->bonus.absorb_dmg_maxhp) {
int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
if (dmg_ori > hp)
dmg_new = dmg_ori - hp;
}
if (sd->bonus.absorb_dmg_maxhp2) {
int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
if (dmg_ori > hp) {
dmg_new = 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 for active statuses that block damage
* @param src: Attacker
* @param target: Target of attack
* @param sc: Status Change data
* @param d: Damage data
* @param damage: Damage received as a reference
* @param skill_id: Skill ID
* @param skill_lv: Skill level
* @return True: Damage inflicted, False: Missed
**/
bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
if (!src || !target || !sc || !d)
return true;
status_change_entry *sce;
int flag = d->flag;
// SC Types that must be first because they may or may not block damage
if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
sce->val2 -= static_cast<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(target, SC_KYRIE);
}
int element;
if (flag & BF_WEAPON) {
struct status_data *sstatus = status_get_status_data(src);
if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
else
element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
} else if(flag & BF_MAGIC)
element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
else
element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
switch( element ){
case ELE_NEUTRAL:
if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
damage = 0;
return false;
}
break;
case ELE_WATER:
if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
damage = 0;
return false;
}
break;
case ELE_EARTH:
if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
damage = 0;
return false;
}
break;
case ELE_FIRE:
if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
damage = 0;
return false;
}
break;
case ELE_WIND:
if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
damage = 0;
return false;
}
break;
case ELE_DARK:
if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
damage = 0;
return false;
}
break;
case ELE_HOLY:
if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
damage = 0;
return false;
}
break;
case ELE_POISON:
if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
damage = 0;
return false;
}
break;
case ELE_GHOST:
if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
damage = 0;
return false;
}
break;
case ELE_UNDEAD:
if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
damage = 0;
return false;
}
break;
}
if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
clif_specialeffect(target, EF_GUARD, AREA);
sce->val3 -= static_cast<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(target, SC_P_ALTER);
}
if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
sce->val2 -= static_cast<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(target, SC_TUNAPARTY);
}
if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
if (sce->val2 <= 0)
status_change_end(target, SC_DIMENSION1);
return false;
}
if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
if (sce->val2 <= 0)
status_change_end(target, SC_DIMENSION2);
return false;
}
if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
if (flag & BF_WEAPON) {
if (sce->val2 >= 0)
damage = 0;
else
damage = -sce->val2;
}
if (sce->val2 <= 0)
status_change_end(target, SC_GUARDIAN_S);
}
// Weapon Blocking can be triggered while the above statuses are active.
if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
d->dmg_lv = ATK_BLOCK;
return false;
}
if (damage == 0)
return false;
// ATK_BLOCK Type
if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
if (group) {
d->dmg_lv = ATK_BLOCK;
switch (sce->val2) {
case MG_SAFETYWALL:
if (--group->val2 <= 0) {
skill_delunitgroup(group);
break;
}
#ifdef RENEWAL
if (group->val3 - damage > 0)
group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
else
skill_delunitgroup(group);
#endif
break;
case MH_STEINWAND:
if (--group->val2 <= 0) {
skill_delunitgroup(group);
break;
}
if (group->val3 - damage > 0)
group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
else
skill_delunitgroup(group);
break;
}
return false;
}
status_change_end(target, SC_SAFETYWALL);
}
if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
#ifdef RENEWAL
(sc->getSCE(SC_BASILICA_CELL)
#else
(sc->getSCE(SC_BASILICA)
#endif
&& !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
(sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
sc->getSCE(SC__MANHOLE) ||
sc->getSCE(SC_KINGS_GRACE) ||
sc->getSCE(SC_GRAVITYCONTROL)
)
{
d->dmg_lv = ATK_BLOCK;
return false;
}
if (sc->getSCE(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 == AG_SOUL_VC_STRIKE ||
(skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
(skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
{
if (skill_id == WL_SOULEXPANSION)
damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
} else {
d->dmg_lv = ATK_BLOCK;
return false;
}
}
if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
sce->val3 -= static_cast<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(target, sce->val2);
sce->val3 = 1000; // Next shield
} else
status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
}
return false;
}
// ATK_MISS Type
if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
block_list *d_bl;
int delay;
// 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;
map_session_data *sd = map_id2sd(target->id);
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 == target->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
check_distance_bl(target, 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 false;
} else {
clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
unit_set_walkdelay(target, gettick(), delay, 1);
#ifdef RENEWAL
if (sc->getSCE(SC_SHRINK))
sc_start(src, target, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
#else
if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
#endif
d->dmg_lv = ATK_MISS;
return false;
}
}
if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
#ifndef RENEWAL
|| skill_id == CR_ACIDDEMONSTRATION
#endif
)) {
d->dmg_lv = ATK_MISS;
return false;
}
// ATK_DEF Type
if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
uint8 dir = map_calc_dir(target, src->x, src->y);
if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
clif_blown(target);
unit_setdir(target, dir);
}
d->dmg_lv = ATK_DEF;
status_change_end(target, SC_LIGHTNINGWALK);
return false;
}
// Other
if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
(sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
(sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
return false;
if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
if (skill_id == LK_PARRYING) {
unit_data *ud = unit_bl2ud(target);
if (ud != nullptr) // Delay the next attack
ud->attackabletime = gettick() + status_get_adelay(target);
}
return false;
}
if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
map_session_data *sd = map_id2sd(target->id);
if (sd && pc_issit(sd))
pc_setstand(sd, true); //Stand it to dodge.
clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return false;
}
if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif_specialeffect(target, 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(target, SC_KAUPE);
return false;
}
if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
return false;
}
if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
if (!status_isdead(src))
skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
if (sce) {
clif_specialeffect(target, EF_STORMKICK4, AREA);
skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
}
//Both need to be consumed if they are active.
if (sce && --sce->val2 <= 0)
status_change_end(target, SC_UTSUSEMI);
if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
status_change_end(target, SC_BUNSINJYUTSU);
return false;
}
if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
if (damage > 0 && (flag & sce->val2)) {
int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
if(flag & BF_WEAPON) {
clif_specialeffect_value(target, EF_HEAL, heal, AREA);
} else {
clif_specialeffect_value(target, 1143, heal, AREA);
}
clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
status_heal(target, damage, 0, 0);
damage = 0;
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)
{
map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
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_id && skill_get_type(skill_id) != BF_MISC
&& skill_get_casttype(skill_id) == CAST_GROUND )
return 0;
if (bl->type == BL_PC) {
sd=(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;
}
status_change* tsc = status_get_sc(bl); //check target status
if( tsc && tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) )
return 1;
switch (skill_id) {
#ifndef RENEWAL
case PA_PRESSURE:
case HW_GRAVITATION:
#endif
case SP_SOULEXPLOSION:
// Adjust these based on any possible PK damage rates.
if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
return damage; //These skills bypass everything else.
}
// Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
// So can defense sphere's but what the heck is that??? [Rytech]
if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
// Adjust this based on any possible PK damage rates.
if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
return damage;
}
if( tsc && tsc->count ) {
// Damage increasing effects
#ifdef RENEWAL // Flat +400% damage from melee
if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
damage *= 4;
#endif
if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
if (src->type != BL_MER || !skill_id)
damage *= 2; // 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); //Shouldn't end until Breaker's non-weapon part connects.
}
#ifdef RENEWAL
if( tsc->getSCE(SC_RAID) ) {
if (status_get_class_(bl) == CLASS_BOSS)
damage += damage * 15 / 100;
else
damage += damage * 30 / 100;
}
#endif
if( damage ) {
if( tsc->getSCE(SC_DEEPSLEEP) ) {
damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
status_change_end(bl,SC_DEEPSLEEP);
}
if( tsd && sd && tsc->getSCE(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( tsc->getSCE(SC_VOICEOFSIREN) )
status_change_end(bl,SC_VOICEOFSIREN);
}
if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
damage *= 2;
if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
int bonus = tsc->getSCE(SC_DARKCROW)->val2;
if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
damage += damage * 666 / 100; //Custom value
if (status_get_class_(bl) == CLASS_BOSS)
bonus /= 2;
damage += damage * bonus / 100;
}
if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage += damage * 50 / 100;// Need official adjustment. [Rytech]
if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
// Damage reductions
// Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
#ifndef RENEWAL
if( tsc->getSCE(SC_ASSUMPTIO) ) {
if( map_flag_vs(bl->m) )
damage = (int64)damage*2/3; //Receive 66% damage
else
damage /= 2; //Receive 50% damage
}
#endif
if (tsc->getSCE(SC_DEFENDER) &&
skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
#ifdef RENEWAL
((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
#else
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
#endif
damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= damage * 20 / 100;
if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
if(flag&BF_SKILL) //25% reduction
damage -= damage * 25 / 100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage /= 4; //75% reduction
}
if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
if(tsc->getSCE(SC_ARMORCHANGE)) {
//On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
if(flag&BF_WEAPON)
damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
else if(flag&BF_MAGIC)
damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
}
if(tsc->getSCE(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 (tsc->getSCE(SC_WATER_BARRIER))
damage = damage * 80 / 100; // 20% reduction to all type attacks
if (tsc->getSCE(SC_SU_STOOP))
damage -= damage * 90 / 100;
// Compressed code, fixed by map.hpp [Epoque]
if (src->type == BL_MOB) {
std::vector<e_race2> race2 = status_get_race2(src);
for (const auto &raceit : race2) {
switch (raceit) {
case RC2_MANUK:
if (sce = tsc->getSCE(SC_MANU_DEF))
damage -= damage * sce->val1 / 100;
break;
case RC2_SPLENDIDE:
if (sce = tsc->getSCE(SC_SPL_DEF))
damage -= damage * sce->val1 / 100;
break;
case RC2_OGH_ATK_DEF:
if (tsc->getSCE(SC_GLASTHEIM_DEF))
return 0;
break;
case RC2_OGH_HIDDEN:
if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
damage -= damage * sce->val1 / 100;
break;
case RC2_BIO5_ACOLYTE_MERCHANT:
if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
damage -= damage * sce->val2 / 100;
break;
case RC2_BIO5_MAGE_ARCHER:
if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
damage -= damage * sce->val2 / 100;
break;
case RC2_BIO5_SWORDMAN_THIEF:
if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
damage -= damage * sce->val2 / 100;
break;
case RC2_BIO5_MVP:
if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
damage -= damage * sce->val2 / 100;
break;
}
}
}
if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
sce->val3&flag && sce->val4&flag)
damage -= damage * tsc->getSCE(SC_ARMOR)->val2 / 100;
if( tsc->getSCE(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);
damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
}
if(tsc->getSCE(SC_GRANITIC_ARMOR))
damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
if(tsc->getSCE(SC_PAIN_KILLER)) {
damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
damage = i64max(damage, 1);
}
if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
if( damage > 0 && (sce = tsc->getSCE(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 && tsc->getSCE(SC_GVG_GOLEM)) {
if (flag&BF_WEAPON)
damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
if (flag&BF_MAGIC)
damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
}
#ifdef RENEWAL
// Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
if( tsc->getSCE(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 && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
status_change_end(bl, SC_BITE);
status_change_end(bl, SC_ANKLE);
status_change_end(bl, SC_ELECTRICSHOCKER);
}
if (!damage)
return 0;
if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
int spheres = 5;
if( tsc->getSCE(SC_RAISINGDRAGON) )
spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
}
if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(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( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
status_change_spread(bl, src);
} //End of target SC_ check
//SC effects from caster side.
status_change* sc = status_get_sc(src);
if (sc && sc->count) {
if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
damage += damage * 75 / 100;
if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
status_heal(src, damage * sce->val4 / 100, 0, 3);
if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
status_heal(src, damage * sce->val1 / 100, 0, 3);
if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
// [Epoque]
if (bl->type == BL_MOB) {
if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
std::vector<e_race2> race2 = status_get_race2(bl);
for (const auto &raceit : race2) {
switch (raceit) {
case RC2_MANUK:
if (sce = sc->getSCE(SC_MANU_ATK))
damage += damage * sce->val1 / 100;
break;
case RC2_SPLENDIDE:
if (sce = sc->getSCE(SC_SPL_ATK))
damage += damage * sce->val1 / 100;
break;
case RC2_OGH_ATK_DEF:
if (sc->getSCE(SC_GLASTHEIM_ATK))
damage *= 2;
break;
case RC2_BIO5_SWORDMAN_THIEF:
if (sce = sc->getSCE(SC_LHZ_DUN_N1))
damage += damage * sce->val1 / 100;
break;
case RC2_BIO5_ACOLYTE_MERCHANT:
if (sce = sc->getSCE(SC_LHZ_DUN_N2))
damage += damage * sce->val1 / 100;
break;
case RC2_BIO5_MAGE_ARCHER:
if (sce = sc->getSCE(SC_LHZ_DUN_N3))
damage += damage * sce->val1 / 100;
break;
case RC2_BIO5_MVP:
if (sce = sc->getSCE(SC_LHZ_DUN_N4))
damage += damage * sce->val1 / 100;
break;
}
}
}
}
if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
damage += damage * 10 / 100;
if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
}
if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
status_change_spread(src, bl);
if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(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
}
if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
damage += damage * sce->val1 / 100;
if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
damage += damage * sce->val1 / 100;
if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
clif_specialeffect(src, 1208, AREA);
pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
}
}
} //End of caster SC_ check
//PK damage rates
if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
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 (sd && pc_ismadogear(sd)) {
pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
}
// Target status (again), required for RELIEVE
sc = status_get_sc(bl);
// !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
if (sc && sc->count) {
if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
damage = i64max((damage - damage * sce->val2 / 100), 1);
}
if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
mob_data *md = BL_CAST(BL_MOB, bl);
if (md && md->damagetaken != 100)
damage = i64max(damage * md->damagetaken / 100, 1);
}
if (tsc && tsc->count) {
if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
return 0;
}
return damage;
}
/**
* Determines whether battleground target can be hit
* @param src: Source of attack
* @param bl: Target of attack
* @param skill_id: Skill ID used
* @param flag: Special flags
* @return Can be hit (true) or can't be hit (false)
*/
bool battle_can_hit_bg_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);
if (ud && ud->immune_attack)
return false;
if (md && md->bg_id) {
if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
return false;
if (src->type == BL_PC) {
map_session_data *sd = map_id2sd(src->id);
if (sd && sd->bg_id == md->bg_id)
return false;
}
}
return true;
}
/**
* 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 (!battle_can_hit_bg_target(src, bl, skill_id, flag))
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 || md->special_state.ai == AI_GUILD)) {
if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (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 != nullptr) {
if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
return false; // [MouseJstr]
if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
return false;
}
}
}
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;
}
/**
* Calculates PK related damage adjustments (between players only).
* @param src: Source object
* @param bl: Target object
* @param damage: Damage being done
* @param skill_id: Skill used
* @param flag: Battle flag type
* @return Modified damage
*/
int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
if (damage == 0) // No reductions to make.
return 0;
if (battle_config.pk_mode == 0) // PK mode is disabled.
return damage;
if (src.type == BL_PC && bl.type == BL_PC) {
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;
}
}
return i64max(damage, 1);
}
/**
* 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(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_PLAYER_DORAM || 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_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
damage += (skill * 4);
if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(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 ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
damage += 15 * skill + (skill > 4 ? 25 : 0);
// Kagerou/Oboro Spirit Charm bonus
if (sd->spiritcharm >= MAX_SPIRITCHARM) {
if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
(sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
(sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
(sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
damage += damage * 30 / 100;
}
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(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->indexed_bonus.weapon_damage_rate[sd->weapontype2])
(*damage) += (*damage) * sd->indexed_bonus.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->indexed_bonus.weapon_damage_rate[sd->weapontype1])
(*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
}
}
#ifdef RENEWAL
static int battle_calc_sizefix(int64 damage, 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, map_session_data *sd, bool critical)
{
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;
bool weapon_perfection = false;
status_change *sc = status_get_sc(src);
if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
short base_stat;
switch (sd->status.weapon) {
case W_BOW:
case W_MUSICAL:
case W_WHIP:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
if (pc_checkskill(sd, SU_SOULATTACK) > 0)
base_stat = status->str;
else
base_stat = status->dex;
break;
default:
base_stat = status->str;
break;
}
float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
float base_stat_bonus = wa->atk * base_stat / 200.0f;
atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
damage = atkmax;
else
damage = rnd_value(atkmin, atkmax);
}
if (sc && sc->getSCE(SC_WEAPONPERFECTION))
weapon_perfection = true;
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, status_change *sc, unsigned short t_size, int flag)
{
unsigned int atkmin = 0, atkmax = 0;
short type = 0;
int64 damage = 0;
map_session_data *sd = NULL;
nullpo_retr(damage, src);
sd = BL_CAST(BL_PC, src);
if (!sd) { //Mobs/Pets
#ifndef RENEWAL
if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
#endif
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]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*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->getSCE(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) {
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:
case ELEMENTALID_ARDOR:
if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
damage += damage * 20 / 100;
break;
case ELEMENTALID_AQUA_S:
case ELEMENTALID_AQUA_M:
case ELEMENTALID_AQUA_L:
case ELEMENTALID_DILUVIO:
if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
damage += damage * 20 / 100;
break;
case ELEMENTALID_VENTUS_S:
case ELEMENTALID_VENTUS_M:
case ELEMENTALID_VENTUS_L:
case ELEMENTALID_PROCELLA:
if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
damage += damage * 20 / 100;
break;
case ELEMENTALID_TERA_S:
case ELEMENTALID_TERA_M:
case ELEMENTALID_TERA_L:
case ELEMENTALID_TERREMOTUS:
case ELEMENTALID_SERPENS:
if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(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(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;
switch (skill_id) {
case AC_SHOWER:
case AM_DEMONSTRATION:
// When monsters use Arrow Shower or Bomb, it is always short range
if (src->type == BL_MOB)
return BF_SHORT;
break;
#ifdef RENEWAL
case KN_BRANDISHSPEAR:
// Renewal changes to ranged physical damage
#endif
case SR_RAMPAGEBLASTER:
return BF_LONG;
case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
case SHC_SAVAGE_IMPACT: // 7 cell cast range.
case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
case MT_RUSH_QUAKE: // 9 cell cast range.
case ABC_UNLUCKY_RUSH: // 7 cell cast range.
case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
//case ABC_DEFT_STAB: // 2 cell cast range???
case NPC_MAXPAIN_ATK:
return BF_SHORT;
case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
map_session_data *sd = BL_CAST(BL_PC, src);
if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
return BF_LONG;
break;
}
case DK_HACKANDSLASHER:
case DK_HACKANDSLASHER_ATK: {
map_session_data* sd = BL_CAST( BL_PC, src );
if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
return BF_LONG;
}
break;
}
}
//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(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) {
std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
if (!skill || !skill->damage.map)
return 0;
s_skill_damage *damage = &skill->damage;
//check the adjustment works for specified type
if (!(damage->caster&src->type))
return 0;
map_data *mapdata = map_getmapdata(src->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) {
map_data *mapdata = map_getmapdata(src->m);
if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
return 0;
int rate = 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(map_session_data *sd) {
#ifdef RENEWAL // No bonus in renewal
return 0;
#endif
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 == 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);
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) {
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 == W_FIST && sd->weapontype2 != W_FIST)
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) {
map_session_data *sd = BL_CAST(BL_PC, src);
if (sd) {
if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
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 )
{
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);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
map_session_data *tsd = BL_CAST(BL_PC, target);
short cri = sstatus->cri;
if (sd) {
cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.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->getSCE(SC_CAMOUFLAGE))
cri += 100 * min(10,sc->getSCE(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->getSCE(SC_SLEEP) )
cri *= 2;
switch(skill_id) {
case 0:
if(sc && !sc->getSCE(SC_AUTOCOUNTER))
break;
clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
status_change_end(src, SC_AUTOCOUNTER);
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
return true;
else
cri *= 2;
break;
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
#ifdef RENEWAL
cri += 300; // !TODO: Confirm new bonus
#else
cri += 200;
#endif
break;
case NJ_KIRIKAGE:
cri += 250 + 50*skill_lv;
break;
#ifdef RENEWAL
case ASC_BREAKER:
#endif
case GC_CROSSIMPACT:
case SHC_SAVAGE_IMPACT:
case SHC_ETERNAL_SLASH:
case SHC_IMPACT_CRATER:
cri /= 2;
break;
case WH_GALESTORM:
if (sc && !sc->getSCE(SC_CALAMITYGALE))
return false;
}
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) {
map_session_data *sd = BL_CAST(BL_PC, src);
struct status_data *tstatus = status_get_status_data(target);
if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
#ifndef RENEWAL
&& !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<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
)
if (weapon_position == EQI_HAND_R)
return 1;
if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
)
{ //Pass effect onto right hand if configured so. [Skotlex]
if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
if (weapon_position == EQI_HAND_R)
return 1;
}
else if (weapon_position == EQI_HAND_L)
return 1;
}
}
}
return 0;
}
static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
{
if (skill_id == 0) {
if (is_splash) {
std::bitset<NK_MAX> 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);
status_change *sc = status_get_sc(src);
status_change *tsc = status_get_sc(target);
map_session_data *sd = BL_CAST(BL_PC, src);
std::bitset<NK_MAX> 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->getSCE(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->getSCE(SC_SPIRIT) && sc->getSCE(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->getSCE(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->getSCE(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_TELEKINESISATTACK:
case NPC_UNDEADATTACK:
case NPC_CHANGEUNDEAD:
case NPC_EARTHQUAKE:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_BLEEDING:
case NPC_BLEEDING2:
hitrate += hitrate * 20 / 100;
break;
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_ICEBREATH2:
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)
#ifdef RENEWAL
hitrate += hitrate * 90 / 100;
#else
hitrate += hitrate * 50 / 100;
#endif
break;
#ifdef RENEWAL
case RG_BACKSTAP:
hitrate += skill_lv; // !TODO: What's the rate increase?
break;
#endif
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 += 5 * 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->getSCE(SC_MTF_ASPD))
hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
if (sc->getSCE(SC_MTF_ASPD2))
hitrate += sc->getSCE(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);
status_change *sc = status_get_sc(src);
map_session_data *sd = BL_CAST(BL_PC, src);
std::bitset<NK_MAX> 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->getSCE(SC_FUSION))
return true;
else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
{ //Ignore Defense?
if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
if (weapon_position == EQI_HAND_R)
return true;
if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
{
if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
if (weapon_position == EQI_HAND_R)
return true;
} else if (weapon_position == EQI_HAND_L)
return true;
}
} else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
return true;
return nk[NK_IGNOREDEFENSE] != 0;
}
/*================================================
* Should skill attack consider VVS and masteries?
*------------------------------------------------
* Credits:
* Original coder Skotlex
* Initial refactoring by Baalberith
* Refined and optimized by helvetica
*/
static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
{
if (
#ifndef RENEWAL
skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
#endif
skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
return false;
return true;
}
#ifdef RENEWAL
/*========================================
* Calculate equipment ATK for renewal ATK
*----------------------------------------
* Credits:
* Original coder Skotlex
* Initial refactoring by Baalberith
* Refined and optimized by helvetica
*/
static int battle_calc_equip_attack(struct block_list *src, int skill_id)
{
if(src != NULL) {
int eatk = 0;
struct status_data *status = status_get_status_data(src);
map_session_data *sd = BL_CAST(BL_PC, src);
if (sd) // add arrow atk if using an applicable skill
eatk += (is_skill_using_arrow(src, skill_id) ? sd->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
*/
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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
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->getSCE(SC_ENCHANTARMS)) // Check for endows
element = sc->getSCE(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 RK_DRAGONBREATH:
if (sc) {
if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
element = ELE_DARK;
else if (sc->getSCE(SC_GIANTGROWTH))
element = ELE_HOLY;
}
break;
case RK_DRAGONBREATH_WATER:
if (sc) {
if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
element = ELE_NEUTRAL;
else if (sc->getSCE(SC_FIGHTINGSPIRIT))
element = ELE_GHOST;
}
break;
case LG_HESPERUSLIT:
if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
element = ELE_HOLY;
break;
case GN_CARTCANNON:
case NC_ARMSCANNON:
if (sd && sd->state.arrow_atk > 0)
element = sd->bonus.arrow_ele;
break;
case SJ_PROMINENCEKICK:
element = ELE_FIRE;
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->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(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;
}
int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
int element = skill_get_ele(skill_id, skill_lv);
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
struct status_data *sstatus = status_get_status_data(src);
if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
element = sstatus->rhw.ele;
if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
} else if (element == ELE_ENDOWED) //Use status element
element = status_get_attack_sc_element(src,status_get_sc(src));
else if (element == ELE_RANDOM) //Use random element
element = rnd()%ELE_ALL;
switch(skill_id) {
case NPC_EARTHQUAKE:
element = ELE_NEUTRAL;
break;
case WL_HELLINFERNO:
if (mflag & 2) { // ELE_DARK
element = ELE_DARK;
}
break;
case NPC_PSYCHIC_WAVE:
case SO_PSYCHIC_WAVE:
if( sc && sc->count ) {
static const std::vector<sc_type> types = {
SC_HEATER_OPTION,
SC_COOLER_OPTION,
SC_BLAST_OPTION,
SC_CURSED_SOIL_OPTION,
SC_FLAMETECHNIC_OPTION,
SC_COLD_FORCE_OPTION,
SC_GRACE_BREEZE_OPTION,
SC_EARTH_CARE_OPTION,
SC_DEEP_POISONING_OPTION
};
for( sc_type type : types ){
if( sc->getSCE( type ) ){
element = sc->getSCE( type )->val3;
break;
}
}
}
break;
case KO_KAIHOU:
if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
element = sd->spiritcharm_type;
break;
case AB_ADORAMUS:
if (sc && sc->getSCE(SC_ANCILLA))
element = ELE_NEUTRAL;
break;
case LG_RAYOFGENESIS:
if (sc && sc->getSCE(SC_INSPIRATION))
element = ELE_NEUTRAL;
break;
case WM_REVERBERATION:
case TR_METALIC_FURY:
case TR_SOUNDBLEND:
if (sd)
element = sd->bonus.arrow_ele;
break;
}
return element;
}
int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
int element = skill_get_ele(skill_id, skill_lv);
if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
element = ELE_NEUTRAL;
else if (element == ELE_RANDOM) //Use random element
element = rnd()%ELE_ALL;
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)
{
std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
// Elemental attribute fix
if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
map_session_data *sd = BL_CAST(BL_PC, src);
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 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);
switch (skill_id) {
case PA_SACRIFICE:
case RK_DRAGONBREATH:
case RK_DRAGONBREATH_WATER:
case NC_SELFDESTRUCTION:
case HFLI_SBR44:
wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
if (is_attack_left_handed(src, skill_id))
wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
break;
default:
if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
#ifdef RENEWAL
if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
#endif
wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
if (is_attack_left_handed(src, skill_id))
wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
#ifdef RENEWAL
}
#endif
break;
}
// 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) {
#ifdef RENEWAL
case MO_INVESTIGATE:
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
#endif
case MC_CARTREVOLUTION:
case HW_MAGICCRASHER:
case SR_FALLENEMPIRE:
case SR_CRESCENTELBOW_AUTOSPELL:
case SR_GATEOFHELL:
case GN_FIRE_EXPANSION_ACID:
wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
if (is_attack_left_handed(src, skill_id))
wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
break;
}
#ifdef RENEWAL
if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
#endif
if (sc && sc->getSCE(SC_WATK_ELEMENT)) { // 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->getSCE(SC_WATK_ELEMENT)->val2 / 100;
wd->damage += battle_attr_fix(src, target, damage, sc->getSCE(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->getSCE(SC_WATK_ELEMENT)->val2 / 100;
wd->damage2 += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
}
}
#ifdef RENEWAL
}
#endif
}
}
#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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
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);
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->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
#endif
if(sc->getSCE(SC_CAMOUFLAGE)) {
ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
#ifdef RENEWAL
ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
#endif
}
if(sc->getSCE(SC_GN_CARTBOOST)) {
ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
#ifdef RENEWAL
ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
#endif
}
if (sc->getSCE(SC_P_ALTER)) {
ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
#ifdef RENEWAL
ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(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);
map_session_data *sd = BL_CAST(BL_PC, src);
bool critical = 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);
wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
if (sd && sd->sc.getSCE(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);
}
// Check critical
if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
critical = true;
wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
// Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
wd->weaponAtk += bonus_atk;
wd->weaponAtk2 += bonus_atk2;
}
wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
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);
// AtkRate gives a static bonus from (W.ATK + E.ATK)
if (sd && sd->bonus.atk_rate) {
wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
}
//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)
{
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);
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
uint16 i;
std::bitset<NK_MAX> 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*7/100; // 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
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
case SZ_SMALL: //Small: 115%
ATK_RATE(wd->damage, wd->damage2, 115);
RE_ALLATK_RATE(wd, 115);
break;
//case SZ_MEDIUM: //Medium: 100%
case SZ_BIG: //Large: 85%
ATK_RATE(wd->damage, wd->damage2, 85);
RE_ALLATK_RATE(wd, 85);
break;
}
} else {
wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
}
#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) / 100;
if(sd)
damagevalue = damagevalue * ( 90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + ( pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1 ? ( sstatus->pow / 4 + sstatus->patk / 2 ) : 0 ) ) / 100;
if (sc && sc->getSCE(SC_DRAGONIC_AURA))// Need official damage increase. [Rytech]
damagevalue += damagevalue * 50 / 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;
if (sc && sc->getSCE(SC_KAGEMUSYA))
damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
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->getSCE(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->getSCE(SC_CHANGE)?4:0)|
(skill_id == MO_EXTREMITYFIST?8:0)|
(sc && sc->getSCE(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_RIFLE:
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;
#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);
}
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]
// Reduce count by one (self) [Tydus1]
i -= 1;
ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
}
}
#else
if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
}
#endif
}
#ifndef RENEWAL
if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
}
#endif
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; }
/*================================================= [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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
status_change *sc = status_get_sc(src);
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 )
|| ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
|| ( sc && sc->getSCE(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->getSCE(SC_KAGEMUSYA))
max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
else
#ifdef RENEWAL
max_rate = max(7 * skill_lv, sd->bonus.double_rate);
#else
max_rate = max(5 * skill_lv, sd->bonus.double_rate);
#endif
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->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(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->getSCE(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->getSCE(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->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
if (wd->div_ > 1)
wd->type = DMG_MULTI_HIT;
}
}
switch (skill_id) {
case RK_WINDCUTTER:
if (sd && sd->weapontype1 == W_2HSWORD)
wd->div_ = 2;
break;
case SC_FATALMENACE:
if (sd && sd->weapontype1 == W_DAGGER)
wd->div_++;
break;
case SR_RIDEINLIGHTNING:
wd->div_ = (sd ? max(1, skill_lv) : 1);
break;
case RL_QD_SHOT:
wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
break;
case KO_JYUMONJIKIRI:
if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
wd->div_ = wd->div_ * -1;// needs more info
break;
case MH_BLAZING_AND_FURIOUS: {
struct homun_data *hd = BL_CAST(BL_HOM, src);
if (hd) {
wd->div_ = hd->homunculus.spiritball;
hom_delspiritball(hd, MAX_SPIRITBALL, 1);
}
break;
}
#ifdef RENEWAL
case AS_POISONREACT:
skill_lv = pc_checkskill(sd, TF_DOUBLE);
if (skill_lv > 0) {
if(rnd()%100 < (7 * skill_lv)) {
wd->div_++;
}
}
break;
#endif
}
}
/*======================================================
* 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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
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->getSCE(SC_OVERTHRUST))
skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
if(sc->getSCE(SC_MAXOVERTHRUST))
skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
if(sc->getSCE(SC_BERSERK))
#ifndef RENEWAL
skillratio += 100;
#else
skillratio += 200;
if (sc && sc->getSCE(SC_TRUESIGHT))
skillratio += 2 * sc->getSCE(SC_TRUESIGHT)->val1;
if (sc->getSCE(SC_CONCENTRATION) && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
skillratio += sc->getSCE(SC_CONCENTRATION)->val2;
#endif
if (!skill_id || skill_id == KN_AUTOCOUNTER) {
if (sc->getSCE(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]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
}
status_change_end(src,SC_CRUSHSTRIKE);
skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
} else {
if (sc->getSCE(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:
skillratio += 10 * skill_lv;
if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
skillratio *= 2;
break;
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;
#ifdef RENEWAL
case KN_BRANDISHSPEAR:
skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
break;
#else
case KN_BRANDISHSPEAR:
#endif
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:
#ifdef RENEWAL
skillratio += 100 + 100 * skill_lv;
if (tstatus->hp < (tstatus->max_hp / 2))
skillratio += skillratio / 2;
#else
skillratio += 300 + 40 * skill_lv;
#endif
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_ICEBREATH2:
case NPC_THUNDERBREATH:
case NPC_HELLJUDGEMENT:
case NPC_HELLJUDGEMENT2:
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
skillratio += -100 + 50 + skill_lv * 150;
#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:
#ifdef RENEWAL
skillratio += -100 + skill_lv * 80;
#else
skillratio += 30 * skill_lv;
#endif
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 += -100 + 200 * skill_lv;
if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
skillratio += 100; // !TODO: What's this bonus increase?
#else
skillratio += 40 * skill_lv;
#endif
break;
case MO_FINGEROFFENSIVE:
#ifdef RENEWAL
skillratio += 500 + skill_lv * 200;
if (tsc && tsc->getSCE(SC_BLADESTOP))
skillratio += skillratio / 2;
#else
skillratio += 50 * skill_lv;
#endif
break;
case MO_INVESTIGATE:
#ifdef RENEWAL
skillratio += -100 + 100 * skill_lv;
if (tsc && tsc->getSCE(SC_BLADESTOP))
skillratio += skillratio / 2;
#else
skillratio += 75 * skill_lv;
#endif
break;
case MO_EXTREMITYFIST:
skillratio += 100 * (7 + sstatus->sp / 10);
#ifdef RENEWAL
if (wd->miscflag&1)
skillratio *= 2; // More than 5 spirit balls active
#endif
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:
#ifdef RENEWAL
skillratio += 150 + 50 * skill_lv;
if (sd && sd->status.weapon == W_KNUCKLE)
skillratio *= 2;
#else
skillratio += 50 + 50 * skill_lv;
#endif
break;
case MO_COMBOFINISH:
#ifdef RENEWAL
skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
#else
skillratio += 140 + 60 * skill_lv;
#endif
if (sc->getSCE(SC_GT_ENERGYGAIN))
skillratio += skillratio * 50 / 100;
break;
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
#ifdef RENEWAL
skillratio += 10 + 40 * skill_lv;
#else
skillratio += 25 + 25 * skill_lv;
#endif
break;
case CH_TIGERFIST:
#ifdef RENEWAL
skillratio += 400 + 150 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += -60 + 100 * skill_lv;
#endif
if (sc->getSCE(SC_GT_ENERGYGAIN))
skillratio += skillratio * 50 / 100;
break;
case CH_CHAINCRUSH:
#ifdef RENEWAL
skillratio += -100 + 200 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += 300 + 100 * skill_lv;
#endif
if (sc->getSCE(SC_GT_ENERGYGAIN))
skillratio += skillratio * 50 / 100;
break;
case CH_PALMSTRIKE:
#ifdef RENEWAL
skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
RE_LVL_DMOD(100);
#else
skillratio += 100 + 100 * skill_lv;
#endif
break;
case LK_HEADCRUSH:
skillratio += 40 * skill_lv;
break;
case LK_JOINTBEAT:
skillratio += 10 * skill_lv - 50;
if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
skillratio *= 2;
break;
#ifdef RENEWAL
// Renewal: skill ratio applies to entire damage [helvetica]
case LK_SPIRALPIERCE:
skillratio += 50 + 50 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
skillratio *= 2;
break;
case ML_SPIRALPIERCE:
skillratio += 50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
#endif
case ASC_METEORASSAULT:
#ifdef RENEWAL
skillratio += 100 + 120 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += -60 + 40 * skill_lv;
#endif
break;
case SN_SHARPSHOOTING:
if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
if (wd->miscflag & 2) // Splash damage bonus
skillratio += -100 + 140 * skill_lv;
else
skillratio += 100 + 50 * skill_lv;
break;
}
// Fall through
case MA_SHARPSHOOTING:
#ifdef RENEWAL
skillratio += -100 + 300 + 300 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += 100 + 50 * skill_lv;
#endif
break;
#ifdef RENEWAL
case CR_ACIDDEMONSTRATION:
skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
if (target->type == BL_PC)
skillratio /= 2;
break;
#endif
case CG_ARROWVULCAN:
#ifdef RENEWAL
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += 100 + 100 * skill_lv;
#endif
break;
case AS_SPLASHER:
#ifdef RENEWAL
skillratio += -100 + 400 + 100 * skill_lv;
#else
skillratio += 400 + 50 * skill_lv;
#endif
if(sd)
skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
break;
case ASC_BREAKER:
#ifdef RENEWAL
skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
RE_LVL_DMOD(100);
#else
// Pre-Renewal: skill ratio for weapon part of damage [helvetica]
skillratio += -100 + 100 * skill_lv;
#endif
break;
case PA_SACRIFICE:
skillratio += -10 + 10 * skill_lv;
break;
case PA_SHIELDCHAIN:
#ifdef RENEWAL
skillratio = -100 + 300 + 200 * skill_lv;
if( sd != nullptr ){
int16 index = sd->equip_index[EQI_HAND_L];
// Damage affected by the shield's weight and refine.
if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
}
// Damage affected by shield mastery
if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
}
}
RE_LVL_DMOD(100);
#else
skillratio += 30 * skill_lv;
#endif
if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
skillratio += skillratio * 50 / 100;
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->getSCE(SC_COMBO) && sc->getSCE(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->getSCE(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_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
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->getSCE(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_SYURIKEN:
skillratio += 5 * skill_lv;
break;
case NJ_KUNAI:
skillratio += -100 + 100 * skill_lv;
break;
case KN_CHARGEATK:
skillratio += 600;
break;
case AS_VENOMKNIFE:
skillratio += 400;
break;
#else
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;
#endif
case HT_PHANTASMIC:
#ifdef RENEWAL
skillratio += 400;
#else
skillratio += 50;
#endif
break;
case MO_BALKYOUNG:
#ifdef RENEWAL
skillratio += 700;
#else
skillratio += 200;
#endif
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 + 1050 + 150 * skill_lv;
RE_LVL_DMOD(100);
break;
case RK_HUNDREDSPEAR:
skillratio += -100 + 600 + 200 * skill_lv;
if (sd)
skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
if (sc) {
if( sc->getSCE( SC_DRAGONIC_AURA ) ){
skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
}
if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
skillratio *= 2;
}
RE_LVL_DMOD(100);
break;
case RK_WINDCUTTER:
if (sd) {
if (sd->weapontype1 == W_2HSWORD)
skillratio += -100 + 250 * skill_lv;
else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
skillratio += -100 + 400 * skill_lv;
else
skillratio += -100 + 300 * skill_lv;
} else
skillratio += -100 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
skillratio += -100 + 450 * skill_lv;
RE_LVL_DMOD(100);
break;
case NPC_IGNITIONBREAK:
// 3x3 cell Damage = 1000 1500 2000 2500 3000 %
// 7x7 cell Damage = 750 1250 1750 2250 2750 %
// 11x11 cell Damage = 500 1000 1500 2000 2500 %
i = distance_bl(src,target);
if (i < 2)
skillratio += -100 + 500 * (skill_lv + 1);
else if (i < 4)
skillratio += -100 + 250 + 500 * skill_lv;
else
skillratio += -100 + 500 * skill_lv;
break;
case RK_STORMBLAST:
skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
RE_LVL_DMOD(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 NPC_PHANTOMTHRUST: // ATK = 100% for all level
case GC_CROSSIMPACT:
skillratio += -100 + 1400 + 150 * skill_lv;
RE_LVL_DMOD(100);
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 += -100 + 50 + 80 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_ROLLINGCUTTER))
skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
break;
case GC_DARKCROW:
skillratio += 100 * (skill_lv - 1);
break;
case AB_DUPLELIGHT_MELEE:
skillratio += 50 + 15 * skill_lv;
break;
case NPC_ARROWSTORM:
if (skill_lv > 4)
skillratio += 1900;
else
skillratio += 900;
break;
case NPC_DRAGONBREATH:
if (skill_lv > 5)
skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
else
skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
break;
case RA_ARROWSTORM:
if (sc && sc->getSCE(SC_FEARBREEZE))
skillratio += -100 + 200 + 250 * skill_lv;
else
skillratio += -100 + 200 + 180 * skill_lv;
RE_LVL_DMOD(100);
break;
case RA_AIMEDBOLT:
if (sc && sc->getSCE(SC_FEARBREEZE))
skillratio += -100 + 800 + 35 * skill_lv;
else
skillratio += -100 + 500 + 20 * skill_lv;
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 += 200 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
RE_LVL_DMOD(100);
break;
case NC_PILEBUNKER:
skillratio += 200 + 100 * skill_lv + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_VULCANARM:
skillratio += -100 + 140 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
skillratio += 200 + 300 * skill_lv;
RE_LVL_DMOD(150);
break;
case NC_ARMSCANNON:
skillratio += -100 + 400 + 300 * skill_lv;
RE_LVL_DMOD(100);
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 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
skillratio *= 2;
break;
case NC_MAGMA_ERUPTION: // 'Slam' damage
skillratio += 350 + 50 * skill_lv;
break;
case NC_AXETORNADO:
skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_AXE_STOMP))// Whats the official increase? [Rytech]
skillratio += skillratio * 50 / 100;
break;
case SC_FATALMENACE:
skillratio += 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_ABYSS_DAGGER))
skillratio += skillratio * 50 / 100;
break;
case SC_TRIANGLESHOT:
skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
RE_LVL_DMOD(100);
break;
case SC_FEINTBOMB:
skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
RE_LVL_DMOD(120);
break;
case LG_CANNONSPEAR:
skillratio += -100 + skill_lv * ( 120 + sstatus->str );
if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
skillratio += 400;
}
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
skillratio += -100 + ( 100 * skill_lv );
if( sd != nullptr ){
skillratio += pc_checkskill( sd, SM_BASH ) * 70;
}
if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
skillratio += 800;
}
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
skillratio += -100 + 200 * skill_lv + sstatus->str;
if (sd) {
if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
}
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_MOONSLASHER:
skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
if(sc && sc->getSCE(SC_OVERBRANDREADY))
skillratio += -100 + 500 * skill_lv;
else
skillratio += -100 + 350 * skill_lv;
skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
}
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
if (sc && sc->getSCE(SC_INSPIRATION))
skillratio += -100 + 450 * skill_lv;
else
skillratio += -100 + 300 * skill_lv;
skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
RE_LVL_DMOD(100);
break;
case SR_EARTHSHAKER:
if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(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 += 100 + 80 * skill_lv;
RE_LVL_DMOD(100);
break;
case SR_FALLENEMPIRE:
// ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
skillratio += 300 * skill_lv;
RE_LVL_DMOD(150);
break;
case SR_TIGERCANNON:
{
unsigned int hp = sstatus->max_hp * (10 + (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->getSCE(SC_GT_REVITALIZE))
skillratio += skillratio * 30 / 100;
break;
case SR_SKYNETBLOW:
//ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
RE_LVL_DMOD(100);
break;
case SR_RAMPAGEBLASTER:
if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
skillratio += 1400 + 550 * skill_lv;
RE_LVL_DMOD(120);
} else {
skillratio += 900 + 350 * skill_lv;
RE_LVL_DMOD(150);
}
if (sc->getSCE(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->getSCE(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) + sstatus->dex;
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
skillratio += -100 + 800 * skill_lv;
else
skillratio += -100 + 500 * skill_lv;
RE_LVL_DMOD(100);
if (sc->getSCE(SC_GT_REVITALIZE))
skillratio += skillratio * 30 / 100;
break;
case SR_GENTLETOUCH_QUIET:
skillratio += -100 + 100 * skill_lv + sstatus->dex;
RE_LVL_DMOD(100);
break;
case SR_HOWLINGOFLION:
skillratio += -100 + 500 * skill_lv;
RE_LVL_DMOD(100);
break;
case SR_RIDEINLIGHTNING:
skillratio += -100 + 40 * skill_lv;
if (sd && sd->status.weapon == W_KNUCKLE)
skillratio += 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
//ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
if (wd->miscflag&4) // Whip/Instrument equipped
skillratio += 20 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_GREAT_ECHO:
skillratio += -100 + 250 + 500 * skill_lv;
if (sd) {
skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
skillratio *= 2;
}
RE_LVL_DMOD(100);
break;
case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
skillratio += -100 + 200 * 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;
if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
skillratio *= 2;
}
break;
case GN_CARTCANNON:
skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
RE_LVL_DMOD(100);
break;
case GN_SPORE_EXPLOSION:
skillratio += -100 + 400 + 200 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
skillratio *= 2;
break;
case GN_WALLOFTHORN:
skillratio += 10 * skill_lv;
break;
case GN_CRAZYWEED_ATK:
skillratio += -100 + 700 + 100 * skill_lv;
RE_LVL_DMOD(100);
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;
case GN_HELLS_PLANT_ATK:
skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
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 + 200 * skill_lv;
RE_LVL_DMOD(120);
if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
skillratio += skill_lv * status_get_lv(src);
if (sc && sc->getSCE(SC_KAGEMUSYA))
skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
break;
case KO_HUUMARANKA:
skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_KAGEMUSYA))
skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
break;
case KO_SETSUDAN:
skillratio += 100 * (skill_lv - 1);
RE_LVL_DMOD(100);
if (tsc) {
struct status_change_entry *sce;
if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
skillratio += 200 * sce->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);
if (sc && sc->getSCE(SC_KAGEMUSYA))
skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
break;
case KO_MAKIBISHI:
skillratio += -100 + 20 * skill_lv;
break;
case MH_NEEDLE_OF_PARALYZE:
skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
break;
case MH_TOXIN_OF_MANDARA:
skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
break;
case MH_NEEDLE_STINGER:
skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
break;
case MH_STAHL_HORN:
skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
break;
case MH_GLANZEN_SPIES:
skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
break;
case MH_LAVA_SLIDE:
skillratio += -100 + 50 * skill_lv;
break;
case MH_BLAST_FORGE:
skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
break;
case MH_SONIC_CRAW:
skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
break;
case MH_BLAZING_AND_FURIOUS:
skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
break;
case MH_THE_ONE_FIGHTER_RISES:
skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
break;
case MH_SILVERVEIN_RUSH:
skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
break;
case MH_MIDNIGHT_FRENZY:
skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
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 + 100 * skill_lv;
skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
RE_LVL_DMOD(100);
break;
case RL_BANISHING_BUSTER:
skillratio += -100 + 1000 + 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case RL_S_STORM:
skillratio += -100 + 1700 + 200 * skill_lv;
break;
case RL_SLUGSHOT:
if (target->type == BL_MOB)
skillratio += -100 + 1200 * skill_lv;
else
skillratio += -100 + 2000 * skill_lv;
skillratio *= 2 + tstatus->size;
break;
case RL_D_TAIL:
skillratio += -100 + 500 + 200 * skill_lv;
if (sd && (wd->miscflag & 8))
skillratio *= 2;
RE_LVL_DMOD(100);
break;
case RL_R_TRIP:
skillratio += -100 + 350 * skill_lv;
RE_LVL_DMOD(100);
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 + 100 * skill_lv;
if (sd) {
if (wd->miscflag & 8)
skillratio += 400 * sd->spiritball_old;
else
skillratio += 150 * sd->spiritball_old;
}
RE_LVL_DMOD(100);
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) / 2))
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 + sstatus->str * 5; // !TODO: What's the STR bonus?
RE_LVL_DMOD(100);
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;
case SJ_FULLMOONKICK:
skillratio += 1000 + 100 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_LIGHTOFMOON))
skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
break;
case SJ_NEWMOONKICK:
skillratio += 600 + 100 * skill_lv;
break;
case SJ_STAREMPEROR:
skillratio += 700 + 200 * skill_lv;
break;
case SJ_SOLARBURST:
skillratio += 900 + 220 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_LIGHTOFSUN))
skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
break;
case SJ_PROMINENCEKICK:
skillratio += 50 + 50 * skill_lv;
break;
case SJ_FALLINGSTAR_ATK:
case SJ_FALLINGSTAR_ATK2:
skillratio += 100 * skill_lv;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_LIGHTOFSTAR))
skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
break;
case DK_SERVANTWEAPON_ATK:
skillratio += -100 + 200 + 50 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case DK_SERVANT_W_PHANTOM:
skillratio += 100 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case DK_SERVANT_W_DEMOL:
skillratio += 600 + 120 * skill_lv;
RE_LVL_DMOD(100);
break;
case DK_HACKANDSLASHER:
case DK_HACKANDSLASHER_ATK:
skillratio += -100 + 500 + 250 * skill_lv;
skillratio += 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case DK_DRAGONIC_AURA:
skillratio += 950 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
skillratio += 450 * skill_lv;
RE_LVL_DMOD(100);
break;
case DK_MADNESS_CRUSHER:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
if( sd != nullptr ){
int16 index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] != nullptr ){
skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
}
}
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
skillratio *= 2;
break;
case DK_STORMSLASH:
skillratio += -100 + 120 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_GIANTGROWTH))
skillratio *= 2;
break;
case IQ_OLEUM_SANCTUM:
skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_MASSIVE_F_BLASTER:
skillratio += -100 + 800 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
skillratio += 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case IQ_EXPOSION_BLASTER:
skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
if (tsc && tsc->getSCE(SC_HOLY_OIL))
skillratio += skillratio * 50 / 100;
break;
case IQ_FIRST_BRAND:
skillratio += -100 + 450 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_SECOND_FLAME:
skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_SECOND_FAITH:
skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_SECOND_JUDGEMENT:
skillratio += -100 + 500 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_THIRD_PUNISH:
skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_THIRD_FLAME_BOMB:
skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IQ_THIRD_CONSECRATION:
skillratio += -100 + 650 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case IG_GRAND_JUDGEMENT:
skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
skillratio += 350 * skill_lv;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
break;
case IG_SHIELD_SHOOTING:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->pow;
skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
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 / 20 * sd->inventory.u.items_inventory[index].refine;
}
RE_LVL_DMOD(100);
break;
case IG_OVERSLASH:
skillratio += -100 + 60 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
break;
case CD_EFFLIGO:
skillratio += -100 + 800 * skill_lv + 5 * sstatus->pow;
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
skillratio += 400 * skill_lv;
RE_LVL_DMOD(100);
break;
case CD_PETITIO:
skillratio += -100 + 270 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_DANCING_KNIFE:
skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_SAVAGE_IMPACT:
skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_ETERNAL_SLASH:
skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_SHADOW_STAB:
skillratio += -100 + 750 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_IMPACT_CRATER:
skillratio += -100 + 65 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case SHC_FATAL_SHADOW_CROW:
skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
skillratio += 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case MT_AXE_STOMP:
skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case MT_RUSH_QUAKE:
skillratio += -100 + 750 * skill_lv + 10 * sstatus->pow;
if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
skillratio += 350 * skill_lv;
RE_LVL_DMOD(100);
break;
case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case ABC_ABYSS_DAGGER:
skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case ABC_UNLUCKY_RUSH:
skillratio += -100 + 500 * skill_lv + 5 * sstatus->crt;
RE_LVL_DMOD(100);
break;
case ABC_CHAIN_REACTION_SHOT:
case ABC_CHAIN_REACTION_SHOT_ATK:// Same damage formula? [Rytech]
skillratio += -100 + 600 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
break;
case ABC_DEFT_STAB:
skillratio += -100 + 360 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
break;
case ABC_FRENZY_SHOT:
skillratio += -100 + 350 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
break;
case WH_HAWKRUSH:
skillratio += -100 + 100 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
break;
case WH_HAWKBOOMERANG:// Affected by trait stats??? CON for sure but the other one unknown. Likely POW. [Rytech]
skillratio += -100 + 500 * skill_lv + 10 * sstatus->pow + 10 * sstatus->con;
if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
skillratio += 250 * skill_lv;
RE_LVL_DMOD(100);
break;
case WH_GALESTORM:
skillratio += -100 + 250 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
skillratio += skillratio * 50 / 100;
break;
case WH_CRESCIVE_BOLT:
skillratio += -100 + 300 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
if (sc) { // At level 10 the SP usage of 100 increased by 20 on each count. So maybe damage increase is 20%??? [Rytech]
if (sc->getSCE(SC_CRESCIVEBOLT))
skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
if (sc->getSCE(SC_CALAMITYGALE)) {
skillratio += skillratio * 20 / 100;
if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
skillratio += skillratio * 50 / 100;
}
}
break;
case WH_DEEPBLINDTRAP:
case WH_SOLIDTRAP:
case WH_SWIFTTRAP:
case WH_FLAMETRAP:
skillratio += -100 + 250 * skill_lv + 5 * sstatus->con;
RE_LVL_DMOD(100);
skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
break;
case BO_ACIDIFIED_ZONE_WATER:
case BO_ACIDIFIED_ZONE_GROUND:
case BO_ACIDIFIED_ZONE_WIND:
case BO_ACIDIFIED_ZONE_FIRE:
case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
case BO_ACIDIFIED_ZONE_GROUND_ATK:
case BO_ACIDIFIED_ZONE_WIND_ATK:
case BO_ACIDIFIED_ZONE_FIRE_ATK:
skillratio += -100 + 250 * skill_lv + 5 * sstatus->pow;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_RESEARCHREPORT)) { // Does this also affect skills like acid demo? [Rytech]
skillratio += skillratio * 50 / 100;
if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
skillratio += skillratio * 50 / 100;
// Skill description is sounding a bit too crazy.
// I need more info on this before allowing this part to work to avoid overpowered issues. [Rytech]
//skillratio += 5 * sstatus->pow;
//RE_LVL_DMOD(100);
}
break;
case TR_ROSEBLOSSOM:
case TR_ROSEBLOSSOM_ATK:// Same damage formula? [Rytech]
skillratio += -100 + 500 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
skillratio += skillratio * 40 / 100;
if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
skillratio += skillratio * 50 / 100;
}
if (tsc && tsc->getSCE(SC_SOUNDBLEND))
skillratio += skillratio * 50 / 100;
break;
case TR_RHYTHMSHOOTING:
skillratio += -100 + 120 * skill_lv + (sd ? pc_checkskill(sd, TR_STAGE_MANNER) : 5) * sstatus->con;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
skillratio += skillratio * 40 / 100;
if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
skillratio += skillratio * 50 / 100;
}
if (tsc && tsc->getSCE(SC_SOUNDBLEND))
skillratio += skillratio * 50 / 100;
break;
case ABR_BATTLE_BUSTER:// Need official formula.
case ABR_DUAL_CANNON_FIRE:// Need official formula.
skillratio += -100 + 8000;
break;
case ABR_INFINITY_BUSTER:// Need official formula.
skillratio += -100 + 50000;
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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
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;
case NJ_SYURIKEN:
atk = 4 * skill_lv;
break;
#endif
#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;
}
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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
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->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
if (sc->getSCE(SC_DRUMBATTLE))
ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
if (sc->getSCE(SC_MADNESSCANCEL))
ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
if (sc->getSCE(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->getSCE(SC_GATLINGFEVER))
ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
#else
if (sc->getSCE(SC_TRUESIGHT))
ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->getSCE(SC_TRUESIGHT)->val1);
#endif
if (sc->getSCE(SC_SPIRIT)) {
if (skill_id == AS_SONICBLOW && sc->getSCE(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->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
ATK_ADDRATE(wd->damage, wd->damage2, 100);
RE_ALLATK_ADDRATE(wd, 100);
}
}
if (sc->getSCE(SC_GT_CHANGE))
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
if (sc->getSCE(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
default: // fall through to apply EDP bonuses
// Renewal EDP formula [helvetica]
// weapon atk * (2.5 + (edp level * .3))
// equip atk * (2.5 + (edp level * .3))
ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
break;
#else
default:
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EDP)->val3);
#endif
}
}
if (sc->getSCE(SC_DANCEWITHWUG)) {
if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
}
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
#ifdef RENEWAL
ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
#endif
}
if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
ATK_ADD(wd->damage, wd->damage2, 200);
#ifdef RENEWAL
ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
#endif
}
if (sc->getSCE(SC_EQC)) {
ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
#ifdef RENEWAL
ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
#endif
}
if(sc->getSCE(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->getSCE(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->getSCE(SC_UNLIMIT)->val2);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
break;
}
}
if (sc->getSCE(SC_HEAT_BARREL)) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
}
if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
}
if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
}
if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
}
}
if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
}
if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
}
if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
}
if (sc->getSCE(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 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
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;
if (sd) {
int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.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->getSCE(SC_EXPIATIO)) {
short i = 5 * sc->getSCE(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->getSCE(SC_FORCEOFVANGUARD)) {
short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
def1 = (def1 * (100 + i)) / 100;
}
if( tsc->getSCE(SC_CAMOUFLAGE) ){
short i = 5 * tsc->getSCE(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->getSCE(SC_GT_REVITALIZE))
def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
def1 = (def1 * tsc->getSCE(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->getSCE(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->getSCE(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;
}
//Damage reduction based on vitality
if (tsd) { //Sd vit-eq
int skill;
#ifndef RENEWAL
//Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
vit_def = ((3 * def2) / 10);
vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
vit_def += (def2 / 2);
#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 += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || 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->getSCE(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
switch(skill_id) {
case RK_DRAGONBREATH:
case RK_DRAGONBREATH_WATER:
case NC_ARMSCANNON:
case GN_CARTCANNON:
if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
return;
if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
return;
// Defense reduction by flat value.
// This completely bypasses the normal RE DEF Reduction formula.
wd->damage -= (def1 + vit_def);
if (is_attack_left_handed(src, skill_id))
wd->damage2 -= (def1 + vit_def);
break;
/**
* RE DEF Reduction
* Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
* Pierce defence gains 1 atk per def/2
*/
default:
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;
break;
}
#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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
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->getSCE(SC_AURABLADE)
#ifndef RENEWAL
&& skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
#endif
) {
#ifdef RENEWAL
ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
#else
ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
#endif
}
}
#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)
#ifdef RENEWAL
ATK_ADDRATE(wd->damage, wd->damage2, 90);
#else
ATK_ADDRATE(wd->damage, wd->damage2, 10);
#endif
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);
if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
status_change_end(src, SC_CAMOUFLAGE);
//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) ) {
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) {
status_change *sc = status_get_sc(target);
int64 damage_dummy = 1;
if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
wd->damage = wd->damage2 = 0;
return;
}
}
if( attack_hits && status_get_class(target) == 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;
}
const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
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)
{
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;
#ifdef RENEWAL
} else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
#else
} else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
#endif
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) {
status_change *sc = status_get_sc(bl);
if (sc && sc->getSCE(SC_DEVOTION))
d_bl = map_id2bl(sc->getSCE(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;
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 {
wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
if (mapdata_flag_gvg2(mapdata)) {
wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, 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 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
}
if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
}
}
}
/*==========================================
* 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)
{
map_session_data *sd = BL_CAST(BL_PC, src);
map_session_data *tsd = BL_CAST(BL_PC, target);
status_change *sc = status_get_sc(src);
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->getSCE(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->getSCE(SC_REJECTSWORD)->val2
)
{
ATK_RATER(wd->damage, 50)
clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
if (status_isdead(target))
return;
if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
status_change_end(target, SC_REJECTSWORD);
}
if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(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->getSCE(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->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(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->getSCE(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, 0);
status_damage(src, target, rdamage/10, 0, 0, 1, 0);
status_change_end(target, SC_CRESCENTELBOW);
}
if( sc ) {
//SC_FUSION hp penalty [Komurka]
if (sc->getSCE(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);
}
if (sc->getSCE(SC_VIGOR))
status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
// Only affecting non-skills
if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
if (sc->getSCE(SC_ENCHANTBLADE)) {
//[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
int64 enchant_dmg = sc->getSCE(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);
}
#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);
status_change *sc = status_get_sc(src);
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 /= 2; */
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 =
wd.percentAtk = wd.percentAtk2 =
#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)
{
#ifdef RENEWAL
case RG_BACKSTAP:
if (sd && sd->status.weapon == W_DAGGER)
wd.div_ = 2;
break;
case MO_CHAINCOMBO:
if (sd && sd->status.weapon == W_KNUCKLE)
wd.div_ = -6;
break;
#endif
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;
#ifndef RENEWAL
else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
wd.div_ = sd->spiritball + sd->spiritball_old;
#endif
}
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:
#ifndef RENEWAL
case KN_BOWLINGBASH:
#endif
case MS_BOWLINGBASH:
case MO_BALKYOUNG:
case TK_TURNKICK:
wd.blewcount = 0;
break;
#ifdef RENEWAL
case KN_BOWLINGBASH:
if (sd && sd->status.weapon == W_2HSWORD) {
if (wd.miscflag >= 2 && wd.miscflag <= 3)
wd.div_ = 3;
else if (wd.miscflag >= 4)
wd.div_ = 4;
}
break;
#endif
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;
case RK_WINDCUTTER:
if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
wd.flag |= BF_LONG;
break;
case NC_BOOSTKNUCKLE:
case NC_VULCANARM:
case NC_ARMSCANNON:
if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
wd.div_ = 2;
break;
case NC_POWERSWING:
if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
wd.div_ = -2;
break;
case GN_CARTCANNON:
if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
wd.div_ = 2;
break;
case DK_SERVANT_W_PHANTOM:
case DK_SERVANT_W_DEMOL:
if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
wd.div_ = sd->servantball + sd->servantball_old;
break;
case IQ_THIRD_FLAME_BOMB:
wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
break;
case IG_OVERSLASH:
if( wd.miscflag >= 4 ){
wd.div_ = 7;
}else if( wd.miscflag >= 2 ){
wd.div_ = 5;
}
break;
case SHC_ETERNAL_SLASH:
if (sc && sc->getSCE(SC_E_SLASH_COUNT))
wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
break;
case SHC_SHADOW_STAB:
if (wd.miscflag == 2)
wd.div_ = 2;
break;
case SHC_IMPACT_CRATER:
if (sc && sc->getSCE(SC_ROLLINGCUTTER))
wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
break;
case MT_AXE_STOMP:
if (sd && sd->status.weapon == W_2HAXE)
wd.div_ = 2;
break;
}
} else {
bool is_long = false;
if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
is_long = true;
wd.flag |= is_long ? 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;
map_session_data *tsd = BL_CAST(BL_PC, target);
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;
auto * sce = tsc->getSCE(SC_MAXPAIN);
if (sce) {
sce->val2 = (int)damage;
if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
}
// Calculate skill reflect damage separately
if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
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);
status_change *sc = status_get_sc(src);
if (sc && sc->getSCE(SC_VITALITYACTIVATION))
rdamage /= 2;
if( attack_type == BF_WEAPON && tsc->getSCE(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)
{
map_session_data *sd, *tsd;
struct Damage wd;
status_change *sc = status_get_sc(src);
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 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
}
std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
// 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
battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
int64 ratio = 0;
#ifndef RENEWAL
ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
ATK_RATE(wd.damage, wd.damage2, ratio);
#endif
int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
ATK_ADD(wd.damage, wd.damage2, bonus_damage);
#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
int i = 0;
#ifndef RENEWAL
// add any miscellaneous player ATK bonuses
if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
ATK_ADDRATE(wd.damage, wd.damage2, i);
if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
ATK_ADDRATE(wd.damage, wd.damage2, -i);
#endif
#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"
if (sd) {
wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, 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, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
}
}
//Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
std::bitset<NK_MAX> ignoreele_nk = nk;
ignoreele_nk.set(NK_IGNOREELEMENT);
wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
if (is_attack_left_handed(src, skill_id)) {
wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, 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 = (int64)floor((float)((wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk) * (100 + sstatus->patk) / 100 + wd.masteryAtk + bonus_damage));
if (is_attack_left_handed(src, skill_id))
wd.damage2 = (int64)floor((float)((wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2) * (100 + sstatus->patk) / 100 + wd.masteryAtk2 + bonus_damage));
// CritAtkRate modifier
if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
if (skill_id > 0) {
wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
if (is_attack_left_handed(src, skill_id))
wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
}
else {
wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
if (is_attack_left_handed(src, skill_id))
wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
}
}
if (wd.flag & BF_SHORT)
ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
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);
}
ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
ATK_RATE(wd.damage, wd.damage2, ratio);
// Advance Katar Mastery
if (sd) {
uint16 katar_skill;
if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
}
// Res reduces physical damage by a percentage and
// is calculated before DEF and other reductions.
// This should be the official formula. [Rytech]
if ((wd.damage + wd.damage2) && tstatus->res > 0) {
short res = tstatus->res;
short ignore_res = 0;// Value used as a percentage.
if (sd)
ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
// Attacker status's that pierce Res.
if (sc) {
if (sc->getSCE(SC_A_TELUM))
ignore_res += sc->getSCE(SC_A_TELUM)->val2;
if (sc->getSCE(SC_POTENT_VENOM))
ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
}
ignore_res = min(ignore_res, 100);
if (ignore_res > 0)
res -= res * ignore_res / 100;
// Max damage reduction from Res is officially 50%.
// That means 625 Res is needed to hit that cap.
if (res > battle_config.max_res_mres_reduction)
res = battle_config.max_res_mres_reduction;
// Apply damage reduction.
wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
}
#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
// 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);
}
#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 = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
if (is_attack_left_handed(src, skill_id))
wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
} else
wd.damage = (int64)floor((float)(wd.damage * 1.4f));
if (tsd && tsd->bonus.crit_def_rate != 0)
ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
}
#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: {
status_data *sstatus = status_get_status_data(src);
double bonus = 1 + skill_lv * 2 / 10;
ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
} else
ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
}
break;
case MH_TINDER_BREAKER:
ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
break;
case MH_CBC:
ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
break;
case MH_EQC:
ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
break;
case NPC_MAXPAIN_ATK:
if (sc) {
auto * sce = sc->getSCE(SC_MAXPAIN);
if (sce) {
if (sce->val2)
wd.damage = sce->val2 * skill_lv / 10;
else if (sce->val3)
wd.damage = sce->val3 * skill_lv / 10;
}
}
else
wd.damage = 0;
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, nk, 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, nk, right_element, left_element, wd.damage2, 3, wd.flag);
break;
}
#endif
}
#ifdef RENEWAL
// In renewal only do it for non player attacks
if( tsd && !sd ){
#else
if( tsd ){
#endif
// Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, 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, nk, right_element, left_element, wd.damage2, 1, wd.flag);
}
// 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);
#ifdef RENEWAL
switch (skill_id) {
case NJ_ISSEN:
case GN_FIRE_EXPANSION_ACID:
return wd; //These skills will do a GVG fix later
default:
#endif
battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
#ifdef RENEWAL
break;
}
#endif
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;
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.miscflag = mflag;
ad.dmg_lv = ATK_DEF;
std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
std::bitset<NK_MAX> 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);
s_elemental_data* ed = BL_CAST(BL_ELEM, src);
sc = status_get_sc(src);
tsc = status_get_sc(target);
//Initialize variables that will be used afterwards
s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
switch(skill_id) {
case WL_HELLINFERNO:
if (mflag & 2) { // ELE_DARK
ad.div_ = 3;
}
break;
case NPC_PSYCHIC_WAVE:
case SO_PSYCHIC_WAVE:
if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
ad.div_ = 2;
break;
case AG_DESTRUCTIVE_HURRICANE:
if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
ad.blewcount = 2;
break;
case AG_CRYSTAL_IMPACT:
if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
ad.div_ = 2;
break;
case ABC_ABYSS_SQUARE:
if (mflag == 2)
ad.div_ = 2;
break;
case TR_METALIC_FURY:// Deals up to 5 additional hits. But what affects the number of hits? [Rytech]
ad.div_ = min(ad.div_ + mflag, 5); // Number of hits doesn't go above 5.
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_STATUSIMMUNE))
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 NPC_DARKBREATH:
ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
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_EARTHQUAKE:
if (mflag & NPC_EARTHQUAKE_FLAG) {
ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
}
if (src->type == BL_PC)
ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
else
ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
if (nk[NK_SPLASHSPLIT] && mflag > 1)
ad.damage /= mflag;
break;
case NPC_ICEMINE:
case NPC_FLAMECROSS:
ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( 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 (sd) { // Soul energy spheres adds MATK.
MATK_ADD(3*sd->soulball);
}
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) {
if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
(skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
(skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
skillratio *= 2;
if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = 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.getSCE(SC_SPIRIT) && sd->sc.getSCE(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:
#ifdef RENEWAL
skillratio -= 30; // Offset only once
skillratio += 50 * skill_lv;
#else
skillratio += 40 * skill_lv;
#endif
break;
#ifdef RENEWAL
case WZ_EARTHSPIKE:
skillratio += 100;
if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
skillratio += skillratio * 80 / 100;
break;
#endif
case HW_NAPALMVULCAN:
#ifdef RENEWAL
skillratio += -100 + 70 * skill_lv;
RE_LVL_DMOD(100);
#else
skillratio += 25;
#endif
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:
skillratio += 5 * skill_lv;
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 += 10 * sd->spiritcharm;
break;
case NJ_KAENSIN:
skillratio -= 50;
if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
skillratio += 20 * sd->spiritcharm;
break;
case NJ_BAKUENRYU:
skillratio += 50 + 150 * skill_lv;
if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
skillratio += 100 * sd->spiritcharm;
break;
case NJ_HYOUSENSOU:
#ifdef RENEWAL
skillratio -= 30;
if (sc && sc->getSCE(SC_SUITON))
skillratio += 2 * skill_lv;
#endif
if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
skillratio += 20 * sd->spiritcharm;
break;
case NJ_HYOUSYOURAKU:
skillratio += 50 * skill_lv;
if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
skillratio += 100 * 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 += 20 * sd->spiritcharm;
break;
case NJ_KAMAITACHI:
skillratio += 100 * skill_lv;
if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
skillratio += 100 * sd->spiritcharm;
break;
case NJ_HUUJIN:
#ifdef RENEWAL
skillratio += 50;
#endif
if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
skillratio += 10 * sd->spiritcharm;
break;
case NPC_ENERGYDRAIN:
skillratio += 100 * skill_lv;
break;
#ifdef RENEWAL
case WZ_HEAVENDRIVE:
case NPC_GROUNDDRIVE:
skillratio += 25;
break;
case WZ_METEOR:
skillratio += 25;
break;
case WZ_VERMILION:
if(sd)
skillratio += 300 + skill_lv * 100;
else
skillratio += 20 * skill_lv - 20; //Monsters use old formula
break;
case PR_MAGNUS:
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
skillratio += 30;
break;
case BA_DISSONANCE:
skillratio += skill_lv * 10;
if (sd)
skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
break;
case HW_GRAVITATION:
skillratio += -100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case PA_PRESSURE:
skillratio += -100 + 500 + 150 * skill_lv;
RE_LVL_DMOD(100);
break;
case WZ_SIGHTBLASTER:
skillratio += 500;
break;
#else
case WZ_VERMILION:
skillratio += 20 * skill_lv - 20;
break;
#endif
case AB_JUDEX:
skillratio += -100 + 300 + 70 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
skillratio += - 100 + 300 + 250 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
skillratio += 300 + 40 * skill_lv;
break;
case WL_SOULEXPANSION:
skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
RE_LVL_DMOD(100);
break;
case WL_FROSTMISTY:
skillratio += -100 + 200 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case NPC_JACKFROST:
if (tsc && tsc->getSCE(SC_FREEZING)) {
skillratio += 900 + 300 * skill_lv;
RE_LVL_DMOD(100);
} else {
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(150);
}
break;
case WL_JACKFROST:
if (tsc && tsc->getSCE(SC_MISTY_FROST))
skillratio += -100 + 1200 + 600 * skill_lv;
else
skillratio += -100 + 1000 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_DRAINLIFE:
skillratio += -100 + 200 * skill_lv + sstatus->int_;
RE_LVL_DMOD(100);
break;
case WL_CRIMSONROCK:
skillratio += -100 + 700 + 600 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_HELLINFERNO:
skillratio += -100 + 400 * skill_lv;
if (mflag & 2) // ELE_DARK
skillratio += 200;
RE_LVL_DMOD(100);
break;
case WL_COMET:
skillratio += -100 + 2500 + 700 * skill_lv;
RE_LVL_DMOD(100);
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 += -100 + 1000 + 600 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
skillratio += -100 + 800 + 400 * skill_lv;
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); // ! TODO: Confirm new formula
break;
case LG_RAYOFGENESIS:
skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
RE_LVL_DMOD(100);
break;
case NPC_RAYOFGENESIS:
skillratio += -100 + 200 * skill_lv;
break;
case WM_METALICSOUND:
skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
if (tsc && tsc->getSCE(SC_SLEEP))
skillratio += 100; // !TODO: Confirm target sleeping bonus
RE_LVL_DMOD(100);
if (tsc && tsc->getSCE(SC_SOUNDBLEND))
skillratio += skillratio * 50 / 100;
break;
case WM_REVERBERATION:
// MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
skillratio += -100 + 700 + 300 * skill_lv;
RE_LVL_DMOD(100);
if (tsc && tsc->getSCE(SC_SOUNDBLEND))
skillratio += skillratio * 50 / 100;
break;
case SO_FIREWALK:
skillratio += -100 + 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->getSCE(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->getSCE(SC_BLAST_OPTION) )
skillratio += (sd ? sd->status.job_level / 2 : 0);
break;
case NPC_FIREWALK:
case NPC_ELECTRICWALK:
skillratio += -100 + 100 * skill_lv;
break;
case SO_EARTHGRAVE:
skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
case SO_DIAMONDDUST:
skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->getSCE(SC_COOLER_OPTION) )
skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
case SO_POISON_BUSTER:
skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
skillratio += 200 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
case NPC_POISON_BUSTER:
skillratio += -100 + 1500 * skill_lv;
break;
case SO_PSYCHIC_WAVE:
skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
RE_LVL_DMOD(100);
if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
skillratio += 20;
break;
case NPC_PSYCHIC_WAVE:
skillratio += -100 + 500 * skill_lv;
break;
case SO_CLOUD_KILL:
skillratio += -100 + 40 * skill_lv;
RE_LVL_DMOD(100);
if (sc) {
if (sc->getSCE(SC_CURSED_SOIL_OPTION))
skillratio += (sd ? sd->status.job_level : 0);
if (sc->getSCE(SC_DEEP_POISONING_OPTION))
skillratio += skillratio * 50 / 100;
}
break;
case NPC_CLOUD_KILL:
skillratio += -100 + 50 * skill_lv;
break;
case SO_VARETYR_SPEAR:
skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(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:
case MH_XENO_SLASHER:
skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
break;
case MH_TWISTER_CUTTER:
skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
break;
case MH_ABSOLUTE_ZEPHYR:
skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
break;
case MH_HEILIGE_STANGE:
skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
break;
case MH_HEILIGE_PFERD:
skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
break;
case MH_POISON_MIST:
skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
break;
case SU_SV_STEMSPEAR:
skillratio += 600;
break;
case SU_CN_METEOR:
case SU_CN_METEOR2:
skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
RE_LVL_DMOD(100);
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;
case NPC_FIRESTORM:
skillratio += 200;
break;
case NPC_HELLBURNING:
skillratio += 900;
break;
case NPC_PULSESTRIKE2:
skillratio += 100;
break;
case SP_CURSEEXPLOSION:
if (tsc && tsc->getSCE(SC_SOULCURSE))
skillratio += 1400 + 200 * skill_lv;
else
skillratio += 300 + 100 * skill_lv;
break;
case SP_SPA:
skillratio += 400 + 250 * skill_lv;
RE_LVL_DMOD(100);
break;
case SP_SHA:
skillratio += -100 + 5 * skill_lv;
break;
case SP_SWHOO:
skillratio += 1000 + 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case NPC_STORMGUST2:
skillratio += 200 * skill_lv;
break;
case AG_DEADLY_PROJECTION:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_DESTRUCTIVE_HURRICANE:
skillratio += -100 + 1600 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CLIMAX))
{
if (sc->getSCE(SC_CLIMAX)->val1 == 3)
skillratio *= 2;
else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
skillratio += skillratio * 70 / 100;
}
break;
case AG_RAIN_OF_CRYSTAL:
skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_MYSTERY_ILLUSION:
skillratio += -100 + 250 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_VIOLENT_QUAKE_ATK:
skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CLIMAX)) {
if (sc->getSCE(SC_CLIMAX)->val1 == 1)
skillratio /= 2;
else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
skillratio *= 2;
}
break;
case AG_SOUL_VC_STRIKE:
skillratio += -100 + 180 * skill_lv + 3 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_STRANTUM_TREMOR:
skillratio += -100 + 250 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_ALL_BLOOM_ATK:
skillratio += -100 + 100 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CLIMAX)) {
if (sc->getSCE(SC_CLIMAX)->val1 == 2)
skillratio /= 2;
else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
skillratio *= 2;
}
break;
case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
skillratio += -100 + 7000 + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_CRYSTAL_IMPACT:
skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CLIMAX)) {
if (sc->getSCE(SC_CLIMAX)->val1 == 3)
skillratio += skillratio * 50 / 100;
else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
skillratio /= 2;
}
break;
case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
skillratio += skillratio * 150 / 100;
break;
case AG_TORNADO_STORM:
skillratio += -100 + 90 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_FLORAL_FLARE_ROAD:
skillratio += -100 + 200 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_ASTRAL_STRIKE:
skillratio += -100 + 500 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
skillratio += 600 * skill_lv;
RE_LVL_DMOD(100);
break;
case AG_ASTRAL_STRIKE_ATK:
skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
// Not confirmed, but if the main hit deal additional damage
// on certain races then the repeated damage should too right?
// Guessing a formula here for now. [Rytech]
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
skillratio += 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case AG_ROCK_DOWN:
skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_STORM_CANNON:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_CRIMSON_ARROW:
case AG_CRIMSON_ARROW_ATK:
skillratio += -100 + 300 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case AG_FROZEN_SLASH:
skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case IG_JUDGEMENT_CROSS:
skillratio += -100 + 750 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
skillratio += 350 * skill_lv;
RE_LVL_DMOD(100);
if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
skillratio += skillratio * i / 100;
break;
case IG_CROSS_RAIN:
if( sc && sc->getSCE( SC_HOLY_S ) ){
skillratio += -100 + ( 250 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
}else{
skillratio += -100 + ( 150 + 5 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
}
skillratio += 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case CD_ARBITRIUM:
case CD_ARBITRIUM_ATK:
skillratio += -100 + 200 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case CD_PNEUMATICUS_PROCELLA:
skillratio += -100 + 200 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
skillratio += 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case CD_FRAMEN:
skillratio += -100 + 500 * skill_lv + 5 * sstatus->spl;
if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
skillratio += 150 * skill_lv;
RE_LVL_DMOD(100);
break;
case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
skillratio += -100 + 500 + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case ABC_ABYSS_STRIKE:
skillratio += -100 + 600 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
skillratio += 550 * skill_lv;
RE_LVL_DMOD(100);
break;
case ABC_ABYSS_SQUARE:
skillratio += -100 + 140 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case TR_METALIC_FURY:
skillratio += -100 + 600 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case TR_SOUNDBLEND:
skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
skillratio += skillratio * 40 / 100;
if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
skillratio += skillratio * 50 / 100;
}
break;
case EM_DIAMOND_STORM:
skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_DILUVIO))
skillratio += skillratio * 30 / 100;
break;
case EM_LIGHTNING_LAND:
skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_PROCELLA))
skillratio += skillratio * 30 / 100;
break;
case EM_VENOM_SWAMP:
skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_SERPENS))
skillratio += skillratio * 30 / 100;
break;
case EM_CONFLAGRATION:
skillratio += -100 + 150 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_ARDOR))
skillratio += skillratio * 30 / 100;
break;
case EM_TERRA_DRIVE:
skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
if (sc && sc->getSCE(SC_SUMMON_ELEMENTAL_TERREMOTUS))
skillratio += skillratio * 30 / 100;
break;
case ABC_FROM_THE_ABYSS_ATK:
skillratio += 50 + 70 * skill_lv + 5 * sstatus->spl;
RE_LVL_DMOD(100);
break;
case EM_ELEMENTAL_BUSTER_FIRE:
case EM_ELEMENTAL_BUSTER_WATER:
case EM_ELEMENTAL_BUSTER_WIND:
case EM_ELEMENTAL_BUSTER_GROUND:
case EM_ELEMENTAL_BUSTER_POISON:
skillratio += -100 + 480 * skill_lv + 10 * sstatus->spl;
if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
skillratio += 620 * skill_lv;
RE_LVL_DMOD(100);
break;
case EM_EL_FLAMEROCK:
skillratio += -100 + 2400;
if (ed)
skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
break;
case EM_EL_AGE_OF_ICE:
skillratio += -100 + 3700;
if (ed)
skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
break;
case EM_EL_STORM_WIND:
skillratio += -100 + 2600;
if (ed)
skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
break;
case EM_EL_AVALANCHE:
skillratio += -100 + 450;
if (ed)
skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
break;
case EM_EL_DEADLY_POISON:
skillratio += -100 + 700;
if (ed)
skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
break;
case NPC_RAINOFMETEOR:
skillratio += 350; // unknown ratio
break;
}
if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
(sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
(sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
(sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(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
ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#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;
#ifdef RENEWAL
if (sd && sstatus->smatk > 0)
ad.damage += ad.damage * sstatus->smatk / 100;
// MRes reduces magical damage by a percentage and
// is calculated before MDEF and other reductions.
// This should be the official formula. [Rytech]
if (ad.damage && tstatus->mres > 0) {
short mres = tstatus->mres;
short ignore_mres = 0;// Value used as percentage.
if (sd)
ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
// Attacker status's that pierce MRes.
if (sc && sc->getSCE(SC_A_VITA))
ignore_mres += sc->getSCE(SC_A_VITA)->val2;
ignore_mres = min(ignore_mres, 100);
if (ignore_mres > 0)
mres -= mres * ignore_mres / 100;
// Max damage reduction from MRes is officially 50%.
// That means 625 MRes is needed to hit that cap.
if (mres > battle_config.max_res_mres_reduction)
mres = battle_config.max_res_mres_reduction;
// Apply damage reduction.
ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
}
#endif
if(!flag.imdef){
defType mdef = tstatus->mdef;
int mdef2= tstatus->mdef2;
if (sc && sc->getSCE(SC_EXPIATIO)) {
i = 5 * sc->getSCE(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->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
std::vector<e_race2> race2 = status_get_race2(target);
for (const auto &raceit : race2)
i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
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(ad.damage<1)
ad.damage=1;
else if(sc) { //only applies when hit
switch(skill_id) {
case MG_LIGHTNINGBOLT:
case MG_THUNDERSTORM:
if(sc->getSCE(SC_GUST_OPTION))
ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
break;
case MG_FIREBOLT:
case MG_FIREWALL:
if(sc->getSCE(SC_PYROTECHNIC_OPTION))
ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
break;
case MG_COLDBOLT:
case MG_FROSTDIVER:
if(sc->getSCE(SC_AQUAPLAY_OPTION))
ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
break;
case WZ_EARTHSPIKE:
case WZ_HEAVENDRIVE:
if(sc->getSCE(SC_PETROLOGY_OPTION))
ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
break;
}
}
if (!nk[NK_IGNOREELEMENT])
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);
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;
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);
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;
md.miscflag = mflag;
std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
std::bitset<NK_MAX> 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 = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
//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;
case NPC_KILLING_AURA:
md.damage = 10000;
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;
#ifdef RENEWAL
md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
RE_LVL_MDMOD(100);
#else
md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
if(mflag > 1) //Autocasted Blitz
nk.set(NK_SPLASHSPLIT);
#endif
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;
#ifndef RENEWAL
case BA_DISSONANCE:
md.damage = 30 + skill_lv * 10;
if (sd)
md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
break;
#endif
case NPC_SELFDESTRUCTION:
md.damage = sstatus->hp;
break;
case NPC_SMOKING:
md.damage = 3;
break;
case NPC_EVILLAND:
md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
break;
#ifndef RENEWAL
case ASC_BREAKER:
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.
break;
case HW_GRAVITATION:
md.damage = 200 + 200 * skill_lv;
md.dmotion = 0; //No flinch animation
break;
case PA_PRESSURE:
md.damage = 500 + 300 * skill_lv;
break;
#endif
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 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);
}
// Fall through
#else
case CR_ACIDDEMONSTRATION:
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 /= 2;
#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);
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->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(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 NPC_MAGMA_ERUPTION_DOTDAMAGE:
md.damage = 1000 * skill_lv;
break;
case GN_THORNS_TRAP:
md.damage = 100 + 200 * skill_lv + status_get_int(src);
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_STATUSIMMUNE))
md.damage /= 10;
break;
case NPC_WIDESUCK:
md.damage = tstatus->max_hp * 15 / 100;
break;
case SU_SV_ROOTTWIST_ATK:
md.damage = 100;
break;
case SP_SOULEXPLOSION:
md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
break;
case SJ_NOVAEXPLOSING:
// (Base ATK + Weapon ATK) * Ratio
md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
// Additional Damage
md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
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]) {
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);
}
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(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;
if(bl->type == BL_PC)
d.div_ = 1;
status_change *tsc = status_get_sc(target);
// Weapon Blocking has the ability to trigger on ATK_MISS as well.
if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
}
}
}
else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
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* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
status_change *tsc = status_get_sc(tbl);
if (tsc) { // These statuses do not reflect any damage (off the target)
if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
return 0;
}
status_change *sc = status_get_sc(src);
if (sc) {
if (sc->getSCE(SC_HELLS_PLANT))
return 0;
if (sc->getSCE(SC_REF_T_POTION))
return 1; // Returns 1 damage
}
map_session_data *tsd = BL_CAST(BL_PC, tbl);
int64 rdamage = 0, damage = *dmg;
if (flag & BF_SHORT) {//Bounces back part of the damage.
if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
rdamage = i64max(rdamage, 1);
} else if( status_reflect && tsc && tsc->count ) {
if( tsc->getSCE(SC_REFLECTSHIELD) ) {
status_change_entry *sce_d;
block_list *d_bl;
if( (sce_d = tsc->getSCE(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 == tbl->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
{ //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
!check_distance_bl(tbl,d_bl,sce_d->val3) )
return 0;
}
}
if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
// Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
rdamage = 0;
else {
rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
rdamage = i64max(rdamage, 1);
}
}
if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
*dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
status_change_end(tbl, SC_DEATHBOUND);
rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
}
}
}
} else {
if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
rdamage = i64max(rdamage, 1);
}
}
if (rdamage > 0) {
map_session_data* sd = BL_CAST(BL_PC, src);
if (sd && sd->bonus.reduce_damage_return != 0) {
rdamage -= rdamage * sd->bonus.reduce_damage_return / 100;
rdamage = i64max(rdamage, 1);
}
}
if (sc) {
if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
rdamage -= damage * sc->getSCE(SC_REFLECTDAMAGE)->val2 / 100;
rdamage = i64max(rdamage, 1);
}
if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
rdamage -= damage * sc->getSCE(SC_VENOMBLEED)->val2 / 100;
rdamage = i64max(rdamage, 1);
}
}
// Config damage adjustment
map_data *mapdata = map_getmapdata(src->m);
if (mapdata_flag_gvg2(mapdata))
rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
else if (mapdata->flag[MF_BATTLEGROUND])
rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
else if (mapdata->flag[MF_PVP])
rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
// Skill damage adjustment
int skill_damage = battle_skill_damage(src, tbl, skill_id);
if (skill_damage != 0) {
rdamage += rdamage * skill_damage / 100;
rdamage = i64max(rdamage, 0);
}
if (rdamage == 0)
return 0; // No reflecting damage calculated.
else
return cap_value(rdamage, 1, status_get_max_hp(tbl));
}
/**
* 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(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(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_SKILLIMMUNE) || 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,LG_REFLECTDAMAGE);
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;
}
/**
* Triggers aftercast delay for autocasted skills.
* @param src: Source data
* @param skill_id: Skill used
* @param skill_lv: Skill level used
* @param tick: Server tick
*/
void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
{
unit_data *ud = unit_bl2ud(src);
if (ud) {
int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
if (battle_config.display_status_timers && src->type == BL_PC)
clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
}
}
}
/**
* Triggers autocasted skills from super elemental supportive buffs.
* @param sd: Player data
* @param target: Target data
* @param skill_id: Skill used
* @param tick: Server tick
* @param flag: Special skill flags
*/
void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
{
uint16 skill_lv = pc_checkskill(sd, skill_id);
skill_lv = max(1, skill_lv);
sd->state.autocast = 1;
if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
}
sd->state.autocast = 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) {
map_session_data *sd = NULL, *tsd = NULL;
struct status_data *sstatus, *tstatus;
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]->subtype != AMMO_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]->subtype != AMMO_BULLET) {
clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
return ATK_NONE;
}
break;
case W_GRENADE:
if (sd->inventory_data[index]->subtype !=
#ifdef RENEWAL
AMMO_BULLET) {
#else
AMMO_GRENADE) {
#endif
clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
return ATK_NONE;
}
break;
}
}
}
}
if (sc && sc->count) {
if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
status_change_end(src, SC_CLOAKING);
else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
status_change_end(src, SC_CLOAKINGEXCEED);
else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
status_change_end(src, SC_NEWMOON);
}
if (tsc && tsc->getSCE(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->getSCE(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);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
}
}
if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
#ifndef RENEWAL
status_get_class_(src) != CLASS_BOSS &&
#endif
(src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
{
uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
#ifdef RENEWAL
if (status_get_class_(src) == CLASS_BOSS)
duration = 2000; // Only lasts 2 seconds for Boss monsters
#endif
status_change_end(target, SC_BLADESTOP_WAIT);
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) {
#ifdef RENEWAL
int triple_rate = 30; //Base Rate
#else
int triple_rate = 30 - skillv; //Base Rate
#endif
if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
status_change_end(src, SC_SKILLRATE_UP);
}
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->getSCE(SC_SACRIFICE)) {
uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
damage_lv ret_val;
if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
status_change_end(src, SC_SACRIFICE);
/**
* 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->getSCE(SC_MAGICALATTACK)) {
if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
return ATK_DEF;
return ATK_MISS;
}
if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
int spheres = 5;
if( sc->getSCE(SC_RAISINGDRAGON) )
spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
}
}
if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
int spheres = 5;
if( tsc->getSCE(SC_RAISINGDRAGON) )
spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
}
if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
int hp_heal = tstatus->max_hp - tstatus->hp;
if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
hp_heal = tsc->getSCE(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->getSCE(SC_EXEEDBREAK))
status_change_end(src, SC_EXEEDBREAK);
if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
if (status_charge(src, 0, 20)) {
if (!is_infinite_defense(target, wd.flag)) {
struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, 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);
}
if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
wd.damage += wd.damage * 150 / 100; // 2.5 times damage
if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
int mod = 200;
wd.damage += wd.damage * mod / 100;
}
if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
short idx = sd->equip_index[EQI_AMMO];
if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
sc->getSCE(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->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
if (rand() % 100 < duple_rate)
skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
if (rand() % 100 < duple_rate)
skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | 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->getSCE(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->getSCE(SC_DEVOTION) ) {
struct status_change_entry *sce = tsc->getSCE(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 ){
int64 devotion_damage = damage;
map_session_data* dsd = BL_CAST( BL_PC, d_bl );
// Needed to check the devotion master for Rebound Shield status.
status_change *d_sc = status_get_sc(d_bl);
// The devoting player needs to stand up
if( dsd && pc_issit( dsd ) ){
pc_setstand( dsd, true );
skill_sit( dsd, 0 );
}
if (d_sc && d_sc->getSCE(SC_REBOUND_S))
devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
}
}
else
status_change_end(target, SC_DEVOTION);
}
if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
s_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->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
}
}
if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
struct block_list *e_bl = map_id2bl(tsc->getSCE(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, EL_WATER_SCREEN);
}
}
}
if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
int sp = 0;
uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
int i = rnd()%100;
if (sc->getSCE(SC_SPIRIT) && sc->getSCE(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->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
(r_skill = (uint16)sc->getSCE(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 )
{
if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
int maxcount = 0;
std::shared_ptr<s_skill_db> 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
) {
unit_skillunit_maxcount(sd->ud, 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 && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
if (sd)
sd->state.autocast = 1;
if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
if (sd)
sd->state.autocast = 0;
}
if( sc ){
if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd() % 100 < ( 3 * sc->getSCE( SC_SERVANTWEAPON )->val1 ) ){
uint16 skill_id = DK_SERVANTWEAPON_ATK;
uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
sd->state.autocast = 1;
pc_delservantball( *sd );
skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
battle_autocast_aftercast( src, skill_id, skill_lv, tick );
sd->state.autocast = 0;
}
// TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
uint16 skill_id = CD_PETITIO;
uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
sd->state.autocast = 1;
skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
battle_autocast_aftercast( src, skill_id, skill_lv, tick );
sd->state.autocast = 0;
}
// It has a success chance of triggering even tho the description says nothing about it.
// TODO: Need to find out what the official success chance is. [Rytech]
if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd() % 100 < 20 ){
uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
sd->state.autocast = 1;
pc_delabyssball( *sd );
skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
battle_autocast_aftercast( src, skill_id, skill_lv, tick );
sd->state.autocast = 0;
}
// It has a success chance of triggering even tho the description says nothing about it.
// TODO: Need to find out what the official success chance is. [Rytech]
if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
uint16 skill_id = ABC_ABYSS_SQUARE;
uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
sd->state.autocast = 1;
skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
battle_autocast_aftercast( src, skill_id, skill_lv, tick );
sd->state.autocast = 0;
}
// Autocasted skills from super elemental supportive buffs.
if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
}
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->getSCE(SC_POISONREACT) &&
(rnd()%100 < tsc->getSCE(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->getSCE(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);
}
}
if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
status_heal(src, 0, 0, 1, 0);
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: {
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->getSCE(SC_VOICEOFSIREN) && sc->getSCE(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 == 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: {
map_session_data *sd;
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->getSCE(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 && flag & BCT_ENEMY) {
mob_data *md = BL_CAST(BL_MOB, t_bl);
if (md->guardian_data || md->special_state.ai == AI_GUILD)
return 0; //pet may not attack Guardians/Emperium
}
break;
case BL_SKILL: {
struct skill_unit *su = (struct skill_unit *)src;
status_change* sc = status_get_sc(target);
if (!su || !su->group)
return 0;
std::bitset<INF2_MAX> 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->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(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:
{
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 == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
)
state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE 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, },
#ifdef RENEWAL
{ "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
#else
{ "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
#endif
{ "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_summoner_aspd", &battle_config.max_summoner_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, },
{ "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
{ "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, },
{ "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
{ "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
{ "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, },
{ "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
{ "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 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, 487, 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, },
{ "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
{ "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
// 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, },
{ "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 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, },
#ifdef RENEWAL
{ "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
#else
{ "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
#endif
{ "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, },
{ "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, 0x7C1F, 1, 0xFFFF, },
{ "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, 30, 0, MAX_MINCHASE, },
{ "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, },
{ "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 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, 1, 0, SHRT_MAX, },
{ "save_body_style", &battle_config.save_body_style, 1, 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, },
{ "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 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, },
{ "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, },
{ "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_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
{ "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
{ "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, },
{ "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
{ "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
{ "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
{ "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
{ "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
{ "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
{ "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
{ "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
{ "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
{ "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
{ "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
{ "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
{ "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
{ "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
{ "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
{ "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
{ "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
{ "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
{ "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
{ "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
{ "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
{ "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
{ "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
{ "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
// 4th Job Stuff
{ "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
{ "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
{ "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
{ "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
{ "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
{ "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
{ "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
{ "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
{ "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
{ "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
{ "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
{ "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
{ "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
{ "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
{ "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
{ "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
{ "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
{ "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
{ "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
{ "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
{ "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
{ "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
{ "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
{ "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
{ "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
{ "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
{ "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
{ "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
{ "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
#ifdef RENEWAL
{ "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
#else
{ "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
#endif
#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_summoner_aspd = 2000 - battle_config.max_summoner_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 < 20100000
if( battle_config.feature_mesitemlink ){
ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
battle_config.feature_mesitemlink = 0;
}
#elif PACKETVER == 20151029 || PACKETVER == 20151104
// The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
if( battle_config.feature_mesitemlink ){
ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
battle_config.feature_mesitemlink = 0;
}
#endif
#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 < 20120101
if (battle_config.feature_bgqueue) {
ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
battle_config.feature_bgqueue = 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 < 20151104
if( battle_config.feature_itemlink ){
ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
battle_config.feature_itemlink = 0;
}
#endif
#if PACKETVER < 20151104
if( battle_config.feature_stylist ){
ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
battle_config.feature_stylist = 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 < 20161012
if (battle_config.feature_refineui) {
ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
battle_config.feature_refineui = 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
#if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
if( battle_config.feature_barter ){
ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
battle_config.feature_barter = 0;
}
#endif
#if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
if( battle_config.feature_barter_extended ){
ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
battle_config.feature_barter_extended = 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
#ifdef MAP_GENERATOR
battle_config.dynamic_mobs = 1;
#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);
}