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?? battle.c

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					- t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
			}
		}
	}

	// 0枹枮偩偭偨応崌1偵曗惓
	if(damage<1) damage=1;

	// 夞旔廋惓
	if(hitrate < 1000000)
		hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
	if(	hitrate < 1000000 &&			// 昁拞峌寕
		(t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 ||	// 悋柊偼昁拞
		t_sc_data[SC_STAN].timer!=-1 ||		// 僗僞儞偼昁拞
		t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) )	// 搥寢偼昁拞
		hitrate = 1000000;
	if(type == 0 && rand()%100 >= hitrate)
		damage = 0;
	if(t_sc_data) {
		int cardfix=100;
		if(t_sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG)
			cardfix=cardfix*(100-t_sc_data[SC_DEFENDER].val2)/100;
		if(cardfix != 100)
			damage=damage*cardfix/100;
	}
	if(damage < 0) damage = 0;

	// 懏 惈偺揔梡
	damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );

	// 僀儞儀僫儉廋惓
	if(skill_num==TF_POISON){
		damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
	}
	if(skill_num==MC_CARTREVOLUTION){
		damage = battle_attr_fix(damage, 0, battle_get_element(target) );
	}

	// 姰慡夞旔偺敾掕
	if(battle_config.enemy_perfect_flee) {
		if(skill_num == 0 && skill_lv >= 0 && tmd!=NULL && hitrate < 1000000 && rand()%1000 < battle_get_flee2(target) ){
			damage=0;
			type=0x0b;
		}
	}

	if(def1 >= 1000000 && damage > 0)
		damage = 1;

	if(skill_num != CR_GRANDCROSS)
		damage=battle_calc_damage(src,target,damage,div_,skill_num,skill_lv,flag);

	wd.damage=damage;
	wd.damage2=0;
	wd.type=type;
	wd.div_=div_;
	wd.amotion=battle_get_amotion(src);
	if(skill_num == KN_AUTOCOUNTER)
		wd.amotion >>= 1;
	wd.dmotion=battle_get_dmotion(target);
	wd.blewcount=blewcount;
	wd.flag=flag;

	return wd;
}

static struct Damage battle_calc_mob_weapon_attack(
	struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
{
	struct map_session_data *tsd=NULL;
	struct mob_data* md=(struct mob_data *)src,*tmd=NULL;
	int hitrate,flee,cri = 0,atkmin,atkmax;
	int luk,target_count = 1;
	int def1 = battle_get_def(target);
	int def2 = battle_get_def2(target);
	int t_vit = battle_get_vit(target);
	struct Damage wd;
	int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
	int flag,skill,ac_flag = 0;
	int t_mode=0,t_race=0,t_size=1,s_race=0,s_ele=0;
	struct status_change *sc_data,*t_sc_data;
	short *sc_count;
	short *option, *opt1, *opt2;

	s_race=battle_get_race(src);
	s_ele=battle_get_attack_element(src);
	sc_data=battle_get_sc_data(src);
	sc_count=battle_get_sc_count(src);
	option=battle_get_option(src);
	opt1=battle_get_opt1(src);
	opt2=battle_get_opt2(src);
	
	// 僞乕僎僢僩
	if(target->type==BL_PC)
		tsd=(struct map_session_data *)target;
	else if(target->type==BL_MOB)
		tmd=(struct mob_data *)target;
	t_race=battle_get_race( target );
	t_size=battle_get_size( target );
	t_mode=battle_get_mode( target );
	t_sc_data=battle_get_sc_data( target );

	if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
		(target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) {
		if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) {
			int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target);
			int dist = distance(src->x,src->y,target->x,target->y);
			if(dist <= 0 || map_check_dir(dir,t_dir) ) {
				memset(&wd,0,sizeof(wd));
				t_sc_data[SC_AUTOCOUNTER].val3 = 0;
				t_sc_data[SC_AUTOCOUNTER].val4 = 1;
				if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) {
					int range = battle_get_range(target);
					if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) ||
						(target->type == BL_MOB && range <= 3 && dist <= range+1) )
						t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
				}
				return wd;
			}
			else ac_flag = 1;
		}
	}
	flag=BF_SHORT|BF_WEAPON|BF_NORMAL;	// 峌寕偺庬椶偺愝掕

	// 夞旔棪寁嶼丄夞旔敾掕偼屻偱
	flee = battle_get_flee(target);
	if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0)
		target_count += battle_counttargeted(target,src);
	if(battle_config.agi_penaly_type > 0) {
		if(target_count >= battle_config.agi_penaly_count) {
			if(battle_config.agi_penaly_type == 1)
				flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
			else if(battle_config.agi_penaly_type == 2)
				flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
			if(flee < 1) flee = 1;
		}
	}
	hitrate=battle_get_hit(src) - flee + 80;

	type=0;	// normal
	div_ = 1; // single attack

	luk=battle_get_luk(src);

	if(battle_config.enemy_str)
		damage = battle_get_baseatk(src);
	else
		damage = 0;
	atkmin = battle_get_atk(src);
	atkmax = battle_get_atk2(src);
	if(mob_db[md->class].range>3 )
		flag=(flag&~BF_RANGEMASK)|BF_LONG;

	if(atkmin > atkmax) atkmin = atkmax;

	if(sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer!=-1 ){	// 儅僉僔儅僀僘僷儚乕
		atkmin=atkmax;
	}

	cri = battle_get_critical(src);
	cri -= battle_get_luk(target) * 3;
	if(battle_config.enemy_critical_rate != 100) {
		cri = cri*battle_config.enemy_critical_rate/100;
		if(cri < 1)
			cri = 1;
	}
	if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 )	// 悋柊拞偼僋儕僥傿僇儖偑攞偵
		cri <<=1;

	if(ac_flag) cri = 1000;

	if(skill_num == KN_AUTOCOUNTER) {
		if(!(battle_config.monster_auto_counter_type&1))
			cri = 1000;
		else
			cri <<= 1;
	}

	if(tsd && tsd->critical_def)
		cri = cri * (100 - tsd->critical_def) / 100;

	if((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (rand() % 1000) < cri) 	// 敾掕乮僗僉儖偺応崌偼柍帇乯
			// 揋偺敾掕
	{
		damage += atkmax;
		type = 0x0a;
	}
	else {
		int vitbonusmax;
	
		if(atkmax > atkmin)
			damage += atkmin + rand() % (atkmax-atkmin + 1);
		else
			damage += atkmin ;
		// 僗僉儖廋惓侾乮峌寕椡攞壔宯乯
		// 僆乕僶乕僩儔僗僩(+5% 乣 +25%),懠峌寕宯僗僉儖偺応崌偙偙偱曗惓
		// 僶僢僔儏,儅僌僫儉僽儗僀僋,
		// 儃乕儕儞僌僶僢僔儏,僗僺傾僽乕儊儔儞,僽儔儞僨傿僢僔儏僗僺傾,僗僺傾僗僞僢僽,
		// 儊儅乕僫僀僩,僇乕僩儗儃儕儏乕僔儑儞
		// 僟僽儖僗僩儗僀僼傿儞僌,傾儘乕僔儍儚乕,僠儍乕僕傾儘乕,
		// 僜僯僢僋僽儘乕
		if( sc_data!=NULL && sc_data[SC_OVERTHRUST].timer!=-1)	// 僆乕僶乕僩儔僗僩
			damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
		if(skill_num>0){
			int i;
			if( (i=skill_get_pl(skill_num))>0 )
				s_ele=i;

			flag=(flag&~BF_SKILLMASK)|BF_SKILL;
			switch( skill_num ){
			case SM_BASH:		// 僶僢僔儏
				damage = damage*(100+ 30*skill_lv)/100;
				hitrate = (hitrate*(100+5*skill_lv))/100;
				break;
			case SM_MAGNUM:		// 儅僌僫儉僽儗僀僋
				damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
				break;
			case MC_MAMMONITE:	// 儊儅乕僫僀僩
				damage = damage*(100+ 50*skill_lv)/100;
				break;
			case AC_DOUBLE:	// 僟僽儖僗僩儗僀僼傿儞僌
				damage = damage*(180+ 20*skill_lv)/100;
				div_=2;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_SHOWER:	// 傾儘乕僔儍儚乕
				damage = damage*(75 + 5*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case AC_CHARGEARROW:	// 僠儍乕僕傾儘乕
				damage = damage*150/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_PIERCE:	// 僺傾乕僗
				damage = damage*(100+ 10*skill_lv)/100;
				hitrate=hitrate*(100+5*skill_lv)/100;
				div_=t_size+1;
				damage*=div_;
				break;
			case KN_SPEARSTAB:	// 僗僺傾僗僞僽
				damage = damage*(100+ 15*skill_lv)/100;
				break;
			case KN_SPEARBOOMERANG:	// 僗僺傾僽乕儊儔儞
				damage = damage*(100+ 50*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case KN_BRANDISHSPEAR: // 僽儔儞僨傿僢僔儏僗僺傾
				damage = damage*(100+ 20*skill_lv)/100;
				if(skill_lv>3 && wflag==1) damage2+=damage/2;
				if(skill_lv>6 && wflag==1) damage2+=damage/4;
				if(skill_lv>9 && wflag==1) damage2+=damage/8;
				if(skill_lv>6 && wflag==2) damage2+=damage/2;
				if(skill_lv>9 && wflag==2) damage2+=damage/4;
				if(skill_lv>9 && wflag==3) damage2+=damage/2;
				damage +=damage2;
				blewcount=0;
				break;
			case KN_BOWLINGBASH:	// 儃僂儕儞僌僶僢僔儏
				damage = damage*(100+ 50*skill_lv)/100;
				blewcount=0;
				break;
			case KN_AUTOCOUNTER:
				if(battle_config.monster_auto_counter_type&1)
					hitrate += 20;
				else
					hitrate = 1000000;
				flag=(flag&~BF_SKILLMASK)|BF_NORMAL;
				break;
			case AS_SONICBLOW:	// 僜僯僢僋僽儘僂
				damage = damage*(300+ 50*skill_lv)/100;
				div_=8;
				break;
			case TF_SPRINKLESAND:	// 嵒傑偒
				damage = damage*125/100;
				break;
			case MC_CARTREVOLUTION:	// 僇乕僩儗儃儕儏乕僔儑儞
				damage = (damage*150)/100;
				break;
			// 埲壓MOB
			case NPC_COMBOATTACK:	// 懡抜峌寕
				div_=skill_get_num(skill_num,skill_lv);
				damage *= div_;
				break;
			case NPC_RANDOMATTACK:	// 儔儞僟儉ATK峌寕
				damage = damage*(50+rand()%150)/100;
				break;
			// 懏惈峌寕乮揔摉乯
			case NPC_WATERATTACK:
			case NPC_GROUNDATTACK:
			case NPC_FIREATTACK:
			case NPC_WINDATTACK:
			case NPC_POISONATTACK:
			case NPC_HOLYATTACK:
			case NPC_DARKNESSATTACK:
			case NPC_TELEKINESISATTACK:
				damage = damage*(100+25*(skill_lv-1))/100;
				break;
			case NPC_GUIDEDATTACK:
				hitrate = 1000000;
				break;
			case NPC_RANGEATTACK:
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case NPC_PIERCINGATT:
				flag=(flag&~BF_RANGEMASK)|BF_SHORT;
				break;
			case RG_BACKSTAP:	// 僶僢僋僗僞僽
				damage = damage*(300+ 40*skill_lv)/100;
				hitrate = 1000000;
				break;
			case RG_RAID:	// 僒僾儔僀僘傾僞僢僋
				damage = damage*(100+ 40*skill_lv)/100;
				break;
			case RG_INTIMIDATE:	// 僀儞僥傿儈僨僀僩
				damage = damage*(100+ 30*skill_lv)/100;
				break;
			case CR_SHIELDCHARGE:	// 僔乕儖僪僠儍乕僕
				damage = damage*(100+ 20*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_SHORT;
				s_ele = 0;
				break;
			case CR_SHIELDBOOMERANG:	// 僔乕儖僪僽乕儊儔儞
				damage = damage*(100+ 30*skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				s_ele = 0;
				break;
			case CR_HOLYCROSS:	// 儂乕儕乕僋儘僗
				damage = damage*(100+ 35*skill_lv)/100;
				div_=2;
				break;
			case CR_GRANDCROSS:
				hitrate= 1000000;
				break;
			case MO_FINGEROFFENSIVE:	//巜抏
				damage = damage * (100 + 50 * skill_lv) / 100;
				div_ = 1;
				break;
			case MO_INVESTIGATE:	// 敪 櫎
				if(def1 < 1000000)
					damage = damage*(100+ 75*skill_lv)/100 * (def1 + def2)/100;
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_EXTREMITYFIST:	// 垻廋梾攅朠対
				damage = damage * 8 + 250 + (skill_lv * 150);
				hitrate = 1000000;
				s_ele = 0;
				break;
			case MO_CHAINCOMBO:	// 楢懪彾
				damage = damage*(150+ 50*skill_lv)/100;
				div_=4;
				break;
			case MO_COMBOFINISH:	// 栆棿対
				damage = damage*(240+ 60*skill_lv)/100;
				break;
			case BA_MUSICALSTRIKE:	// 儈儏乕僕僇儖僗僩儔僀僋
				damage = damage*(100+ 50 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			case DC_THROWARROW:	// 栴寕偪
				damage = damage*(100+ 50 * skill_lv)/100;
				flag=(flag&~BF_RANGEMASK)|BF_LONG;
				break;
			}
		}

		if( skill_num!=NPC_CRITICALSLASH ){
			// 懳 徾偺杊屼椡偵傛?zhèn)閮_儊乕僕偺尭彮
			// 僨傿僶僀儞僾儘僥僋僔儑儞乮偙偙偱偄偄偺偐側(cè)丠乯
			if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) {	//DEF, VIT柍帇
				int t_def;
				if(battle_config.vit_penaly_type > 0) {
					if(target_count >= battle_config.vit_penaly_count) {
						if(battle_config.vit_penaly_type == 1) {
							def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
							def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
							t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
						}
						else if(battle_config.vit_penaly_type == 2) {
							def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
							def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
							t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
						}
						if(def1 < 0) def1 = 0;
						if(def2 < 1) def2 = 1;
						if(t_vit < 1) t_vit = 1;
					}
				}
				t_def = def2*8/10;
				if(battle_check_undead(s_race,battle_get_elem_type(src)) || s_race==6)
					if(target->type==BL_PC && (skill=pc_checkskill(tsd,AL_DP)) > 0 )
						t_def += skill*3;

				vitbonusmax = (t_vit/20)*(t_vit/20)-1;
				damage = damage * (100 - def1) /100
					- t_def - ((vitbonusmax < 1)?0: rand()%(vitbonusmax+1) );
			}
		}
	}

	// 0枹枮偩偭偨応崌1偵曗惓
	if(damage<1) damage=1;

	// 夞旔廋惓
	if(hitrate < 1000000)
		hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
	if(	hitrate < 1000000 &&			// 昁拞峌寕
		(t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer!=-1 ||	// 悋柊偼昁拞
		t_sc_data[SC_STAN].timer!=-1 ||		// 僗僞儞偼昁拞
		t_sc_data[SC_FREEZE].timer!=-1 || (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0) ) ) )	// 搥寢偼昁拞
		hitrate = 1000000;
	if(type 

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