// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/random.h"
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "map.h"
#include "path.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
#include "battle.h"
#include "battleground.h"
#include "chrif.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
struct Battle_Config battle_config;
struct battle_interface battle_s;
int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
struct unit_data *ud;
if( bl->type == BL_SKILL ) {
struct skill_unit * su = (struct skill_unit*)bl;
return su->group?su->group->skill_id:0;
}
ud = unit->bl2ud(bl);
return ud?ud->skill_id:0;
}
/*==========================================
* Get random targetting enemy
*------------------------------------------*/
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;
}
struct block_list* battle_gettargeted(struct block_list *target) {
struct block_list *bl_list[24];
int c = 0;
nullpo_retr(NULL, target);
memset(bl_list, 0, sizeof(bl_list));
map->foreachinrange(battle->get_targeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if ( c == 0 )
return NULL;
if( c > 24 )
c = 24;
return bl_list[rnd()%c];
}
//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl) {
switch (bl->type) {
case BL_PC: return ((struct map_session_data*)bl)->ud.target;
case BL_MOB: return ((struct mob_data*)bl)->target_id;
case BL_PET: return ((struct pet_data*)bl)->target_id;
case BL_HOM: return ((struct homun_data*)bl)->ud.target;
case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
}
return 0;
}
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;
}
// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [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->foreachinrange(battle->get_enemy_sub, target, range, type, bl_list, &c, target);
if ( c == 0 )
return NULL;
if( c > 24 )
c = 24;
return bl_list[rnd()%c];
}
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;
}
// Pick a random enemy
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->foreachinarea(battle->get_enemy_area_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
if( c == 0 )
return NULL;
if( c >= 24 )
c = 23;
return bl_list[rnd()%c];
}
int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
struct delay_damage *dat = (struct delay_damage *)data;
if ( dat ) {
struct block_list* src = NULL;
struct block_list* target = map->id2bl(dat->target_id);
if( !target || status->isdead(target) ) {/* nothing we can do */
if( dat->src_type == BL_PC && ( src = map->id2bl(dat->src_id) ) && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
status_calc_pc(((TBL_PC*)src),0);
}
ers_free(battle->delay_damage_ers, dat);
return 0;
}
src = map->id2bl(dat->src_id);
//Check to see if you haven't teleported. [Skotlex]
if( src && target->m == src->m
&& (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER)
&& check_distance_bl(src, target, dat->distance)
) {
map->freeblock_lock();
status_fix_damage(src, target, dat->damage, dat->delay);
if( dat->attack_type && !status->isdead(target) && dat->additional_effects )
skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
map->freeblock_unlock();
} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
/**
* it was monster reflected damage, and the monster died, we pass the damage to the character as expected
**/
map->freeblock_lock();
status_fix_damage(target, target, dat->damage, dat->delay);
map->freeblock_unlock();
}
if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
status_calc_pc(((TBL_PC*)src),0);
}
}
ers_free(battle->delay_damage_ers, dat);
return 0;
}
int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
struct delay_damage *dat;
struct status_change *sc;
nullpo_ret(src);
nullpo_ret(target);
sc = status->get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
map->freeblock_lock();
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
if( attack_type && !status->isdead(target) && additional_effects )
skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, timer->gettick());
map->freeblock_unlock();
return 0;
}
dat = ers_alloc(battle->delay_damage_ers, struct delay_damage);
dat->src_id = src->id;
dat->target_id = target->id;
dat->skill_id = skill_id;
dat->skill_lv = skill_lv;
dat->attack_type = attack_type;
dat->damage = damage;
dat->dmg_lv = dmg_lv;
dat->delay = ddelay;
dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
dat->additional_effects = additional_effects;
dat->src_type = src->type;
if (src->type != BL_PC && amotion > 1000)
amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
if( src->type == BL_PC ) {
((TBL_PC*)src)->delayed_damage++;
}
timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat);
return 0;
}
int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
{
if (atk_elem < 0 || atk_elem >= ELE_MAX)
return 100;
if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
return 100;
return battle->attr_fix_table[def_lv-1][atk_elem][def_type];
}
/*==========================================
* Does attribute fix modifiers.
* Added passing of the chars so that the status changes can affect it. [Skotlex]
* Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
*------------------------------------------*/
int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
{
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
if (src) sc = status->get_sc(src);
if (target) tsc = status->get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rnd()%ELE_MAX;
if (def_type < 0 || def_type > ELE_MAX ||
def_lv < 1 || def_lv > 4) {
ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
return damage;
}
ratio = battle->attr_fix_table[def_lv-1][atk_elem][def_type];
if (sc && sc->count) {
if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
ratio += skill->enchant_eff[sc->data[SC_VOLCANO]->val1-1];
if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
ratio += skill->enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
ratio += skill->enchant_eff[sc->data[SC_DELUGE]->val1-1];
}
if( target && target->type == BL_SKILL ) {
if( atk_elem == ELE_FIRE && battle->get_current_skill(target) == GN_WALLOFTHORN ) {
struct skill_unit *su = (struct skill_unit*)target;
struct skill_unit_group *sg;
struct block_list *src;
if( !su || !su->alive
|| (sg = su->group) == NULL || sg->val3 == -1
|| (src = map->id2bl(sg->src_id)) == NULL || status->isdead(src)
)
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
int x,y;
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
skill->unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
sg->limit = DIFF_TICK(timer->gettick(),sg->tick)+300;
}
}
}
if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit
switch(atk_elem){
case ELE_FIRE:
if( tsc->data[SC_SPIDERWEB]) {
tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
damage <<= 1; // double damage
if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
}
if( tsc->data[SC_THORNS_TRAP])
status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
if( tsc->data[SC_FIRE_CLOAK_OPTION])
damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
if( tsc->data[SC_COLD] && target->type != BL_MOB)
status_change_end(target, SC_COLD, INVALID_TIMER);
if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
if( tsc->data[SC_VOLCANIC_ASH]) damage += damage/2; //150%
break;
case ELE_HOLY:
if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
break;
case ELE_POISON:
if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
break;
case ELE_WIND:
if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
break;
case ELE_WATER:
if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
break;
case ELE_EARTH:
if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
break;
}
} //end tsc check
if( src && src->type == BL_PC ){
struct map_session_data *sd = BL_CAST(BL_PC, src);
int s;
ARR_FIND(1, 6, s, sd->charm[s] > 0);
if( s < 5 && atk_elem == s )
ratio += sd->charm[s] * 2; // +2% custom value
}
if( target && target->type == BL_PC ) {
struct map_session_data *tsd = BL_CAST(BL_PC, target);
int t;
ARR_FIND(1, 6, t, tsd->charm[t] > 0);
if( t < 5 && atk_elem == t )
damage -= damage * ( tsd->charm[t] * 3 ) / 100;// -3% custom value
}
return damage*ratio/100;
}
#ifdef RENEWAL
int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett]
int64 damage, eatk = 0;
struct status_change *sc;
struct map_session_data *sd;
if( !src || !bl )
return 0;
sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
damage = status->get_weapon_atk(src, watk, flag);
if( sd ){
if( type == EQI_HAND_R )
damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag&8);
else
damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag&8);
if( flag&2 && sd->bonus.arrow_atk )
damage += sd->bonus.arrow_atk;
if( sd->battle_status.equip_atk != 0 )
eatk = sd->base_status.equip_atk;
}
if( sc && sc->count ){
if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 )
eatk += 200;
#ifdef RENEWAL_EDP
if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){
eatk = eatk * sc->data[SC_EDP]->val4 / 100;
damage += damage * sc->data[SC_EDP]->val3 / 100;
}
#endif
}
if( skill_id != ASC_METEORASSAULT ){
if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) // Temporary. [malufett]
damage += damage * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
}
// Temporary. [malufett]
damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage + eatk, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag);
/**
* In RE Shield Bommerang takes weapon element only for damage calculation,
* - resist calculation is always against neutral
**/
if ( skill_id == CR_SHIELDBOOMERANG )
s_ele = s_ele_ = ELE_NEUTRAL;
// attacker side
damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2);
// target side
damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2);
return damage;
}
#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]
*------------------------------------------
* 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)
*/
#ifdef RENEWAL
int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) {
int64 damage, batk;
struct status_data *st = status->get_status_data(src);
batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, status->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
if( type == EQI_HAND_L )
damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
else
damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2);
#else
static int64 battle_calc_base_damage(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) {
unsigned int atkmin=0, atkmax=0;
short type = 0;
int64 damage = 0;
if (!sd) { //Mobs/Pets
if(flag&4) {
atkmin = st->matk_min;
atkmax = st->matk_max;
} else {
atkmin = wa->atk;
atkmax = wa->atk2;
}
if (atkmin > atkmax)
atkmin = atkmax;
} else { //PCs
atkmax = wa->atk;
type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R;
if (!(flag&1) || (flag&2)) { //Normal attacks
atkmin = st->dex;
if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
if (atkmin > atkmax)
atkmin = atkmax;
if(flag&2 && !(flag&16)) { //Bows
atkmin = atkmin*atkmax/100;
if (atkmin > atkmax)
atkmax = atkmin;
}
}
}
if (sc && sc->data[SC_MAXIMIZEPOWER])
atkmin = atkmax;
//Weapon Damage calculation
if (!(flag&1))
damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
else
damage = atkmax;
if (sd) {
//rodatazone says the range is 0~arrow_atk-1 for non crit
if (flag&2 && sd->bonus.arrow_atk)
damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
//SizeFix only for players
if (!(sd->special_state.no_sizefix || (flag&8)))
damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size] ) / 100;
}
//Finally, add baseatk
if(flag&4)
damage += st->matk_min;
else
damage += st->batk;
//rodatazone says that Overrefine bonuses are part of baseatk
//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
if(sd) {
if (type == EQI_HAND_L) {
if(sd->left_weapon.overrefine)
damage += rnd()%sd->left_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype2])
damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100;
} else { //Right hand
if(sd->right_weapon.overrefine)
damage += rnd()%sd->right_weapon.overrefine+1;
if (sd->weapon_atk_rate[sd->weapontype1])
damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
}
}
#endif
return damage;
}
int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, int size, bool ignore){
//SizeFix only for players
if (!(sd->special_state.no_sizefix || (ignore)))
damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[size] : sd->right_weapon.atkmods[size] ) / 100;
return damage;
}
/*==========================================
* Passive skill damages increases
*------------------------------------------*/
int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) {
int64 damage;
struct status_data *st = status->get_status_data(target);
int weapon, skill_lv;
damage = dmg;
nullpo_ret(sd);
if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 &&
target->type == BL_MOB && //This bonus doesnt work against players.
(battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) )
damage += (int)(skill_lv*(3+sd->status.base_level/20.0));
//damage += (skill_lv * 3);
if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (st->race == RC_BRUTE || st->race == RC_PLANT || st->race == RC_FISH) )
damage += (skill_lv * 5);
if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
damage += (skill_lv * 10);
if( pc_ismadogear(sd) )
damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE);
#ifdef RENEWAL
if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
damage += (skill_lv * 2);
#endif
if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (st->race==RC_BRUTE || st->race==RC_INSECT) ) {
damage += (skill_lv * 4);
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER)
damage += sd->status.str;
}
if(type == 0)
weapon = sd->weapontype1;
else
weapon = sd->weapontype2;
switch(weapon) {
case W_1HSWORD:
#ifdef RENEWAL
if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill_lv * 3);
#endif
case W_DAGGER:
if((skill_lv = pc->checkskill(sd,SM_SWORD)) > 0)
damage += (skill_lv * 4);
if((skill_lv = pc->checkskill(sd,GN_TRAINING_SWORD)) > 0)
damage += skill_lv * 10;
break;
case W_2HSWORD:
#ifdef RENEWAL
if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill_lv * 3);
#endif
if((skill_lv = pc->checkskill(sd,SM_TWOHAND)) > 0)
damage += (skill_lv * 4);
break;
case W_1HSPEAR:
case W_2HSPEAR:
if((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) {
if(pc_isridingdragon(sd))
damage += (skill_lv * 10);
else if(pc_isriding(sd))
damage += (skill_lv * 5);
else
damage += (skill_lv * 4);
}
break;
case W_1HAXE:
case W_2HAXE:
if((skill_lv = pc->checkskill(sd,AM_AXEMASTERY)) > 0)
damage += (skill_lv * 3);
if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
damage += (skill_lv * 5);
break;
case W_MACE:
case W_2HMACE:
if((skill_lv = pc->checkskill(sd,PR_MACEMASTERY)) > 0)
damage += (skill_lv * 3);
if((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
damage += (skill_lv * 5);
break;
case W_FIST:
if((skill_lv = pc->checkskill(sd,TK_RUN)) > 0)
damage += (skill_lv * 10);
// No break, fallthrough to Knuckles
case W_KNUCKLE:
if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0)
damage += (skill_lv * 3);
break;
case W_MUSICAL:
if((skill_lv = pc->checkskill(sd,BA_MUSICALLESSON)) > 0)
damage += (skill_lv * 3);
break;
case W_WHIP:
if((skill_lv = pc->checkskill(sd,DC_DANCINGLESSON)) > 0)
damage += (skill_lv * 3);
break;
case W_BOOK:
if((skill_lv = pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
damage += (skill_lv * 3);
break;
case W_KATAR:
if((skill_lv = pc->checkskill(sd,AS_KATAR)) > 0)
damage += (skill_lv * 3);
break;
}
return damage;
}
/*==========================================
* Calculates ATK masteries.
*------------------------------------------*/
int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int div, bool left, bool weapon) {
int skill2_lv, i;
struct status_change *sc;
struct map_session_data *sd;
struct status_data *tstatus;
nullpo_ret(src);
nullpo_ret(target);
sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
tstatus = status->get_status_data(target);
if ( !sd )
return damage;
damage = battle->add_mastery(sd, target, damage, left);
switch( skill_id ){ // specific skill masteries
case MO_INVESTIGATE:
case MO_EXTREMITYFIST:
case CR_GRANDCROSS:
case NJ_ISSEN:
case CR_ACIDDEMONSTRATION:
return damage;
case NJ_SYURIKEN:
if( (skill2_lv = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0
#ifndef RENEWAL
&& weapon
#endif
)
damage += 3 * skill2_lv;
break;
#ifndef RENEWAL
case NJ_KUNAI:
if( weapon )
damage += 60;
break;
#endif
case RA_WUGDASH://(Caster Current Weight x 10 / 8)
if( sd->weight )
damage += sd->weight / 8 ;
case RA_WUGSTRIKE:
case RA_WUGBITE:
damage += 30*pc->checkskill(sd, RA_TOOTHOFWUG);
break;
case HT_FREEZINGTRAP:
damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP);
break;
}
if( sc ){ // sc considered as masteries
if(sc->data[SC_GN_CARTBOOST])
damage += 10 * sc->data[SC_GN_CARTBOOST]->val1;
if(sc->data[SC_CAMOUFLAGE])
damage += 30 * ( 10 - sc->data[SC_CAMOUFLAGE]->val4 );
#ifdef RENEWAL
if(sc->data[SC_NIBELUNGEN] && weapon)
damage += sc->data[SC_NIBELUNGEN]->val2;
if(sc->data[SC_IMPOSITIO])
damage += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_DRUMBATTLE]){
if(tstatus->size == SZ_SMALL)
damage += sc->data[SC_DRUMBATTLE]->val2;
else if(tstatus->size == SZ_MEDIUM)
damage += 10 * sc->data[SC_DRUMBATTLE]->val1;
//else no bonus for large target
}
if(sc->data[SC_GS_MADNESSCANCEL])
damage += 100;
if(sc->data[SC_GS_GATLINGFEVER]){
if(tstatus->size == SZ_SMALL)
damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1;
else if(tstatus->size == SZ_MEDIUM)
damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1;
else
damage += sc->data[SC_GS_GATLINGFEVER]->val1;
}
//if(sc->data[SC_SPECIALZONE])
// damage += sc->data[SC_SPECIALZONE]->val2 >> 4;
#endif
}
// general skill masteries
#ifdef RENEWAL
if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
damage += div * sd->spiritball_old * 3;
else
damage += div * sd->spiritball * 3;
if( skill_id != CR_SHIELDBOOMERANG ) // Only Shield boomerang doesn't takes the Star Crumbs bonus.
damage += div * (left ? sd->left_weapon.star : sd->right_weapon.star);
if( skill_id != MC_CARTREVOLUTION && (skill2_lv=pc->checkskill(sd,BS_HILTBINDING)) > 0 )
damage += 4;
if(sd->status.party_id && (skill2_lv=pc->checkskill(sd,TK_POWER)) > 0) {
if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 )
damage += 2 * skill2_lv * i * (damage /*+ unknown value*/) / 100 /*+ unknown value*/;
}
#else
if( skill_id != ASC_BREAKER && weapon ) // Adv Katar Mastery is does not applies to ASC_BREAKER, but other masteries DO apply >_>
if( sd->status.weapon == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0 )
damage += damage * (10 + 2 * skill2_lv) / 100;
#endif
// percentage factor masteries
if ( sc && sc->data[SC_MIRACLE] )
i = 2; //Star anger
else
ARR_FIND(0, MAX_PC_FEELHATE, i, status->get_class(target) == sd->hate_mob[i]);
if ( i < MAX_PC_FEELHATE && (skill2_lv=pc->checkskill(sd,pc->sg_info[i].anger_id)) && weapon ) {
int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
if ( i == 2 ) ratio += status_get_str(src); //Star Anger
if (skill2_lv < 4 )
ratio /= (12 - 3 * skill2_lv);
damage += damage * ratio / 100;
}
if( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ){
if((skill2_lv = pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
damage += damage * skill2_lv / 100;
}
return damage;
}
/*==========================================
* Elemental attribute fix.
*------------------------------------------*/
int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){
struct status_data *tstatus;
nullpo_ret(src);
nullpo_ret(target);
tstatus = status->get_status_data(target);
if( (nk&NK_NO_ELEFIX) || n_ele )
return damage;
if( damage > 0 ) {
if( left )
damage = battle->attr_fix(src, target, damage, s_ele_, tstatus->def_ele, tstatus->ele_lv);
else{
damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
}
#ifndef RENEWAL
{
struct status_data *sstatus;
struct status_change *sc;
sstatus = status->get_status_data(src);
sc = status->get_sc(src);
if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
int64 temp = battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
if( left ) {
temp = battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
damage += battle->attr_fix(src, target, temp, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
}
}
}
#endif
return damage;
}
/*==========================================
* Calculates card bonuses damage adjustments.
* cflag(cardfix flag):
* &1 - calc for left hand.
* &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON).
*------------------------------------------*/
int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int cflag, int wflag){
struct map_session_data *sd, *tsd;
short cardfix = 1000, t_class, s_class, s_race2, t_race2;
struct status_data *sstatus, *tstatus;
int i;
if( !damage )
return 0;
nullpo_ret(src);
nullpo_ret(target);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
t_class = status->get_class(target);
s_class = status->get_class(src);
sstatus = status->get_status_data(src);
tstatus = status->get_status_data(target);
s_race2 = status->get_race2(src);
switch(attack_type){
case BF_MAGIC:
if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race]) / 100;
if (!(nk&NK_NO_ELEFIX))
cardfix = cardfix*(100+sd->magic_addele[tstatus->def_ele]) / 100;
cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size]) / 100;
cardfix = cardfix * (100 + sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele])/100;
for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++) {
if(sd->add_mdmg[i].class_ == t_class) {
cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
break;
}
}
if (cardfix != 1000)
damage = damage * cardfix / 1000;
}
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{ // Target cards.
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix = cardfix * (100 - ele_fix) / 100;
}
cardfix = cardfix * (100 - tsd->subsize[sstatus->size]) / 100;
cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
cardfix = cardfix * (100 - tsd->subrace[sstatus->race]) / 100;
cardfix = cardfix * (100 - tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100;
break;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if ( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
if( tsd->sc.data[SC_PROTECT_MDEF] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_MDEF]->val1 ) / 100;
if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
break;
case BF_WEAPON:
t_race2 = status->get_race2(target);
if( cflag&2 ){
if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
short cardfix_ = 1000;
if( sd->state.arrow_atk ){
cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]) / 100;
if( !(nk&NK_NO_ELEFIX) ){
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
for(i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix = cardfix * (100 + ele_fix) / 100;
}
cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN]) / 100;
}else{ // Melee attack
if( !battle_config.left_cardfix_to_right ){
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
if( !(nk&NK_NO_ELEFIX) ){
int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix = cardfix * (100+ele_fix) / 100;
}
cardfix = cardfix * (100+sd->right_weapon.addsize[tstatus->size]) / 100;
cardfix = cardfix * (100+sd->right_weapon.addrace2[t_race2]) / 100;
cardfix = cardfix * (100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
if( cflag&1 ){
cardfix_ = cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)){
int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix_lh += sd->left_weapon.addele2[i].rate;
}
cardfix = cardfix * (100+ele_fix_lh) / 100;
}
cardfix_ = cardfix_ * (100+sd->left_weapon.addsize[tstatus->size]) / 100;
cardfix_ = cardfix_ * (100+sd->left_weapon.addrace2[t_race2]) / 100;
cardfix_ = cardfix_ * (100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix_ = cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}else{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++){
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++){
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->left_weapon.addele2[i].rate;
}
cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]) / 100;
cardfix = cardfix * (100 + ele_fix) / 100;
cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size])/100;
cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2])/100;
cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100+sd->right_weapon.addrace[RC_NONDEMIHUMAN] + sd->left_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
}
}
for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ){
if( sd->right_weapon.add_dmg[i].class_ == t_class ){
cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
break;
}
}
if( cflag&1 ){
for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ){
if( sd->left_weapon.add_dmg[i].class_ == t_class ){
cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
break;
}
}
}
#ifndef RENEWAL
if( wflag&BF_LONG )
cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
#endif
if( (cflag&1) && cardfix_ != 1000 )
damage = damage * cardfix_ / 1000;
else if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
}else{
// Target side
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
if( !(nk&NK_NO_ELEFIX) ){
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix = cardfix * (100-ele_fix) / 100;
if( cflag&1 && s_ele_ != s_ele ){
int ele_fix_lh = tsd->subele[s_ele_];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++){
if(tsd->subele2[i].ele != s_ele_) continue;
if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix_lh += tsd->subele2[i].rate;
}
cardfix = cardfix * (100 - ele_fix_lh) / 100;
}
}
cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100;
cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100;
cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100;
cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ){
if( tsd->add_def[i].class_ == s_class )
{
cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
break;
}
}
if( wflag&BF_SHORT )
cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
if( tsd->sc.data[SC_PROTECT_DEF] )
cardfix = cardfix * (100 - tsd->sc.data[SC_PROTECT_DEF]->val1) / 100;
if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
}
break;
case BF_MISC:
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
// misc damage reduction from equipment
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix = cardfix * (100 - ele_fix) / 100;
}
cardfix = cardfix*(100-tsd->subsize[sstatus->size]) / 100;
cardfix = cardfix*(100-tsd->subrace2[s_race2]) / 100;
cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100;
cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix = cardfix * (100 - tsd->subrace[RC_NONDEMIHUMAN]) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
if( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 1000)
damage = damage * cardfix / 1000;
}
break;
}
return damage;
}
/*==========================================
* Calculates defense reduction. [malufett]
* flag:
* &1 - idef/imdef(Ignore defense)
* &2 - pdef(Pierce defense)
* &4 - tdef(Total defense reduction)
*------------------------------------------*/
int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int flag, int pdef){
struct status_data *sstatus, *tstatus;
struct map_session_data *sd, *tsd;
struct status_change *sc, *tsc;
int i;
if( !damage )
return 0;
nullpo_ret(src);
nullpo_ret(target);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
sstatus = status->get_status_data(src);
tstatus = status->get_status_data(target);
sc = status->get_sc(src);
tsc = status->get_sc(target);
switch(attack_type){
case BF_WEAPON:
{
/** Take note in RE
* def1 = equip def
* def2 = status def
**/
defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = tstatus->def2, vit_def;
#ifdef RENEWAL
def1 = status->calc_def2(target, tsc, def1, false); // equip def(RE)
def2 = status->calc_def(target, tsc, def2, false); // status def(RE)
#else
def1 = status->calc_def(target, tsc, def1, false); // equip def(RE)
def2 = status->calc_def2(target, tsc, def2, false); // status def(RE)
#endif
if( sd ){
i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
i += sd->ignore_def[tstatus->race];
if( i ){
if( i > 100 ) i = 100;
def1 -= def1 * i / 100;
def2 -= def2 * i / 100;
}
}
if( sc && sc->data[SC_EXPIATIO] ){
i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
def1 -= def1 * i / 100;
def2 -= def2 * i / 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
target_count = unit->counttargeted(target);
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
if( !tsc || !tsc->data[SC_STEELBODY] )
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
} else { //Assume type 2
if( !tsc || !tsc->data[SC_STEELBODY] )
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
}
if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
if(def2 < 1) def2 = 1;
}
//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
if (tsd) //Sd vit-eq
{
#ifndef RENEWAL
//[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
vit_def = def2*(def2-15)/150;
vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
#else
vit_def = def2;
#endif
if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
src->type == BL_MOB && (i=pc->checkskill(tsd,AL_DP)) > 0)
vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
if( src->type == BL_MOB && (i=pc->checkskill(tsd,RA_RANGERMAIN))>0 &&
(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
vit_def += i*5;
}
else { //Mob-Pet vit-eq
#ifndef RENEWAL
//VIT + rnd(0,[VIT/20]^2-1)
vit_def = (def2/20)*(def2/20);
vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
#else
vit_def = def2;
#endif
}
if (battle_config.weapon_defense_type) {
vit_def += def1*battle_config.weapon_defense_type;
def1 = 0;
}
#ifdef RENEWAL
/**
* RE DEF Reduction
* Pierce defence gains 1 atk per def/2
**/
if( def1 < -399 ) // it stops at -399
def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399
//return 1;
if( flag&2 )
damage += def1 >> 1;
if( !(flag&1) && !(flag&2) ) {
if( flag&4 )
damage -= (def1 + vit_def);
else
damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);
}
#else
if( def1 > 100 ) def1 = 100;
if( !(flag&1) ){
if( flag&2 )
damage = damage * pdef * (def1+vit_def) / 100;
else
damage = damage * (100-def1) / 100;
}
if( !(flag&1 || flag&2) )
damage -= vit_def;
#endif
}
break;
case BF_MAGIC:
{
defType mdef = tstatus->mdef;
short mdef2= tstatus->mdef2;
#ifdef RENEWAL
mdef2 = status->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
mdef = status->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
#else
mdef2 = status->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
mdef = status->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
#endif
if( flag&1 )
mdef = 0;
if(sd) {
i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
i += sd->ignore_mdef[tstatus->race];
if (i)
{
if (i > 100) i = 100;
mdef -= mdef * i/100;
//mdef2-= mdef2* i/100;
}
}
#ifdef RENEWAL
/**
* RE MDEF Reduction
**/
if( mdef < -99 ) // it stops at -99
mdef = 99; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 99
//return 1;
damage = (int)((100.0f - mdef / (mdef + 100.0f) * 90.0f) / 100.0f * damage - mdef2);
#else
if(battle_config.magic_defense_type)
damage = damage - mdef*battle_config.magic_defense_type - mdef2;
else
damage = damage * (100-mdef)/100 - mdef2;
#endif
}
break;
}
return damage;
}
int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){
int i;
struct status_change *sc, *tsc;
struct map_session_data *sd, *tsd;
struct status_data *st, *tst;
nullpo_ret(src);
nullpo_ret(target);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
sc = status->get_sc(src);
tsc = status->get_sc(target);
st = status->get_status_data(src);
tst = status->get_status_data(target);
switch(attack_type){
case BF_MAGIC:
switch(skill_id){
case MG_NAPALMBEAT:
skillratio += skill_lv * 10 - 30;
break;
case MG_FIREBALL:
#ifdef RENEWAL
skillratio += 20 * skill_lv;
#else
skillratio += skill_lv * 10 - 30;
#endif
break;
case MG_SOULSTRIKE:
if (battle->check_undead(tst->race,tst->def_ele))
skillratio += 5*skill_lv;
break;
case MG_FIREWALL:
skillratio -= 50;
break;
case MG_THUNDERSTORM:
/**
* in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
**/
#ifndef RENEWAL
skillratio -= 20;
#endif
break;
case MG_FROSTDIVER:
skillratio += 10 * skill_lv;
break;
case AL_HOLYLIGHT:
skillratio += 25;
if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
skillratio *= 5; //Does 5x damage include bonuses from other skills?
break;
case AL_RUWACH:
skillratio += 45;
break;
case WZ_FROSTNOVA:
skillratio += (100+skill_lv*10) * 2 / 3 - 100;
break;
case WZ_FIREPILLAR:
if (skill_lv > 10)
skillratio += 100;
else
skillratio -= 80;
break;
case WZ_SIGHTRASHER:
skillratio += 20 * skill_lv;
break;
case WZ_WATERBALL:
skillratio += 30 * skill_lv;
break;
case WZ_STORMGUST:
skillratio += 40 * skill_lv;
break;
case HW_NAPALMVULCAN:
skillratio += 10 * skill_lv - 30;
break;
case SL_STIN:
skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
break;
case SL_STUN:
skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
skillratio += -60 + status->get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
break;
case NJ_KAENSIN:
skillratio -= 50;
break;
case NJ_BAKUENRYU:
skillratio += 50 * (skill_lv-1);
break;
case NJ_HYOUSYOURAKU:
skillratio += 50 * skill_lv;
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40 * skill_lv;
break;
case NJ_KAMAITACHI:
case NPC_ENERGYDRAIN:
skillratio += 100 * skill_lv;
break;
case NPC_EARTHQUAKE:
skillratio += 100 + 100 * skill_lv + 100 * (skill_lv/2);
break;
#ifdef RENEWAL
case WZ_HEAVENDRIVE:
case WZ_METEOR:
skillratio += 25;
break;
case WZ_VERMILION:
{
int interval = 0, per = interval, ratio = per;
while( (per++) < skill_lv ){
ratio += interval;
if(per%3==0) interval += 20;
}
if( skill_lv > 9 )
ratio -= 10;
skillratio += ratio;
}
break;
case NJ_HUUJIN:
skillratio += 50;
break;
#else
case WZ_VERMILION:
skillratio += 20*skill_lv-20;
break;
#endif
/**
* Arch Bishop
**/
case AB_JUDEX:
skillratio += 180 + 20 * skill_lv;
if (skill_lv > 4) skillratio += 20;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
skillratio += 100 + 20 * skill_lv;
break;
/**
* Warlock
**/
case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster?s INT )} x ( Caster?s Base Level / 100 )] %
skillratio += 300 + 100 * skill_lv + status_get_int(src);
RE_LVL_DMOD(100);
break;
case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster?s Base Level / 100 )] %
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_JACKFROST:
if( tsc && tsc->data[SC_FROSTMISTY] ){
skillratio += 900 + 300 * skill_lv;
RE_LVL_DMOD(100);
}else{
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(150);
}
break;
case WL_DRAINLIFE:
skillratio = 200 * skill_lv + status_get_int(src);
RE_LVL_DMOD(100);
break;
case WL_CRIMSONROCK:
skillratio = 300 * skill_lv;
RE_LVL_DMOD(100);
skillratio += 1300;
break;
case WL_HELLINFERNO:
skillratio = 300 * skill_lv;
RE_LVL_DMOD(100);
// Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
// Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
if( flag&ELE_DARK )
skillratio *= 4;
skillratio /= 5;
break;
case WL_COMET:
i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 );
if( i <= 3 ) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
else
if( i <= 5 ) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
else
if( i <= 7 ) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
else
skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
if( sd && sd->status.party_id ){
struct map_session_data* psd;
int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
c = 0;
memset (p_sd, 0, sizeof(p_sd));
party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
c = ( c > 1 ? rand()%c : 0 );
if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
RE_LVL_DMOD(120);
skillratio += 2500;
status_zap(&psd->bl, 0, skill->get_sp(skill_id, skill_lv) / 2);
}
}
break;
case WL_CHAINLIGHTNING_ATK:
skillratio += 400 + 100 * skill_lv;
RE_LVL_DMOD(100);
if(flag > 0)
skillratio += 100 * flag;
break;
case WL_EARTHSTRAIN:
skillratio += 1900 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
skillratio += 400 + 500 * skill_lv;
break;
case WL_SUMMON_ATK_FIRE:
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
skillratio = skill_lv * (status->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
{
uint16 lv = skill_lv;
int bandingBonus = 0;
if( sc && sc->data[SC_BANDING] )
bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
}
break;
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
if( sd ) {
skillratio = status->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
} else
skillratio += 1900; //2000%
break;
case WM_METALICSOUND:
skillratio += 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ) - 100;
break;
/*case WM_SEVERE_RAINSTORM:
skillratio += 50 * skill_lv;
break;
WM_SEVERE_RAINSTORM just set a unit place,
refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
*/
case WM_REVERBERATION_MAGIC:
// MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
skillratio += 100 * (sd ? pc->checkskill(sd, WM_REVERBERATION) : 1);
RE_LVL_DMOD(100);
break;
case SO_FIREWALK:
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
skillratio += sc->data[SC_HEATER_OPTION]->val3;
break;
case SO_ELECTRICWALK:
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += sd ? sd->status.job_level / 2 : 0;
break;
case SO_EARTHGRAVE:
skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_SEISMICWEAPON) : 10 ) + status_get_int(src) * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
case SO_DIAMONDDUST:
skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 10 ) + status_get_int(src) * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_COOLER_OPTION] )
skillratio += sc->data[SC_COOLER_OPTION]->val3;
break;
case SO_POISON_BUSTER:
skillratio += 1100 + 300 * skill_lv;
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
case SO_PSYCHIC_WAVE:
skillratio += -100 + skill_lv * 70 + (status_get_int(src) * 3);
RE_LVL_DMOD(100);
if( sc ){
if( sc->data[SC_HEATER_OPTION] )
skillratio += sc->data[SC_HEATER_OPTION]->val3;
else if(sc->data[SC_COOLER_OPTION] )
skillratio += sc->data[SC_COOLER_OPTION]->val3;
else if(sc->data[SC_BLAST_OPTION] )
skillratio += sc->data[SC_BLAST_OPTION]->val2;
else if(sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
}
break;
case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += sd ? sd->status.job_level * 5 : 0;
break;
case SO_CLOUD_KILL:
skillratio += -100 + skill_lv * 40;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
case GN_DEMONIC_FIRE:
if( skill_lv > 20)
{ // Fire expansion Lv.2
skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
}
else if( skill_lv > 10 )
{ // Fire expansion Lv.1
skillratio += 110 + 20 * (skill_lv - 10) / 2;
}
else
skillratio += 110 + 20 * skill_lv;
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:
if(skill_lv%2) skillratio += 400; //600:800:1000
else skillratio += 700; //1000:1200
skillratio += 100 * skill_lv;
break;
case MH_XENO_SLASHER:
if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
else skillratio += 400 + 100 * skill_lv; //700:900
break;
case MH_HEILIGE_STANGE:
skillratio += 400 + 250 * skill_lv;
break;
case MH_POISON_MIST:
skillratio += 100 * skill_lv;
break;
case KO_KAIHOU:
if( sd ){
ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i < 5 ){
skillratio += -100 + 200 * sd->charm[i];
RE_LVL_DMOD(100);
pc->del_charm(sd, sd->charm[i], i);
}
}
break;
}
break;
case BF_WEAPON:
switch( skill_id )
{
case SM_BASH:
case MS_BASH:
skillratio += 30 * skill_lv;
break;
case SM_MAGNUM:
case MS_MAGNUM:
skillratio += 20 * skill_lv;
break;
case MC_MAMMONITE:
skillratio += 50 * skill_lv;
break;
case HT_POWER:
skillratio += -50 + 8 * status_get_str(src);
break;
case AC_DOUBLE:
case MA_DOUBLE:
skillratio += 10 * (skill_lv-1);
break;
case AC_SHOWER:
case MA_SHOWER:
#ifdef RENEWAL
skillratio += 50 + 10 * skill_lv;
#else
skillratio += -25 + 5 * skill_lv;
#endif
break;
case AC_CHARGEARROW:
case MA_CHARGEARROW:
skillratio += 50;
break;
#ifndef RENEWAL
case HT_FREEZINGTRAP:
case MA_FREEZINGTRAP:
skillratio += -50 + 10 * skill_lv;
break;
#endif
case KN_PIERCE:
case ML_PIERCE:
skillratio += 10 * skill_lv;
break;
case MER_CRASH:
skillratio += 10 * skill_lv;
break;
case KN_SPEARSTAB:
skillratio += 15 * skill_lv;
break;
case KN_SPEARBOOMERANG:
skillratio += 50*skill_lv;
break;
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
{
int ratio = 100 + 20 * skill_lv;
skillratio += ratio - 100;
if(skill_lv>3 && flag==1) skillratio += ratio / 2;
if(skill_lv>6 && flag==1) skillratio += ratio / 4;
if(skill_lv>9 && flag==1) skillratio += ratio / 8;
if(skill_lv>6 && flag==2) skillratio += ratio / 2;
if(skill_lv>9 && flag==2) skillratio += ratio / 4;
if(skill_lv>9 && flag==3) skillratio += ratio / 2;
break;
}
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
skillratio+= 40 * skill_lv;
break;
case AS_GRIMTOOTH:
skillratio += 20 * skill_lv;
break;
case AS_POISONREACT:
skillratio += 30 * skill_lv;
break;
case AS_SONICBLOW:
skillratio += 300 + 40 * skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
break;
case MC_CARTREVOLUTION:
skillratio += 50;
if( sd && sd->cart_weight )
skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
else if (!sd)
skillratio += 100; //Max damage for non players.
break;
case NPC_RANDOMATTACK:
skillratio += 100 * skill_lv;
break;
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK:
case NPC_BLOODDRAIN:
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
skillratio += 100 * (skill_lv-1);
break;
case 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:
skillratio += 40 * skill_lv;
break;
case RG_INTIMIDATE:
skillratio += 30 * skill_lv;
break;
case CR_SHIELDCHARGE:
skillratio += 20 * skill_lv;
break;
case CR_SHIELDBOOMERANG:
skillratio += 30 * skill_lv;
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
{
int ratio = 35 * skill_lv;
#ifdef RENEWAL
if(sd && sd->status.weapon == W_2HSPEAR)
ratio *= 2;
#endif
skillratio += ratio;
break;
}
case AM_DEMONSTRATION:
skillratio += 20 * skill_lv;
break;
case AM_ACIDTERROR:
skillratio += 40 * skill_lv;
break;
case MO_FINGEROFFENSIVE:
skillratio+= 50 * skill_lv;
break;
case MO_INVESTIGATE:
skillratio += 75 * skill_lv;
break;
#ifndef RENEWAL
case MO_EXTREMITYFIST:
{ //Overflow check. [Skotlex]
unsigned int ratio = skillratio + 100*(8 + st->sp/10);
//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
skillratio = (unsigned short)ratio;
}
break;
#endif
case MO_TRIPLEATTACK:
skillratio += 20 * skill_lv;
break;
case MO_CHAINCOMBO:
skillratio += 50 + 50 * skill_lv;
break;
case MO_COMBOFINISH:
skillratio += 140 + 60 * skill_lv;
break;
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
skillratio += 25 + 25 * skill_lv;
break;
case CH_TIGERFIST:
skillratio += 100 * skill_lv - 60;
break;
case CH_CHAINCRUSH:
skillratio += 300 + 100 * skill_lv;
break;
case CH_PALMSTRIKE:
skillratio += 100 + 100 * skill_lv;
break;
case LK_HEADCRUSH:
skillratio += 40 * skill_lv;
break;
case LK_JOINTBEAT:
i = 10 * skill_lv - 50;
// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
if (flag&BREAK_NECK) i*=2;
skillratio += i;
break;
case ASC_METEORASSAULT:
skillratio += 40 * skill_lv - 60;
break;
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
skillratio += 100 + 50 * skill_lv;
break;
case CG_ARROWVULCAN:
skillratio += 100 + 100 * skill_lv;
break;
case AS_SPLASHER:
skillratio += 400 + 50 * skill_lv;
if(sd)
skillratio += 20 * pc->checkskill(sd,AS_POISONREACT);
break;
#ifndef RENEWAL
case ASC_BREAKER:
skillratio += 100*skill_lv-100;
#else
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
skillratio += 50 * skill_lv;
#endif
break;
case PA_SACRIFICE:
skillratio += 10 * skill_lv - 10;
break;
case PA_SHIELDCHAIN:
skillratio += 30 * skill_lv;
break;
case WS_CARTTERMINATION:
i = 10 * (16 - skill_lv);
if (i < 1) i = 1;
//Preserve damage ratio when max cart weight is changed.
if(sd && sd->cart_weight)
skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
else if (!sd)
skillratio += 80000 / i - 100;
break;
case TK_DOWNKICK:
skillratio += 60 + 20 * skill_lv;
break;
case TK_STORMKICK:
skillratio += 60 + 20 * skill_lv;
break;
case TK_TURNKICK:
skillratio += 90 + 30 * skill_lv;
break;
case TK_COUNTER:
skillratio += 90 + 30 * skill_lv;
break;
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus
if (flag) {
skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
if( sc && sc->data[SC_STRUP] ) // Spurt bonus
skillratio *= 2;
}
break;
case GS_TRIPLEACTION:
skillratio += 50 * skill_lv;
break;
case GS_BULLSEYE:
//Only works well against brute/demihumans non bosses.
if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN)
&& !(tst->mode&MD_BOSS))
skillratio += 400;
break;
case GS_TRACKING:
skillratio += 100 * (skill_lv+1);
break;
case GS_PIERCINGSHOT:
#ifdef RENEWAL
if( sd && sd->weapontype1 == W_RIFLE )
skillratio += 50 + 30 * skill_lv;
else
#endif
skillratio += 20 * skill_lv;
break;
case GS_RAPIDSHOWER:
skillratio += 10 * skill_lv;
break;
case GS_DESPERADO:
skillratio += 50 * (skill_lv-1);
break;
case GS_DUST:
skillratio += 50 * skill_lv;
break;
case GS_FULLBUSTER:
skillratio += 100 * (skill_lv+2);
break;
case GS_SPREADATTACK:
#ifdef RENEWAL
skillratio += 20 * (skill_lv);
#else
skillratio += 20 * (skill_lv-1);
#endif
break;
case NJ_HUUMA:
skillratio += 50 + 150 * skill_lv;
break;
case NJ_TATAMIGAESHI:
skillratio += 10 * skill_lv;
break;
case NJ_KASUMIKIRI:
skillratio += 10 * skill_lv;
break;
case NJ_KIRIKAGE:
skillratio += 100 * (skill_lv-1);
break;
#ifdef RENEWAL
case NJ_KUNAI:
skillratio += 50 + 150 * skill_lv;
break;
#endif
case KN_CHARGEATK:
{
int k = (flag-1)/3; //+100% every 3 cells of distance
if( k > 2 ) k = 2; // ...but hard-limited to 300%.
skillratio += 100 * k;
}
break;
case HT_PHANTASMIC:
skillratio += 50;
break;
case MO_BALKYOUNG:
skillratio += 200;
break;
case HFLI_MOON: //[orn]
skillratio += 10 + 110 * skill_lv;
break;
case HFLI_SBR44: //[orn]
skillratio += 100 * (skill_lv-1);
break;
case NPC_VAMPIRE_GIFT:
skillratio += ((skill_lv-1)%5+1) * 100;
break;
case RK_SONICWAVE:
skillratio += -100 + 100 * (skill_lv + 5);
skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
skillratio += 500 + (80 * skill_lv);
if( sd ){
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == IT_WEAPON )
skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
}
break;
case RK_WINDCUTTER:
skillratio += -100 + 50 * (skill_lv + 2);
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
i = distance_bl(src,target);
if( i < 2 )
skillratio += 300 * skill_lv;
else if( i < 4 )
skillratio += 250 * skill_lv;
else
skillratio += 200 * skill_lv;
skillratio = (skillratio - 100) * (100 + (status->get_lv(src)-100)) / 100;
if( st->rhw.ele == ELE_FIRE )
skillratio += 100 * skill_lv;
break;
case RK_CRUSHSTRIKE:
if( sd )
{//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
skillratio += -100 + sd->inventory_data[index]->weight/10 + st->rhw.atk +
100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
}
break;
case RK_STORMBLAST:
skillratio += -100 + 100 *(sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8;
break;
case RK_PHANTOMTHRUST:
skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
RE_LVL_DMOD(150);
break;
/**
* GC Guilotine Cross
**/
case GC_CROSSIMPACT:
skillratio += 900 + 100 * skill_lv;
RE_LVL_DMOD(120);
break;
case GC_PHANTOMMENACE:
skillratio += 200;
break;
case GC_COUNTERSLASH:
//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
skillratio += 200 + (100 * skill_lv);
RE_LVL_DMOD(120);
break;
case GC_ROLLINGCUTTER:
skillratio += -50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
skillratio += 300 + 80 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_ROLLINGCUTTER] )
skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
break;
case GC_DARKCROW:
skillratio += 100 * (skill_lv - 1);
break;
/**
* Arch Bishop
**/
case AB_DUPLELIGHT_MELEE:
skillratio += 10 * skill_lv;
break;
/**
* Ranger
**/
case RA_ARROWSTORM:
skillratio += 900 + 80 * skill_lv;
RE_LVL_DMOD(100);
break;
case RA_AIMEDBOLT:
skillratio += 400 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case RA_CLUSTERBOMB:
skillratio += 100 + 100 * skill_lv;
break;
case RA_WUGDASH:// ATK 300%
skillratio += 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;
/**
* Mechanic
**/
case NC_BOOSTKNUCKLE:
skillratio += 100 + 100 * skill_lv + status_get_dex(src);
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 + 70 * skill_lv + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
skillratio += 200 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case NC_ARMSCANNON:
switch( tst->size ) {
case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
}
RE_LVL_DMOD(100);
//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
break;
case NC_AXEBOOMERANG:
skillratio += 60 + 40 * 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 actural weight. [Rytech]
}
RE_LVL_DMOD(100);
break;
case NC_POWERSWING:
skillratio += 80 + 20 * skill_lv + status_get_str(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case NC_AXETORNADO:
skillratio += 100 + 100 * skill_lv + status_get_vit(src);
RE_LVL_DMOD(100);
break;
case SC_FATALMENACE:
skillratio += 100 * skill_lv;
break;
case SC_TRIANGLESHOT:
skillratio += 270 + 30 * skill_lv;
break;
case SC_FEINTBOMB:
skillratio += 100 + 100 * skill_lv;
break;
case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
skillratio += -100 + (50 + status_get_str(src)) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc->checkskill(sd,SM_BASH):1)));
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
skillratio += 60 + 43 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_PINPOINTATTACK:
skillratio += -100 + ((100 * skill_lv) + (10 * status_get_agi(src)) );
RE_LVL_DMOD(100);
break;
case LG_RAGEBURST:
if( sd && sd->spiritball_old )
skillratio += -100 + (sd->spiritball_old * 200);
else
skillratio += -100 + 15 * 200;
RE_LVL_DMOD(100);
break;
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
if( sd ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
skillratio += -100 + status->get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
skillratio += shield_data->def * 10;
} else
skillratio += 2400; //2500%
break;
case LG_MOONSLASHER:
skillratio += -100 + (120 * skill_lv + ((sd) ? pc->checkskill(sd,LG_OVERBRAND) : 5) * 80);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
skillratio += -100 + 400 * skill_lv + (pc->checkskill(sd,CR_SPEARQUICKEN) * 30);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND_BRANDISH:
skillratio += -100 + 300 * skill_lv + (2 * (status_get_str(src) + status_get_dex(src)) / 3);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND_PLUSATK:
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
skillratio += 200 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
skillratio = (skillratio + 100) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
skillratio += 120 * skill_lv - 100;
break;
case SR_DRAGONCOMBO:
skillratio += 40 * skill_lv;
RE_LVL_DMOD(100);
break;
case SR_SKYNETBLOW:
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
skillratio += 100 * skill_lv + status_get_agi(src) + 50;
else //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
skillratio += -100 + 80 * skill_lv + status_get_agi(src);
RE_LVL_DMOD(100);
break;
case SR_EARTHSHAKER:
if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(100);
skillratio += status_get_int(src) * 3;
}else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
skillratio += 50 * (skill_lv-2);
RE_LVL_DMOD(100);
skillratio += status_get_int(src) * 2;
}
break;
case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
skillratio += 150 *skill_lv;
RE_LVL_DMOD(150);
break;
case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
{
int hp = status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
sp = status_get_max_sp(src) * (6 + skill_lv) / 100;
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
skillratio += -100 + (hp+sp) / 2;
else
skillratio += -100 + (hp+sp) / 4;
RE_LVL_DMOD(100);
}
break;
case SR_RAMPAGEBLASTER:
skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
RE_LVL_DMOD(120);
}else
RE_LVL_DMOD(150);
break;
case SR_KNUCKLEARROW:
if( flag&4 ){ // 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 * (status->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
skillratio += 400 + (100 * skill_lv);
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
skillratio += -100 + status->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
if( sc && sc->data[SC_COMBOATTACK]
&& sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
skillratio += 800 * skill_lv -100;
else
skillratio += 500 * skill_lv -100;
RE_LVL_DMOD(100);
break;
case SR_GENTLETOUCH_QUIET:
skillratio += 100 * skill_lv - 100 + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_HOWLINGOFLION:
skillratio += 300 * skill_lv - 100;
RE_LVL_DMOD(150);
break;
case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
if( (st->rhw.ele) == ELE_WIND || (st->lhw.ele) == ELE_WIND )
skillratio += skill_lv * 50;
skillratio += -100 + 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_REVERBERATION_MELEE:
// ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
skillratio += 200 + 100 * pc->checkskill(sd, WM_REVERBERATION);
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
//ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
skillratio += -100 + (status_get_dex(src) + status_get_agi(src)) * (skill_lv * 2);
RE_LVL_DMOD(100);
skillratio /= 10;
break;
case WM_GREAT_ECHO:
skillratio += 800 + 100 * skill_lv;
if( sd ) { // Still need official value [pakpil]
uint16 lv = skill_lv;
skillratio += 100 * skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0);
}
break;
case WM_SOUND_OF_DESTRUCTION:
skillratio += 400;
break;
case GN_CART_TORNADO:
// ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
skillratio += -100 + 50 * skill_lv;
if( sd && sd->cart_weight)
skillratio += sd->cart_weight/10 / max(150-status_get_str(src),1) + pc->checkskill(sd, GN_REMODELING_CART) * 50;
break;
case GN_CARTCANNON:
// ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
skillratio += -100 + 60 * skill_lv;
if( sd ) skillratio += pc->checkskill(sd, GN_REMODELING_CART) * 50 * (status_get_int(src) / 40);
break;
case GN_SPORE_EXPLOSION:
skillratio += 200 + 100 * skill_lv;
break;
case GN_CRAZYWEED_ATK:
skillratio += 400 + 100 * skill_lv;
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) {
case 13260: // Apple Bomob
case 13261: // Coconut Bomb
case 13262: // Melon Bomb
case 13263: // Pinapple Bomb
skillratio += 400; // Unconfirded
break;
case 13264: // Banana Bomb 2000%
skillratio += 1900;
break;
case 13265: skillratio -= 75; break; // Black Lump 25%
case 13266: skillratio -= 25; break; // Hard Black Lump 75%
case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
}
} else
skillratio += 300; // Bombs
break;
case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += sd ? sd->status.job_level * 5 : 0;
break;
// Physical Elemantal Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
case EL_FIRE_BOMB_ATK:
case EL_STONE_RAIN:
skillratio += 200;
break;
case EL_FIRE_WAVE_ATK:
skillratio += 500;
break;
case EL_TIDAL_WEAPON:
skillratio += 1400;
break;
case EL_WIND_SLASH:
skillratio += 100;
break;
case EL_HURRICANE:
skillratio += 600;
break;
case EL_TYPOON_MIS:
case EL_WATER_SCREW_ATK:
skillratio += 900;
break;
case EL_STONE_HAMMER:
skillratio += 400;
break;
case EL_ROCK_CRUSHER:
skillratio += 700;
break;
case KO_JYUMONJIKIRI:
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(120);
if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
skillratio += status->get_lv(src) * skill_lv;
case KO_HUUMARANKA:
skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
break;
case KO_SETSUDAN:
skillratio += -100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case KO_BAKURETSU:
skillratio += -100 + (50 + status_get_dex(src) / 4) * skill_lv * (sd?pc->checkskill(sd,NJ_TOBIDOUGU):10) * 4 / 100;
RE_LVL_DMOD(120);
skillratio += 10 * (sd ? sd->status.job_level : 0);
break;
case MH_NEEDLE_OF_PARALYZE:
skillratio += 600 + 100 * skill_lv;
break;
case MH_STAHL_HORN:
skillratio += 400 + 100 * skill_lv;
break;
case MH_LAVA_SLIDE:
skillratio += -100 + 70 * skill_lv;
break;
case MH_TINDER_BREAKER:
case MH_MAGMA_FLOW:
skillratio += -100 + 100 * skill_lv;
break;
}
//Skill damage modifiers that stack linearly
if(sc && skill_id != PA_SACRIFICE){
if( sc->data[SC_EDP] ){
if( skill_id == AS_SONICBLOW ||
skill_id == GC_COUNTERSLASH ||
skill_id == GC_CROSSIMPACT )
skillratio >>= 1;
}
if(sc->data[SC_OVERTHRUST])
skillratio += sc->data[SC_OVERTHRUST]->val3;
if(sc->data[SC_OVERTHRUSTMAX])
skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
if(sc->data[SC_BERSERK] || sc->data[SC_SATURDAY_NIGHT_FEVER])
#ifndef RENEWAL
skillratio += 100;
#else
skillratio += 200;
if( sc->data[SC_TRUESIGHT] )
skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
if( sc->data[SC_LKCONCENTRATION] )
skillratio += sc->data[SC_LKCONCENTRATION]->val2;
if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 )
skillratio += skillratio * (10 + 2 * i) / 100;
#endif
}
}
if( skillratio < 1 )
return 0;
return skillratio;
}
/*==========================================
* Check dammage trough status.
* ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
* After this we apply bg/gvg reduction
*------------------------------------------*/
int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
struct map_session_data *sd = NULL;
struct status_change *sc;
struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
nullpo_ret(bl);
if( !damage )
return 0;
if( battle_config.ksprotection && mob->ksprotected(src, bl) )
return 0;
if( map->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill->get_type(skill_id) != BF_MISC
&& skill->get_casttype(skill_id) == CAST_GROUND )
return 0;
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
damage -= damage * sd->special_state.no_weapon_damage / 100;
if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
damage -= damage * sd->special_state.no_magic_damage / 100;
if(flag&BF_MISC && sd->special_state.no_misc_damage)
damage -= damage * sd->special_state.no_misc_damage / 100;
if(!damage) return 0;
}
sc = status->get_sc(bl);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
if (skill_id == PA_PRESSURE)
return damage; //This skill bypass everything else.
if( sc && sc->count )
{
//First, sc_*'s that reduce damage to 0.
if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
{
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
if( skill_id == MG_NAPALMBEAT ||
skill_id == MG_SOULSTRIKE ||
skill_id == WL_SOULEXPANSION ||
(skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
(!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_id == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
}else{
d->dmg_lv = ATK_BLOCK;
return 0;
}
}
if(sc->data[SC_ZEPHYR] &&
flag&(BF_LONG|BF_SHORT)){
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
if (group) {
if(skill_id == MH_STEINWAND){
if (--group->val2<=0)
skill->del_unitgroup(group,ALC_MARK);
d->dmg_lv = ATK_BLOCK;
return 0;
}
/**
* in RE, SW possesses a lifetime equal to 3 times the caster's health
**/
#ifdef RENEWAL
d->dmg_lv = ATK_BLOCK;
if ( ( group->val2 - damage) > 0 ) {
group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
} else
skill->del_unitgroup(group,ALC_MARK);
return 0;
#else
if (--group->val2<=0)
skill->del_unitgroup(group,ALC_MARK);
d->dmg_lv = ATK_BLOCK;
return 0;
#endif
}
status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
}
if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
{
clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
d->dmg_lv = ATK_BLOCK;
sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
return 0;
}
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
{
int delay;
clif->skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
// 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;
unit->set_walkdelay(bl, timer->gettick(), delay, 1);
if(sc->data[SC_CR_SHRINK] && rnd()%100<5*sce->val1)
skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
return 0;
}
if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
d->dmg_lv = ATK_BLOCK;
sc_start(bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
if( sce->val3 <= 0 ) { // Shield Down
sce->val2--;
if( sce->val2 > 0 ) {
if( sd )
clif->millenniumshield(sd,sce->val2);
sce->val3 = 1000; // Next Shield
} else
status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
}
return 0;
}
if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
{ // attack blocked by Parrying
clif->skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
return 0;
}
if(sc->data[SC_DODGE_READY] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
(flag&BF_LONG || sc->data[SC_STRUP])
&& rnd()%100 < 20) {
if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge.
clif->skill_nodamage(bl,bl,TK_DODGE,1,1);
if (!sc->data[SC_COMBOATTACK])
sc_start4(bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return 0;
}
if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
return 0;
if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
d->dmg_lv = ATK_MISS;
return 0;
}
if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif->specialeffect(bl, 462, AREA);
//Shouldn't end until Breaker's non-weapon part connects.
if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, INVALID_TIMER);
return 0;
}
if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
clif->specialeffect(bl, 462, AREA); // Still need confirm it.
return 0;
}
if (((sce=sc->data[SC_NJ_UTSUSEMI]) || sc->data[SC_NJ_BUNSINJYUTSU])
&& flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, timer->gettick() );
if( !status->isdead(src) )
skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, timer->gettick() );
if (sce) {
clif->specialeffect(bl, 462, AREA);
skill->blown(src,bl,sce->val3,-1,0);
}
//Both need to be consumed if they are active.
if (sce && --(sce->val2) <= 0)
status_change_end(bl, SC_NJ_UTSUSEMI, INVALID_TIMER);
if ((sce=sc->data[SC_NJ_BUNSINJYUTSU]) && --(sce->val2) <= 0)
status_change_end(bl, SC_NJ_BUNSINJYUTSU, INVALID_TIMER);
return 0;
}
//Now damage increasing effects
if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN )
{
if( src->type != BL_MER || skill_id == 0 )
damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
}
#ifdef RENEWAL
if( sc->data[SC_RAID] ) {
damage += damage * 20 / 100;
if (--sc->data[SC_RAID]->val1 == 0)
status_change_end(bl, SC_RAID, INVALID_TIMER);
}
#endif
if( damage ) {
struct map_session_data *tsd = BL_CAST(BL_PC, src);
if( sc->data[SC_DEEP_SLEEP] ) {
damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER);
}
if( tsd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){
switch(tsd->status.weapon){
case W_MACE:
case W_2HMACE:
case W_1HAXE:
case W_2HAXE:
damage = damage * 150/100;
break;
case W_MUSICAL:
case W_WHIP:
if(!sd->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 * 50/100;
break;
}
}
if( sc->data[SC_SIREN] )
status_change_end(bl,SC_SIREN,INVALID_TIMER);
}
//Finally damage reductions....
// Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
#ifndef RENEWAL
if( sc->data[SC_ASSUMPTIO] ) {
if( map_flag_vs(bl->m) )
damage = damage*2/3; //Receive 66% damage
else
damage >>= 1; //Receive 50% damage
}
#endif
if(sc->data[SC_DEFENDER] &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage = damage * ( 100 - sc->data[SC_DEFENDER]->val2 ) / 100;
if(sc->data[SC_GS_ADJUSTMENT] &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= damage * 20 / 100;
if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
if(flag&BF_SKILL) //25% reduction
damage -= damage * 25 / 100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage >>= 2; //75% reduction
}
// Compressed code, fixed by map.h [Epoque]
if (src->type == BL_MOB) {
int i;
if (sc->data[SC_MANU_DEF])
for (i=0;ARRAYLENGTH(mob->manuk)>i;i++)
if (mob->manuk[i]==((TBL_MOB*)src)->class_) {
damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
break;
}
if (sc->data[SC_SPL_DEF])
for (i=0;ARRAYLENGTH(mob->splendide)>i;i++)
if (mob->splendide[i]==((TBL_MOB*)src)->class_) {
damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
break;
}
}
if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
sce->val3&flag && sce->val4&flag)
damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
#ifdef RENEWAL
if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
#endif
{
struct status_data *sstatus = status->get_status_data(bl);
int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
if (!status->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
damage -= damage * (6 * (1+per)) / 100;
}
if(sc->data[SC_GRANITIC_ARMOR]){
damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
}
if(sc->data[SC_PAIN_KILLER]){
damage -= damage * sc->data[SC_PAIN_KILLER]->val3 / 100;
}
if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
}
if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if( src->type == BL_PC ) {
TBL_PC *ssd = BL_CAST(BL_PC, src);
if (ssd && ssd->status.weapon != W_BOW)
skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
} else
skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
// 30% chance to reduce monster's ATK by 25% for 10 seconds.
if( src->type == BL_MOB )
sc_start(src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
if( sce->val2 <= 0 )
status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
}
/**
* In renewal steel body reduces all incoming damage by 1/10
**/
#ifdef RENEWAL
if( sc->data[SC_STEELBODY] ) {
damage = damage > 10 ? damage / 10 : 1;
}
#endif
//Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
if( skill_id == RA_AIMEDBOLT && (sc->data[SC_WUGBITE] || sc->data[SC_ANKLESNARE] || sc->data[SC_ELECTRICSHOCKER]) )
{
status_change_end(bl, SC_WUGBITE, INVALID_TIMER);
status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER);
status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
}
//Finally Kyrie because it may, or not, reduce damage to 0.
if((sce = sc->data[SC_KYRIE]) && damage > 0){
sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
if(sce->val2>=0)
damage=0;
else
damage=-sce->val2;
}
if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
}
if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
damage = 0;
if (!damage) return 0;
if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
int dx[8]={0,-1,-1,-1,0,1,1,1};
int dy[8]={1,1,0,-1,-1,-1,0,1};
uint8 dir = map->calc_dir(bl, src->x, src->y);
if( unit->movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
clif->slide(bl,src->x-dx[dir],src->y-dy[dir]);
unit->setdir(bl, dir);
}
d->dmg_lv = ATK_DEF;
status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
return 0;
}
//Probably not the most correct place, but it'll do here
//(since battle_drain is strictly for players currently)
if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
rnd()%100 < sce->val3)
status->heal(src, damage*sce->val4/100, 0, 3);
if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10); //add a sphere
}
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
status->change_spread(bl, src); // Deadly infect attacked side
if( sc && sc->data[SC__SHADOWFORM] ) {
struct block_list *s_bl = map->id2bl(sc->data[SC__SHADOWFORM]->val2);
if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
} else if( status->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
status->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, timer->gettick(), 500, 500, damage, -1, 0, 0), 0);
return ATK_NONE;
}
}
}
}
//SC effects from caster side.
sc = status->get_sc(src);
if (sc && sc->count) {
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
damage += damage * 75 / 100;
// [Epoque]
if (bl->type == BL_MOB) {
int i;
if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
)
for (i=0;ARRAYLENGTH(mob->manuk)>i;i++)
if (((TBL_MOB*)bl)->class_==mob->manuk[i]) {
damage += damage * sce->val1 / 100;
break;
}
if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
)
for (i=0;ARRAYLENGTH(mob->splendide)>i;i++)
if (((TBL_MOB*)bl)->class_==mob->splendide[i]) {
damage += damage * sce->val1 / 100;
break;
}
}
if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
status->change_spread(src, bl);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
}
}
/* no data claims these settings affect anything other than players */
if( damage && sd && bl->type == BL_PC ) {
switch( skill_id ) {
//case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so dont worry about it */
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
break;
default:
if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
if (flag&BF_WEAPON)
damage = damage * maplist[bl->m].weapon_damage_rate / 100;
if (flag&BF_MAGIC)
damage = damage * maplist[bl->m].magic_damage_rate / 100;
if (flag&BF_MISC)
damage = damage * maplist[bl->m].misc_damage_rate / 100;
} else { //Normal attacks get reductions based on range.
if (flag & BF_SHORT)
damage = damage * maplist[bl->m].short_damage_rate / 100;
if (flag & BF_LONG)
damage = damage * maplist[bl->m].long_damage_rate / 100;
}
if(!damage) damage = 1;
break;
}
}
if(battle_config.skill_min_damage && damage > 0 && damage < div_)
{
if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
|| (flag&BF_MAGIC && battle_config.skill_min_damage&2)
|| (flag&BF_MISC && battle_config.skill_min_damage&4)
)
damage = div_;
}
if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) {
if (damage > 0 )
mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),flag);
if (skill_id)
mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),MSC_SKILLUSED|(skill_id<<16));
}
if( sd ) {
if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
short element = skill->get_ele(skill_id, skill_lv);
if( !skill_id || element == -1 ) { //Take weapon's element
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
else if( (sstatus = status->get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
}
else if( element == -2 ) //Use enchantment's element
element = status_get_attack_sc_element(src,status->get_sc(src));
else if( element == -3 ) //Use random element
element = rnd()%ELE_MAX;
if( element == ELE_FIRE || element == ELE_WATER )
pc->overheat(sd,element == ELE_FIRE ? 1 : -1);
}
}
return damage;
}
/*==========================================
* Calculates BG related damage adjustments.
*------------------------------------------*/
int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
{
if( !damage )
return 0;
if( bl->type == BL_MOB ) {
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( flag&BF_SKILL && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) )
return 0; // Crystal cannot receive skill damage on battlegrounds
}
return damage;
}
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) {
struct mob_data* md = BL_CAST(BL_MOB, bl);
int class_ = status->get_class(bl);
if (!damage) //No reductions to make.
return 0;
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
//Skill immunity.
switch (skill_id) {
#ifndef RENEWAL
case MO_TRIPLEATTACK:
#endif
case HW_GRAVITATION:
break;
default:
return 0;
}
}
if(src->type != BL_MOB) {
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 0;
if (g && battle_config.guild_max_castles && guild->checkcastles(g)>=battle_config.guild_max_castles)
return 0; // [MouseJstr]
}
}
switch (skill_id) {
case PA_PRESSURE:
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
break;
default:
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
if (md && md->guardian_data) {
damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
}
*/
break;
}
return damage;
}
/*==========================================
* HP/SP drain calculation
*------------------------------------------*/
int battle_calc_drain(int64 damage, int rate, int per) {
int64 diff = 0;
if (per && rnd()%1000 < rate) {
diff = (damage * per) / 100;
if (diff == 0) {
if (per > 0)
diff = 1;
else
diff = -1;
}
}
return (int)cap_value(diff,INT_MIN,INT_MAX);
}
/*==========================================
* Consumes ammo for the given skill.
*------------------------------------------*/
void battle_consume_ammo(TBL_PC*sd, int skill_id, int lv) {
int qty=1;
if (!battle_config.arrow_decrement)
return;
if (skill_id) {
qty = skill->get_ammo_qty(skill_id, lv);
if (!qty) qty = 1;
}
if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
pc->delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
sd->state.arrow_atk = 0;
}
//Skill Range Criteria
int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
if (battle_config.skillrange_by_distance &&
(src->type&battle_config.skillrange_by_distance)
) { //based on distance between src/target [Skotlex]
if (check_distance_bl(src, target, 5))
return BF_SHORT;
return BF_LONG;
}
//based on used skill's range
if (skill->get_range2(src, skill_id, skill_lv) < 5)
return BF_SHORT;
return BF_LONG;
}
int battle_adjust_skill_damage(int m, unsigned short skill_id) {
if( maplist[m].skill_count ) {
int i;
ARR_FIND(0, maplist[m].skill_count, i, maplist[m].skills[i]->skill_id == skill_id );
if( i < maplist[m].skill_count ) {
return maplist[m].skills[i]->modifier;
}
}
return 0;
}
int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
int i;
if (!sd->skillblown[0].id)
return 0;
//Apply the bonus blewcount. [Skotlex]
for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
if (sd->skillblown[i].id == skill_id)
return sd->skillblown[i].val;
}
return 0;
}
//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------*/
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
int i, nk;
short s_ele = 0;
unsigned int skillratio = 100; //Skill dmg modifiers.
TBL_PC *sd;
struct status_change *sc;
struct Damage ad;
struct status_data *sstatus = status->get_status_data(src);
struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
} flag;
memset(&ad,0,sizeof(ad));
memset(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return ad;
}
//Initial Values
ad.damage = 1;
ad.div_=skill->get_num(skill_id,skill_lv);
ad.amotion=skill->get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
ad.blewcount = skill->get_blewcount(skill_id,skill_lv);
ad.flag=BF_MAGIC|BF_SKILL;
ad.dmg_lv=ATK_DEF;
nk = skill->get_nk(skill_id);
flag.imdef = nk&NK_IGNORE_DEF?1:0;
sd = BL_CAST(BL_PC, src);
sc = status->get_sc(src);
//Initialize variables that will be used afterwards
s_ele = skill->get_ele(skill_id, skill_lv);
if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
if( sd ){ //Summoning 10 charm will endow your weapon
ARR_FIND(1, 6, i, sd->charm[i] >= 10);
if( i < 5 ) s_ele = i;
}
}else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
if( skill_id == SO_PSYCHIC_WAVE ) {
if( sc && sc->count ) {
if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
}
}
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
ad.blewcount += battle->blewcount_bonus(sd, skill_id);
}
//Skill Range Criteria
ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
if( target->type == BL_SKILL){
TBL_SKILL *su = (TBL_SKILL*)target;
if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
flag.infdef = 1;
}
switch(skill_id) {
case MG_FIREWALL:
case NJ_KAENSIN:
ad.dmotion = 0; //No flinch animation.
if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) )
ad.blewcount = 0; //No knockback
break;
case PR_SANCTUARY:
ad.dmotion = 0; //No flinch animation.
break;
case WL_HELLINFERNO:
if( mflag&ELE_DARK )
s_ele = ELE_DARK;
break;
case KO_KAIHOU:
if( sd ){
ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i < 5 )
s_ele = i;
}
break;
#ifdef RENEWAL
case CR_ACIDDEMONSTRATION:
case ASC_BREAKER:
case HW_MAGICCRASHER:
flag.imdef = 1;
break;
#endif
}
if (!flag.infdef) //No need to do the math for plants
{
#ifdef RENEWAL
ad.damage = 0; //reinitialize..
#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }
switch (skill_id)
{ //Calc base damage according to skill
case AL_HEAL:
case PR_BENEDICTIO:
case PR_SANCTUARY:
/**
* Arch Bishop
**/
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.
i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
if(i > 700) i = 700;
if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
MATK_ADD(status->get_matk(src, 2));
#else
ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
}
break;
case PF_SOULBURN:
ad.damage = tstatus->sp * 2;
break;
/**
* Arch Bishop
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
ad.damage = (int)((15 * status->get_lv(src)) + (1.5 * sstatus->int_));
break;
default: {
MATK_ADD( status->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
if(mflag>0)
ad.damage/= mflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
if (sc){
if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
skillratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
}
switch(skill_id){
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
}
default:
MATK_RATE(battle->calc_skillratio(BF_MAGIC, src, target, skill_id, skill_lv, skillratio, mflag));
}
//Constant/misc additions from skills
if (skill_id == WZ_FIREPILLAR)
MATK_ADD(50);
if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) &&
(i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
MATK_ADDRATE(i);
}
}
#ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
for(i = 0; i < maplist[target->m].zone->capped_skills_count; i++) {
if( skill_id == maplist[target->m].zone->capped_skills[i]->nameid && (maplist[target->m].zone->capped_skills[i]->type & target->type) ) {
if( target->type == BL_MOB && maplist[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(maplist[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
if( ((TBL_MOB*)target)->special_state.clone && !(maplist[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
if( ad.damage > maplist[target->m].zone->capped_skills[i]->cap )
ad.damage = maplist[target->m].zone->capped_skills[i]->cap;
if( ad.damage2 > maplist[target->m].zone->capped_skills[i]->cap )
ad.damage2 = maplist[target->m].zone->capped_skills[i]->cap;
break;
}
}
}
#endif
#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 += ad.damage*i/100;
if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
MATK_RATE(i);
//Ignore Defense?
if (!flag.imdef && (
sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
))
flag.imdef = 1;
}
ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, (flag.imdef?1:0), 0);
if (skill_id == NPC_EARTHQUAKE)
{ //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
if(mflag>0)
ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
else
ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
if(ad.damage<1)
ad.damage=1;
else if(sc){//only applies when hit
// TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
switch(skill_id){
case MG_LIGHTNINGBOLT:
case MG_THUNDERSTORM:
case MG_FIREBOLT:
case MG_FIREWALL:
case MG_COLDBOLT:
case MG_FROSTDIVER:
case WZ_EARTHSPIKE:
case WZ_HEAVENDRIVE:
if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
|| sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
break;
}
}
if (!(nk&NK_NO_ELEFIX))
ad.damage=battle->attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
{ //Apply the physical part of the skill's damage. [Skotlex]
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
ad.damage = battle->attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
if( src == target )
{
if( src->type == BL_PC )
ad.damage = ad.damage/2;
else
ad.damage = 0;
}
}
#ifndef RENEWAL
ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
}
damage_div_fix(ad.damage, ad.div_);
if (flag.infdef && ad.damage)
ad.damage = ad.damage>0?1:-1;
ad.damage=battle->calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
ad.damage=battle->calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
else if( maplist[target->m].flag.battleground )
ad.damage=battle->calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
switch( skill_id ) { /* post-calc modifiers */
case SO_VARETYR_SPEAR: { // Physical damage.
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
if(!flag.infdef && ad.damage > 1)
ad.damage += wd.damage;
break;
}
//case HM_ERASER_CUTTER:
}
return ad;
}
/*==========================================
* Calculate Misc dammage for skill_id
*------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) {
int temp;
short i, nk;
short s_ele;
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
struct status_data *sstatus = status->get_status_data(src);
struct status_data *tstatus = status->get_status_data(target);
struct status_change *tsc = status->get_sc(target);
#ifdef RENEWAL
struct status_change *sc = status->get_sc(src);
#endif
memset(&md,0,sizeof(md));
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;
nk = skill->get_nk(skill_id);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if(sd) {
sd->state.arrow_atk = 0;
md.blewcount += battle->blewcount_bonus(sd, skill_id);
}
s_ele = skill->get_ele(skill_id, skill_lv);
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element
s_ele = rnd()%ELE_MAX;
//Skill Range Criteria
md.flag |= battle->range_type(src, target, skill_id, skill_lv);
switch( skill_id )
{
#ifdef RENEWAL
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
md.damage = skill_lv * sstatus->dex * (3+status->get_lv(src)/100) * (1+sstatus->int_/35);
md.damage += md.damage * (rnd()%20-10) / 100;
md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
break;
#else
case HT_LANDMINE:
case MA_LANDMINE:
md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
break;
case HT_BLASTMINE:
md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
break;
case HT_CLAYMORETRAP:
md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
break;
#endif
case HT_BLITZBEAT:
case SN_FALCONASSAULT:
//Blitz-beat Damage.
if(!sd || (temp = pc->checkskill(sd,HT_STEELCROW)) <= 0)
temp=0;
md.damage=(sstatus->dex/10+sstatus->int_/2+temp*3+40)*2;
if(mflag > 1) //Autocasted Blitz.
nk|=NK_SPLASHSPLIT;
if (skill_id == SN_FALCONASSAULT) {
//Div fix of Blitzbeat
temp = skill->get_num(HT_BLITZBEAT, 5);
damage_div_fix(md.damage, temp);
//Falcon Assault Modifier
md.damage=md.damage*(150+70*skill_lv)/100;
}
break;
case TF_THROWSTONE:
md.damage=50;
break;
case BA_DISSONANCE:
md.damage=30+skill_lv*10;
if (sd)
md.damage+= 3*pc->checkskill(sd,BA_MUSICALLESSON);
break;
case NPC_SELFDESTRUCTION:
md.damage = sstatus->hp;
break;
case NPC_SMOKING:
md.damage=3;
break;
case NPC_DARKBREATH:
md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
if(md.damage > 9999) md.damage = 9999;
break;
case PA_PRESSURE:
md.damage=500+300*skill_lv;
break;
case PA_GOSPEL:
md.damage = 1+rnd()%9999;
break;
case CR_ACIDDEMONSTRATION:
#ifdef RENEWAL
{// [malufett]
int64 matk=0, atk;
short tdef = status->get_total_def(target);
short tmdef = status->get_total_mdef(target);
int targetVit = min(120, status_get_vit(target));
short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1;
matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
md.damage = matk + atk;
if( src->type == BL_MOB ){
totaldef = (tdef + tmdef) >> 1;
md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100;
/*
// Pending [malufett]
if( unknown condition )
md.damage >>= 1;
if( unknown condition ){
md.damage = 7 * md.damage % 20;
md.damage = 7 * md.damage / 20;
}*/
}else{
float vitfactor = 0.0f, temp;
if( (vitfactor=(status_get_vit(target)-120.0f)) > 0)
vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target);
temp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
md.damage = (int64)(temp * 70 * skill_lv / 100);
}
md.damage -= totaldef;
}
#else
// updated the formula based on a Japanese formula found to be exact [Reddozen]
if(tstatus->vit+sstatus->int_) //crash fix
md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
else
md.damage = 0;
if (tsd) md.damage>>=1;
#endif
if (md.damage < 0 || md.damage > INT_MAX>>1)
//Overflow prevention, will anyone whine if I cap it to a few billion?
//Not capped to INT_MAX to give some room for further damage increase.
md.damage = INT_MAX>>1;
break;
case KO_MUCHANAGE:
md.damage = skill->get_zeny(skill_id ,skill_lv);
md.damage = md.damage * (50 + rand()%50) / 100;
if ( is_boss(target) || (sd && !pc->checkskill(sd,NJ_TOBIDOUGU)) )
md.damage >>= 1;
break;
case NJ_ZENYNAGE:
md.damage = skill->get_zeny(skill_id ,skill_lv);
if (!md.damage) md.damage = 2;
md.damage = rand()%md.damage + md.damage;
if (is_boss(target))
md.damage=md.damage / 3;
else if (tsd)
md.damage=md.damage / 2;
break;
case GS_FLING:
md.damage = sd?sd->status.job_level:status->get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
break ;
case ASC_BREAKER:
{
#ifndef RENEWAL
md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
#else
int ratio = 300 + 50 * skill_lv;
int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
short totaldef = status->get_total_def(target) + status->get_total_mdef(target);
int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
if( sc && sc->data[SC_EDP] )
ratio >>= 1;
md.damage = (matk + atk) * ratio / 100;
md.damage -= totaldef;
#endif
}
break;
case HW_GRAVITATION:
md.damage = 200+200*skill_lv;
md.dmotion = 0; //No flinch animation.
break;
case NPC_EVILLAND:
md.damage = skill->calc_heal(src,target,skill_id,skill_lv,false);
break;
case RK_DRAGONBREATH:
case RK_DRAGONBREATH_WATER:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
RE_LVL_MDMOD(150);
if (sd) md.damage = md.damage * (100 + 5 * (pc->checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
md.flag |= BF_LONG|BF_WEAPON;
break;
/**
* Ranger
**/
case RA_CLUSTERBOMB:
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
RE_LVL_TMDMOD();
if(sd)
{
int researchskill_lv = pc->checkskill(sd,RA_RESEARCHTRAP);
if(researchskill_lv)
md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
else
md.damage = 0;
}else
md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
/**
* Mechanic
**/
case NC_SELFDESTRUCTION:
{
#ifdef RENEWAL
short totaldef = status->get_total_def(target);
#else
short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
RE_LVL_MDMOD(100);
md.damage += status_get_hp(src) - totaldef;
}
break;
case NC_MAGMA_ERUPTION:
md.damage = 1200 + 400 * skill_lv;
break;
case GN_THORNS_TRAP:
md.damage = 100 + 200 * skill_lv + sstatus->int_;
break;
case GN_HELLS_PLANT_ATK:
//[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
md.damage = ( skill_lv * status->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
break;
case KO_HAPPOKUNAI:
{
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
#ifdef RENEWAL
short totaldef = status->get_total_def(target);
#else
short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = 3 * wd.damage * (5 + skill_lv) / 5;
md.damage -= totaldef;
}
break;
}
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
if(mflag>0)
md.damage/= mflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
damage_div_fix(md.damage, md.div_);
if (!(nk&NK_IGNORE_FLEE))
{
i = 0; //Temp for "hit or no hit"
if(tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
i = 1;
else {
short
flee = tstatus->flee,
#ifdef RENEWAL
hitrate = 0; //Default hitrate
#else
hitrate = 80; //Default hitrate
#endif
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
attacker_count = unit->counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count)
{
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
#ifdef RENEWAL
if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
hitrate += pc->checkskill(sd,AC_VULTURE);
#endif
if( skill_id == KO_MUCHANAGE )
hitrate = (int)((10 - ((float)1 / (status_get_dex(src) + status_get_luk(src))) * 500) * ((float)skill_lv / 2 + 5));
hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
if(rnd()%100 < hitrate)
i = 1;
}
if (!i) {
md.damage = 0;
md.dmg_lv=ATK_FLEE;
}
}
#ifndef HMAP_ZONE_DAMAGE_CAP_TYPE
if( target && skill_id ) {
for(i = 0; i < maplist[target->m].zone->capped_skills_count; i++) {
if( skill_id == maplist[target->m].zone->capped_skills[i]->nameid && (maplist[target->m].zone->capped_skills[i]->type & target->type) ) {
if( target->type == BL_MOB && maplist[target->m].zone->capped_skills[i]->subtype != MZS_NONE ) {
if( (((TBL_MOB*)target)->status.mode&MD_BOSS) && !(maplist[target->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
continue;
if( ((TBL_MOB*)target)->special_state.clone && !(maplist[target->m].zone->disabled_skills[i]->subtype&MZS_CLONE) )
continue;
}
if( md.damage > maplist[target->m].zone->capped_skills[i]->cap )
md.damage = maplist[target->m].zone->capped_skills[i]->cap;
if( md.damage2 > maplist[target->m].zone->capped_skills[i]->cap )
md.damage2 = maplist[target->m].zone->capped_skills[i]->cap;
break;
}
}
}
#endif
md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
if (sd && (i = pc->skillatk_bonus(sd, skill_id)))
md.damage += md.damage*i/100;
if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
md.damage = md.damage * i / 100;
if(md.damage < 0)
md.damage = 0;
else if(md.damage && tstatus->mode&MD_PLANT){
switch(skill_id){
case HT_LANDMINE:
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case RA_CLUSTERBOMB:
#ifdef RENEWAL
break;
#endif
default:
md.damage = 1;
}
}else if( target->type == BL_SKILL ){
TBL_SKILL *su = (TBL_SKILL*)target;
if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
md.damage = 1;
}
if(!(nk&NK_NO_ELEFIX))
md.damage=battle->attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
md.damage=battle->calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
md.damage=battle->calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
else if( maplist[target->m].flag.battleground )
md.damage=battle->calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
switch( skill_id ) {
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
if( md.damage == 1 ) break;
case RA_CLUSTERBOMB:
{
struct Damage wd;
wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
md.damage += wd.damage;
}
break;
case NJ_ZENYNAGE:
if( sd ) {
if ( md.damage > sd->status.zeny )
md.damage = sd->status.zeny;
pc->payzeny(sd, (int)cap_value(md.damage,INT_MIN,INT_MAX),LOG_TYPE_STEAL,NULL);
}
break;
}
return md;
}
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------*/
struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag)
{
unsigned int skillratio = 100; //Skill dmg modifiers.
short temp=0;
short s_ele, s_ele_;
int i, nk;
bool n_ele = false; // non-elemental
struct map_session_data *sd, *tsd;
struct Damage wd;
struct status_change *sc = status->get_sc(src);
struct status_change *tsc = status->get_sc(target);
struct status_data *sstatus = status->get_status_data(src);
struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
unsigned idef : 1; //Ignore defense
unsigned idef2 : 1; //Ignore defense (left weapon)
unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
unsigned infdef : 1; //Infinite defense (plants)
unsigned arrow : 1; //Attack is arrow-based
unsigned rh : 1; //Attack considers right hand (wd.damage)
unsigned lh : 1; //Attack considers left hand (wd.damage2)
unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
#ifdef RENEWAL
unsigned tdef : 1; //Total defence reduction
#endif
} flag;
memset(&wd,0,sizeof(wd));
memset(&flag,0,sizeof(flag));
if(src==NULL || target==NULL)
{
nullpo_info(NLP_MARK);
return wd;
}
//Initial flag
flag.rh=1;
flag.weapon=1;
flag.infdef=(tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
#ifdef RENEWAL
&& skill_id != HT_FREEZINGTRAP
#endif
?1:0);
if( target->type == BL_SKILL){
TBL_SKILL *su = (TBL_SKILL*)target;
if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
flag.infdef = 1;
}
//Initial Values
wd.type=0; //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.
if(skill_id == KN_AUTOCOUNTER)
wd.amotion >>= 1;
wd.dmotion=tstatus->dmotion;
wd.blewcount=skill->get_blewcount(skill_id,skill_lv);
wd.flag = BF_WEAPON; //Initial Flag
wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
nk = skill->get_nk(skill_id);
if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
flag.hit = nk&NK_IGNORE_FLEE?1:0;
flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
#ifdef RENEWAL
flag.tdef = 0;
#endif
if (sc && !sc->count)
sc = NULL; //Skip checking as there are no status changes active.
if (tsc && !tsc->count)
tsc = NULL; //Skip checking as there are no status changes active.
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
if(sd)
wd.blewcount += battle->blewcount_bonus(sd, skill_id);
//Set miscellaneous data that needs be filled regardless of hit/miss
if(
(sd && sd->state.arrow_atk) ||
(!sd && ((skill_id && skill->get_ammotype(skill_id)) || sstatus->rhw.range>3))
)
flag.arrow = 1;
if(skill_id) {
wd.flag |= battle->range_type(src, target, skill_id, skill_lv);
switch(skill_id) {
case MO_FINGEROFFENSIVE:
if(sd) {
if (battle_config.finger_offensive_type)
wd.div_ = 1;
else
wd.div_ = sd->spiritball_old;
}
break;
case HT_PHANTASMIC:
//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
flag.arrow = 1;
break;
#ifndef RENEWAL
case PA_SHIELDCHAIN:
case CR_SHIELDBOOMERANG:
#endif
case LG_SHIELDPRESS:
case LG_EARTHDRIVE:
flag.weapon = 0;
break;
case KN_PIERCE:
case ML_PIERCE:
wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
break;
case TF_DOUBLE: //For NPC used skill.
case GS_CHAINACTION:
wd.type = 0x08;
break;
case GS_GROUNDDRIFT:
case KN_SPEARSTAB:
case KN_BOWLINGBASH:
case MS_BOWLINGBASH:
case MO_BALKYOUNG:
case TK_TURNKICK:
wd.blewcount=0;
break;
case KN_AUTOCOUNTER:
wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
break;
case NPC_CRITICALSLASH:
case LG_PINPOINTATTACK:
flag.cri = 1; //Always critical skill.
break;
case LK_SPIRALPIERCE:
if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
break;
case MO_INVESTIGATE:
flag.pdef = flag.pdef2 = 2;
break;
case RA_AIMEDBOLT:
if( tsc && (tsc->data[SC_WUGBITE] || tsc->data[SC_ANKLESNARE] || tsc->data[SC_ELECTRICSHOCKER]) )
wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
break;
#ifdef RENEWAL
case HW_MAGICCRASHER:
flag.tdef = 1;
break;
#endif
}
} else //Range for normal attacks.
wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
{ //Check for Lucky Dodge
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
if (wd.div_ < 0) wd.div_*=-1;
return wd;
}
s_ele = s_ele_ = skill->get_ele(skill_id, skill_lv);
if( !skill_id || s_ele == -1 )
{ //Take weapon's element
s_ele = sstatus->rhw.ele;
s_ele_ = sstatus->lhw.ele;
if( sd ){ //Summoning 10 charm will endow your weapon.
ARR_FIND(1, 6, i, sd->charm[i] >= 10);
if( i < 5 ) s_ele = s_ele_ = i;
}
if( flag.arrow && sd && sd->bonus.arrow_ele )
s_ele = sd->bonus.arrow_ele;
if( battle_config.attack_attr_none&src->type )
n_ele = true; //Weapon's element is "not elemental"
}
else if( s_ele == -2 ) //Use enchantment's element
s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
else if( s_ele == -3 ) //Use random element
s_ele = s_ele_ = rnd()%ELE_MAX;
switch( skill_id )
{
case GS_GROUNDDRIFT:
s_ele = s_ele_ = wflag; //element comes in flag.
break;
case LK_SPIRALPIERCE:
if (!sd) n_ele = false; //forced neutral for monsters
break;
}
if (!(nk & NK_NO_ELEFIX) && !n_ele)
if (src->type == BL_HOM)
n_ele = true; //skill is "not elemental"
if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
s_ele = s_ele_ = ELE_HOLY;
n_ele = false;
}
if(!skill_id)
{ //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
flag.rh=0;
flag.lh=1;
}
if (sstatus->lhw.atk)
flag.lh=1;
}
if( sd && !skill_id ) { //Check for double attack.
if( ( ( skill_lv = pc->checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
|| ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
{ //Success chance is not added, the higher one is used [Skotlex]
if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
{
wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1);
wd.type = 0x08;
}
}
else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc->checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
{
wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv);
wd.type = 0x08;
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
int chance = rand()%100;
wd.type = 0x08;
switch(sc->data[SC_FEARBREEZE]->val1){
case 5:
if( chance < 3){// 3 % chance to attack 5 times.
wd.div_ = 5;
break;
}
case 4:
if( chance < 7){// 6 % chance to attack 4 times.
wd.div_ = 4;
break;
}
case 3:
if( chance < 10){// 9 % chance to attack 3 times.
wd.div_ = 3;
break;
}
case 2:
case 1:
if( chance < 13){// 12 % chance to attack 2 times.
wd.div_ = 2;
break;
}
}
wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
}
}
//Check for critical
if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
(!skill_id ||
skill_id == KN_AUTOCOUNTER ||
skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
skill_id == NJ_KIRIKAGE))
{
short cri = sstatus->cri;
if (sd)
{
cri+= sd->critaddrace[tstatus->race];
if(flag.arrow)
cri += sd->bonus.arrow_cri;
}
if( sc && sc->data[SC_CAMOUFLAGE] )
cri += 10 * (10-sc->data[SC_CAMOUFLAGE]->val4);
#ifndef RENEWAL
//The official equation is *2, but that only applies when sd's do critical.
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
#else
cri -= status->get_lv(target) / 15 + 2 * status_get_luk(target);
#endif
if( tsc && tsc->data[SC_SLEEP] ) {
cri <<= 1;
}
switch (skill_id) {
case KN_AUTOCOUNTER:
if(battle_config.auto_counter_type &&
(battle_config.auto_counter_type&src->type))
flag.cri = 1;
else
cri <<= 1;
break;
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
cri += 200;
break;
case NJ_KIRIKAGE:
cri += 250 + 50*skill_lv;
break;
}
if(tsd && tsd->bonus.critical_def)
cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
if (rnd()%1000 < cri)
flag.cri = 1;
}
if (flag.cri) {
wd.type = 0x0a;
#ifndef RENEWAL
flag.idef = flag.idef2 =
#endif
flag.hit = 1;
} else { //Check for Perfect Hit
if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
flag.hit = 1;
if (sc && sc->data[SC_FUSION]) {
flag.hit = 1; //SG_FUSION always hit [Komurka]
flag.idef = flag.idef2 = 1; //def ignore [Komurka]
}
if( !flag.hit )
switch(skill_id)
{
case AS_SPLASHER:
if( !wflag ) // Always hits the one exploding.
flag.hit = 1;
break;
case CR_SHIELDBOOMERANG:
if( sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER )
flag.hit = 1;
break;
}
if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
flag.hit = 1;
}
if (!flag.hit)
{ //Hit/Flee calculation
short
flee = tstatus->flee,
#ifdef RENEWAL
hitrate = 0; //Default hitrate
#else
hitrate = 80; //Default hitrate
#endif
if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
unsigned char attacker_count; //256 max targets should be a sane max
attacker_count = unit->counttargeted(target);
if(attacker_count >= battle_config.agi_penalty_count) {
if (battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else //asume type 2: absolute reduction
flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
hitrate+= sstatus->hit - flee;
if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
tsc && tsc->data[SC_FOGWALL])
hitrate -= 50;
if(sd && flag.arrow)
hitrate += sd->bonus.arrow_hit;
#ifdef RENEWAL
if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
hitrate += pc->checkskill(sd,AC_VULTURE);
#endif
if(skill_id)
switch(skill_id)
{ //Hit skill modifiers
//It is proven that bonus is applied on final hitrate, not hit.
case SM_BASH:
case MS_BASH:
hitrate += hitrate * 5 * skill_lv / 100;
break;
case MS_MAGNUM:
case SM_MAGNUM:
hitrate += hitrate * 10 * skill_lv / 100;
break;
case KN_AUTOCOUNTER:
case PA_SHIELDCHAIN:
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK:
case NPC_BLEEDING:
hitrate += hitrate * 20 / 100;
break;
case KN_PIERCE:
case ML_PIERCE:
hitrate += hitrate * 5 * skill_lv / 100;
break;
case AS_SONICBLOW:
if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
hitrate += hitrate * 50 / 100;
break;
case MC_CARTREVOLUTION:
case GN_CART_TORNADO:
case GN_CARTCANNON:
if( sd && pc->checkskill(sd, GN_REMODELING_CART) )
hitrate += pc->checkskill(sd, GN_REMODELING_CART) * 4;
break;
case GC_VENOMPRESSURE:
hitrate += 10 + 4 * skill_lv;
break;
}
if( sd ) {
// Weaponry Research hidden bonus
if ((temp = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0)
hitrate += hitrate * ( 2 * temp ) / 100;
if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
(temp = pc->checkskill(sd, GN_TRAINING_SWORD))>0 )
hitrate += 3 * temp;
}
hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
#ifdef RENEWAL
if( !sd )
hitrate = cap_value(hitrate, 5, 95);
#endif
if(rnd()%100 >= hitrate)
wd.dmg_lv = ATK_FLEE;
else
flag.hit = 1;
} //End hit/miss calculation
if (flag.hit && !flag.infdef) //No need to do the math for plants
{ //Hitting attack
//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
#define ATK_RATER(a){ wd.damage = wd.damage*(a)/100;}
#define ATK_RATEL(a){ wd.damage2 = wd.damage2*(a)/100;}
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
#ifdef RENEWAL
#define GET_NORMAL_ATTACK( f ) { wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, f, wd.flag); }
#define GET_NORMAL_ATTACK2( f ) { wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, f, wd.flag); }
#endif
switch (skill_id)
{ //Calc base damage according to skill
case PA_SACRIFICE:
wd.damage = sstatus->max_hp* 9/100;
wd.damage2 = 0;
#ifdef RENEWAL
wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, wd.flag); // temporary [malufett]
#endif
break;
case NJ_ISSEN: // [malufett]
#ifndef RENEWAL
wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
wd.damage2 = 0;
#else
{
short totaldef = status->get_total_def(target);
i = 0;
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
wd.div_ = ~( i++ + 2 ) + 1;
if( wd.damage ){
wd.damage *= sstatus->hp * skill_lv;
wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
}
ATK_ADD(-totaldef);
if( is_boss(target) )
ATK_RATE(50);
RE_SKILL_REDUCTION();
}
break;
case NJ_SYURIKEN: // [malufett]
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status->get_total_def(target);
RE_SKILL_REDUCTION();
break;
case MO_EXTREMITYFIST: // [malufett]
{
short totaldef = status->get_total_def(target);
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 );
if( wd.damage ){
wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage);
ATK_ADD(-totaldef);
}
RE_SKILL_REDUCTION();
}
#endif
break;
#ifndef RENEWAL
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
if (sd) {
short index = sd->equip_index[EQI_HAND_R];
if (index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
} else
wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
i = sstatus->str/10;
i*=i;
ATK_ADD(i); //Add str bonus.
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
case SZ_SMALL: //Small: 125%
ATK_RATE(125);
break;
//case SZ_MEDIUM: //Medium: 100%
case SZ_BIG: //Large: 75%
ATK_RATE(75);
break;
}
break;
#endif
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
case LG_SHIELDPRESS:
case LG_EARTHDRIVE:
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(sd->inventory_data[index]->weight/10);
} else
ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
break;
case HFLI_SBR44: //[orn]
if(src->type == BL_HOM) {
wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
break;
}
default:
{
i = (flag.cri
#ifdef RENEWAL
|| (sc && sc->data[SC_MAXIMIZEPOWER])
#endif
?1:0)|
(flag.arrow?2:0)|
#ifndef RENEWAL
(skill_id == HW_MAGICCRASHER?4:0)|
(skill_id == MO_EXTREMITYFIST?8:0)|
#endif
(!skill_id && sc && sc->data[SC_HLIF_CHANGE]?4:0)|
(sc && sc->data[SC_WEAPONPERFECT]?8:0);
if (flag.arrow && sd)
switch(sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
break;
default:
i |= 16; // for ex. shuriken must not be influenced by DEX
}
#ifdef RENEWAL
GET_NORMAL_ATTACK( i );
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
if (flag.lh){
GET_NORMAL_ATTACK2( i );
wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
}
#else
wd.damage = battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
if (flag.lh)
wd.damage2 = battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
#endif
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
if(wflag>0)
wd.damage/= wflag;
else
ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id));
}
//Add any bonuses that modify the base baseatk+watk (pre-skills)
if(sd) {
if (sd->bonus.atk_rate)
ATK_ADDRATE(sd->bonus.atk_rate);
if(flag.cri && sd->bonus.crit_atk_rate)
ATK_ADDRATE(sd->bonus.crit_atk_rate);
#ifndef RENEWAL
if(sd->status.party_id && (temp=pc->checkskill(sd,TK_POWER)) > 0){
if( (i = party->foreachsamemap(party->sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
ATK_ADDRATE(2*temp*i);
}
#endif
}
break;
} //End default case
} //End switch(skill_id)
if( sc && skill_id != PA_SACRIFICE ){
if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG )
ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
}
if( tsc && skill_id != PA_SACRIFICE ){
if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT )
ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 );
}
#ifdef RENEWAL
if( sd && skill_id == NJ_KUNAI ){
flag.tdef = 1;
ATK_ADD( sd->bonus.arrow_atk );
}
#endif
switch(skill_id){
#ifdef RENEWAL
case NJ_TATAMIGAESHI:
ATK_RATE(200);
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE: // [malufett]
if( skill_id != NJ_TATAMIGAESHI ){
short index = sd?sd->equip_index[EQI_HAND_R]:0;
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
wd.damage = wd.damage * 70 / 100;
n_ele = true;
if (sd && index >= 0 &&
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_WEAPON)
ATK_ADD(sd->inventory_data[index]->weight * 7 / 100);
switch (tstatus->size) {
case SZ_SMALL: //Small: 115%
ATK_RATE(115);
break;
case SZ_BIG: //Large: 85%
ATK_RATE(85);
}
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
}
#endif
default:
ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag));
}
//Constant/misc additions from skills
switch (skill_id) {
#ifdef RENEWAL
case HW_MAGICCRASHER:
ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
break;
#else
case MO_EXTREMITYFIST:
ATK_ADD(250 + 150*skill_lv);
break;
#endif
case TK_DOWNKICK:
case TK_STORMKICK:
case TK_TURNKICK:
case TK_COUNTER:
case TK_JUMPKICK:
//TK_RUN kick damage bonus.
if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
ATK_ADD(10*pc->checkskill(sd, TK_RUN));
break;
case GS_MAGICALBULLET:
#ifndef RENEWAL
ATK_ADD( status->get_matk(src, 2) );
#else
ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
flag.tdef = 1;
#endif
#ifndef RENEWAL
case NJ_SYURIKEN:
ATK_ADD(4*skill_lv);
#endif
break;
case GC_COUNTERSLASH:
ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
break;
case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
&& sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
break;
case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
}else{
ATK_ADD( status->get_lv(target) * 50 ); //mobs
}
break;
case KO_SETSUDAN:
if( tsc && tsc->data[SC_SOULLINK] ){
ATK_ADDRATE(200*tsc->data[SC_SOULLINK]->val1);
status_change_end(target,SC_SOULLINK,INVALID_TIMER);
}
break;
case KO_MAKIBISHI:
wd.damage = 20 * skill_lv;
break;
}
#ifndef RENEWAL
//Div fix.
damage_div_fix(wd.damage, wd.div_);
#endif
//The following are applied on top of current damage and are stackable.
if ( sc ) {
#ifndef RENEWAL
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
#endif
if( sc->data[SC_GLOOMYDAY_SK] &&
( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR ||
skill_id == CR_SHIELDCHARGE ) )
ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
#ifndef RENEWAL_EDP
if( sc->data[SC_EDP] ){
switch(skill_id){
case AS_SPLASHER:
case AS_GRIMTOOTH:
case ASC_BREAKER:
case AS_VENOMKNIFE:
case ASC_METEORASSAULT: break;
default:
ATK_ADDRATE(sc->data[SC_EDP]->val3);
}
}
#endif
if(sc->data[SC_STYLE_CHANGE]){
TBL_HOM *hd = BL_CAST(BL_HOM,src);
if (hd) ATK_ADD(hd->homunculus.spiritball * 3);
}
}
switch (skill_id) {
case AS_SONICBLOW:
if (sc && sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
if(sd && pc->checkskill(sd,AS_SONICACCEL)>0)
ATK_ADDRATE(10);
break;
case CR_SHIELDBOOMERANG:
if(sc && sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
ATK_ADDRATE(100);
break;
case NC_AXETORNADO:
if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
ATK_ADDRATE(50);
break;
}
if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
ATK_RATE(i);
#ifdef RENEWAL
if( skill_id && (wd.damage+wd.damage2) ){
RE_SKILL_REDUCTION();
}
#endif
if( sd ) {
if (skill_id && (i = pc->skillatk_bonus(sd, skill_id)))
ATK_ADDRATE(i);
#ifdef RENEWAL
if( wd.flag&BF_LONG )
ATK_ADDRATE(sd->bonus.long_attack_atk_rate);
#endif
if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
ATK_ADDRATE(-i);
if( skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri )
{ //Elemental/Racial adjustments
if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
)
flag.pdef = 1;
if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
)
{ //Pass effect onto right hand if configured so. [Skotlex]
if (battle_config.left_cardfix_to_right && flag.rh)
flag.pdef = 1;
else
flag.pdef2 = 1;
}
}
if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
{ //Ignore Defense?
if (!flag.idef && (
sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
))
flag.idef = 1;
if (!flag.idef2 && (
sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
)) {
if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
flag.idef = 1;
else
flag.idef2 = 1;
}
}
}
if(!flag.idef || !flag.idef2) { //Defense reduction
wd.damage = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage,
(flag.idef?1:0)|(flag.pdef?2:0)
#ifdef RENEWAL
|(flag.tdef?4:0)
#endif
, flag.pdef);
if( wd.damage2 )
wd.damage2 = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage2,
(flag.idef2?1:0)|(flag.pdef2?2:0)
#ifdef RENEWAL
|(flag.tdef?4:0)
#endif
, flag.pdef2);
}
#ifdef RENEWAL
//Div fix.
damage_div_fix(wd.damage, wd.div_);
#endif
//Post skill/vit reduction damage increases
if( sc )
{ //SC skill damages
if(sc->data[SC_AURABLADE]
#ifndef RENEWAL
&& skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
#endif
){
int lv = sc->data[SC_AURABLADE]->val1;
#ifdef RENEWAL
lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
#endif
ATK_ADD(20*lv);
}
if( !skill_id ) {
if( sc->data[SC_ENCHANTBLADE] ) {
//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);
i = i - status->get_total_mdef(target) + status->get_matk(src, 2);
if( i )
ATK_ADD(i);
}
if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 )
ATK_ADDRATE(200); // Triple Damage
}
}
#ifndef RENEWAL
//Refine bonus
if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
{ // Counts refine bonus multiple times
if( skill_id == MO_FINGEROFFENSIVE )
{
ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
} else {
ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
}
}
//Set to min of 1
if (flag.rh && wd.damage < 1) wd.damage = 1;
if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
#else
if (flag.rh && wd.damage < 1) wd.damage = 0;
if (flag.lh && wd.damage2 < 1) wd.damage2 = 0;
#endif
#ifndef RENEWAL
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);