static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
{
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change *sc = status_get_sc(src);
struct status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
int i;
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 = rnd()%100;
wd.type = 0x08;
switch(sc->data[SC_FEARBREEZE]->val1){
//don't break between case, used for fallback
case 5: if( chance < 3){ wd.div_ = 5; break; } // 3 % chance to attack 5 times.
case 4: if( chance < 6){ wd.div_ = 4; break; } // 6 % chance to attack 4 times.
case 3: if( chance < 9){ wd.div_ = 3; break; } // 9 % chance to attack 3 times.
case 2:
case 1: if( chance < 12){ wd.div_ = 2; break; } // 12 % chance to attack 2 times.
}
wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
}
}
else switch(skillid){
case RA_AIMEDBOLT:
if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
break;
case KO_JYUMONJIKIRI:
if( tsc && tsc->data[SC_JYUMONJIKIRI] )
wd.div_ = wd.div_ * -1;// needs more info
break;
case NJ_ISSEN:
if( sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0)
wd.div_ = -( i + 2 ); // mirror image number of hits + 2
break;
case MH_SONIC_CRAW:{
TBL_HOM *hd = BL_CAST(BL_HOM,src);
wd.div_ = hd->homunculus.spiritball;
}
break;
case MO_FINGEROFFENSIVE:
if(sd) wd.div_ = (battle_config.finger_offensive_type)?1:sd->spiritball_old;
break;
case KN_PIERCE:
case ML_PIERCE:
wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
break;
default:
wd.div_ = skill_get_num(skillid,skill_lv);
}
return wd;
}