summaryrefslogtreecommitdiff
path: root/src/map/pc.cpp
diff options
context:
space:
mode:
authorBen Longbons <b.r.longbons@gmail.com>2013-01-15 15:27:59 -0800
committerBen Longbons <b.r.longbons@gmail.com>2013-01-17 17:35:36 -0800
commitb34acd1a97e7f087882675e812fda04d303dc6e0 (patch)
tree59a3f0779027a5020fff04661ce0373feb623361 /src/map/pc.cpp
parentf909528c7e64ac7180d9a544f12912efd0867a67 (diff)
downloadtmwa-b34acd1a97e7f087882675e812fda04d303dc6e0.tar.gz
tmwa-b34acd1a97e7f087882675e812fda04d303dc6e0.tar.bz2
tmwa-b34acd1a97e7f087882675e812fda04d303dc6e0.tar.xz
tmwa-b34acd1a97e7f087882675e812fda04d303dc6e0.zip
Remove PC/mob disguises and hard-coded classes
Diffstat (limited to 'src/map/pc.cpp')
-rw-r--r--src/map/pc.cpp541
1 files changed, 48 insertions, 493 deletions
diff --git a/src/map/pc.cpp b/src/map/pc.cpp
index 6961f47..b136ba4 100644
--- a/src/map/pc.cpp
+++ b/src/map/pc.cpp
@@ -128,8 +128,6 @@ int pc_checkoverhp(struct map_session_data *sd);
static
int pc_checkoversp(struct map_session_data *sd);
static
-int pc_equiplookall(struct map_session_data *sd);
-static
int pc_nextbaseafter(struct map_session_data *sd);
static
int pc_nextjobafter(struct map_session_data *sd);
@@ -350,13 +348,8 @@ int pc_delspiritball(struct map_session_data *sd, int count, int)
int pc_setrestartvalue(struct map_session_data *sd, int type)
{
- //転生や養子の場合の元の職業を算出する
- struct pc_base_job s_class;
-
nullpo_ret(sd);
- s_class = pc_calc_base_job(sd->status.pc_class);
-
//-----------------------
// 死亡した
if (sd->special_state.restart_full_recover)
@@ -366,10 +359,8 @@ int pc_setrestartvalue(struct map_session_data *sd, int type)
}
else
{
- if (s_class.job == 0 && battle_config.restart_hp_rate < 50)
- { //ノビは半分回復
+ if (battle_config.restart_hp_rate < 50)
sd->status.hp = (sd->status.max_hp) / 2;
- }
else
{
if (battle_config.restart_hp_rate <= 0)
@@ -394,21 +385,6 @@ int pc_setrestartvalue(struct map_session_data *sd, int type)
if (type & 1)
clif_updatestatus(sd, SP_SP);
- /* removed exp penalty on spawn [Valaris] */
-
- if (type & 2 && sd->status.pc_class != 0 && battle_config.zeny_penalty > 0
- && !map[sd->bl.m].flag.nozenypenalty)
- {
- int zeny =
- (int)((double) sd->status.zeny *
- (double) battle_config.zeny_penalty / 10000.);
- if (zeny < 1)
- zeny = 1;
- sd->status.zeny -= zeny;
- if (sd->status.zeny < 0)
- sd->status.zeny = 0;
- clif_updatestatus(sd, SP_ZENY);
- }
sd->heal_xp = 0; // [Fate] Set gainable xp for healing this player to 0
return 0;
@@ -531,25 +507,12 @@ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id,
EPOS pc_equippoint(struct map_session_data *sd, int n)
{
- //転生や養子の場合の元の職業を算出する
- struct pc_base_job s_class;
-
nullpo_retr(EPOS::ZERO, sd);
if (!sd->inventory_data[n])
return EPOS::ZERO;
- s_class = pc_calc_base_job(sd->status.pc_class);
-
EPOS ep = sd->inventory_data[n]->equip;
- if ((sd->inventory_data[n]->look == 1
- || sd->inventory_data[n]->look == 2
- || sd->inventory_data[n]->look == 6)
- && (ep == EPOS::WEAPON
- && (s_class.job == 12)))
- {
- return EPOS::SHIELD | EPOS::WEAPON;
- }
return ep;
}
@@ -655,7 +618,6 @@ int pc_isequip(struct map_session_data *sd, int n)
item = sd->inventory_data[n];
sc_data = battle_get_sc_data(&sd->bl);
- //s_class = pc_calc_base_job(sd->status.class);
if (battle_config.gm_allequip > 0
&& pc_isGM(sd) >= battle_config.gm_allequip)
@@ -814,7 +776,6 @@ int pc_authok(int id, int login_id2, time_t connect_until_time,
sd->bl.prev = sd->bl.next = NULL;
sd->weapontype1 = sd->weapontype2 = 0;
- sd->view_class = sd->status.pc_class;
sd->speed = DEFAULT_WALK_SPEED;
sd->state.dead_sit = 0;
sd->dir = 0;
@@ -1037,149 +998,43 @@ int pc_calc_skillpoint(struct map_session_data *sd)
* 覚えられるスキルの計算
*------------------------------------------
*/
+// TODO see if this can be removed
static
-int pc_calc_skilltree(struct map_session_data *sd)
+void pc_calc_skilltree(struct map_session_data *sd)
{
- int flag;
- int c = 0, s = 0;
- //転生や養子の場合の元の職業を算出する
- struct pc_base_job s_class;
-
- nullpo_ret(sd);
-
- s_class = pc_calc_base_job(sd->status.pc_class);
- c = s_class.job;
- s = (s_class.upper == 1) ? 1 : 0; //ソ転生以外は通常のスキル?
-
- if ((battle_config.skillup_limit)
- && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023)
- || (c >= 4023 && c < 4045)))
- {
- int skill_point = pc_calc_skillpoint(sd);
- if (skill_point < 9)
- c = 0;
- else if ((sd->status.skill_point >= sd->status.job_level
- && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007
- && c < 4023)
- || (c > 4029 && c < 4045)))
- {
- switch (c)
- {
- case 7:
- case 14:
- c = 1;
- break;
- case 8:
- case 15:
- c = 4;
- break;
- case 9:
- case 16:
- c = 2;
- break;
- case 10:
- case 18:
- c = 5;
- break;
- case 11:
- case 19:
- case 20:
- c = 3;
- break;
- case 12:
- case 17:
- c = 6;
- break;
- case 4008:
- case 4015:
- c = 4002;
- break;
- case 4009:
- case 4016:
- c = 4005;
- break;
- case 4010:
- case 4017:
- c = 4003;
- break;
- case 4011:
- case 4019:
- c = 4006;
- break;
- case 4012:
- case 4020:
- case 4021:
- c = 4004;
- break;
- case 4013:
- case 4018:
- c = 4007;
- break;
- case 4030:
- case 4037:
- c = 4024;
- break;
- case 4031:
- case 4038:
- c = 4027;
- break;
- case 4032:
- case 4039:
- c = 4025;
- break;
- case 4033:
- case 4040:
- c = 4028;
- break;
- case 4034:
- case 4041:
- case 4042:
- c = 4026;
- break;
- case 4035:
- case 4043:
- c = 4029;
- break;
-
- }
- }
- }
+ nullpo_retv(sd);
+ int flag;
+ // 通常の計算
+ do
{
- // 通常の計算
- do
+ flag = 0;
+ SkillID id;
+ for (int i = 0;
+ (id = skill_tree[0][0][i].id) != SkillID::ZERO
+ && id != SkillID::NEGATIVE;
+ i++)
{
- flag = 0;
- SkillID id;
- for (int i = 0;
- (id = skill_tree[s][c][i].id) != SkillID::ZERO
- && id != SkillID::NEGATIVE;
- i++)
+ int j, f = 1;
+ if (!battle_config.skillfree)
{
- int j, f = 1;
- if (!battle_config.skillfree)
+ for (j = 0; j < 5; j++)
{
- for (j = 0; j < 5; j++)
- {
- if (skill_tree[s][c][i].need[j].id != SkillID::ZERO
- && pc_checkskill(sd,
- skill_tree[s][c][i].need[j].id) <
- skill_tree[s][c][i].need[j].lv)
- f = 0;
- }
- }
- if (f && sd->status.skill[id].id == SkillID::ZERO)
- {
- sd->status.skill[id].id = id;
- flag = 1;
+ if (skill_tree[0][0][i].need[j].id != SkillID::ZERO
+ && pc_checkskill(sd,
+ skill_tree[0][0][i].need[j].id) < \
+ skill_tree[0][0][i].need[j].lv)
+ f = 0;
}
}
+ if (f && sd->status.skill[id].id == SkillID::ZERO)
+ {
+ sd->status.skill[id].id = id;
+ flag = 1;
+ }
}
- while (flag);
}
-// if(battle_config.etc_log)
-// PRINTF("calc skill_tree\n");
- return 0;
+ while (flag);
}
/*==========================================
@@ -1243,19 +1098,15 @@ int pc_calcstatus(struct map_session_data *sd, int first)
int b_speed, b_max_hp, b_max_sp, b_hp, b_sp, b_weight, b_max_weight,
b_hit, b_flee;
int b_aspd, b_watk, b_def, b_watk2, b_def2, b_flee2, b_critical,
- b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2, b_class;
+ b_attackrange, b_matk1, b_matk2, b_mdef, b_mdef2;
int b_base_atk;
earray<struct skill, SkillID, MAX_SKILL> b_skill;
int bl, index;
int aspd_rate, wele, wele_, def_ele, refinedef = 0;
int str, dstr, dex;
- struct pc_base_job s_class;
nullpo_ret(sd);
- //転生や養子の場合の元の職業を算出する
- s_class = pc_calc_base_job(sd->status.pc_class);
-
b_speed = sd->speed;
b_max_hp = sd->status.max_hp;
b_max_sp = sd->status.max_sp;
@@ -1280,13 +1131,11 @@ int pc_calcstatus(struct map_session_data *sd, int first)
b_matk2 = sd->matk2;
b_mdef = sd->mdef;
b_mdef2 = sd->mdef2;
- b_class = sd->view_class;
- sd->view_class = sd->status.pc_class;
b_base_atk = sd->base_atk;
pc_calc_skilltree(sd); // スキルツリーの計算
- sd->max_weight = max_weight_base[s_class.job] + sd->status.attrs[ATTR::STR] * 300;
+ sd->max_weight = max_weight_base[0] + sd->status.attrs[ATTR::STR] * 300;
if (first & 1)
{
@@ -1431,18 +1280,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
sd->magic_damage_return = 0; //AppleGirl Was Here
sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
- if (!sd->disguiseflag && sd->disguise)
- {
- sd->disguise = 0;
- pc_set_weapon_look(sd);
- clif_changelook(&sd->bl, LOOK_SHIELD, sd->status.shield);
- clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
- clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
- clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
- clif_clearchar(&sd->bl, 9);
- pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
- }
-
sd->spellpower_bonus_target = 0;
for (EQUIP i : EQUIPs_noarrow)
@@ -1828,17 +1665,17 @@ int pc_calcstatus(struct map_session_data *sd, int first)
// 二刀流 ASPD 修正
if (sd->status.weapon <= 16)
- sd->aspd += aspd_base[s_class.job][sd->status.weapon]
+ sd->aspd += aspd_base[0][sd->status.weapon]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
- * aspd_base[s_class.job][sd->status.weapon] / 1000;
+ * aspd_base[0][sd->status.weapon] / 1000;
else
sd->aspd += (
- (aspd_base[s_class.job][sd->weapontype1]
+ (aspd_base[0][sd->weapontype1]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
- * aspd_base[s_class.job][sd->weapontype1] / 1000)
- + (aspd_base[s_class.job][sd->weapontype2]
+ * aspd_base[0][sd->weapontype1] / 1000)
+ + (aspd_base[0][sd->weapontype2]
- (sd->paramc[ATTR::AGI] * 4 + sd->paramc[ATTR::DEX])
- * aspd_base[s_class.job][sd->weapontype2] / 1000)
+ * aspd_base[0][sd->weapontype2] / 1000)
)
* 140 / 200;
@@ -1871,12 +1708,10 @@ int pc_calcstatus(struct map_session_data *sd, int first)
sd->status.max_hp += (
3500
- + bl * hp_coefficient2[s_class.job]
- + hp_sigma_val[s_class.job][(bl > 0) ? bl - 1 : 0]
+ + bl * hp_coefficient2[0]
+ + hp_sigma_val[0][(bl > 0) ? bl - 1 : 0]
) / 100 * (100 + sd->paramc[ATTR::VIT]) / 100
+ (sd->parame[ATTR::VIT] - sd->paramcard[ATTR::VIT]);
- if (s_class.upper == 1) // [MouseJstr]
- sd->status.max_hp = sd->status.max_hp * 130 / 100;
if (sd->hprate != 100)
sd->status.max_hp = sd->status.max_hp * sd->hprate / 100;
@@ -1889,10 +1724,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
if (sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.hp = battle_config.max_hp;
}
- if (s_class.job == 23 && sd->status.base_level >= 99)
- {
- sd->status.max_hp = sd->status.max_hp + 2000;
- }
if (sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
sd->status.max_hp = battle_config.max_hp;
@@ -1900,11 +1731,9 @@ int pc_calcstatus(struct map_session_data *sd, int first)
sd->status.max_hp = 1; // end
// 最大SP計算
- sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)
+ sd->status.max_sp += ((sp_coefficient[0] * bl) + 1000)
/ 100 * (100 + sd->paramc[ATTR::INT]) / 100
+ (sd->parame[ATTR::INT] - sd->paramcard[ATTR::INT]);
- if (s_class.upper == 1) // [MouseJstr]
- sd->status.max_sp = sd->status.max_sp * 130 / 100;
if (sd->sprate != 100)
sd->status.max_sp = sd->status.max_sp * sd->sprate / 100;
@@ -2197,10 +2026,7 @@ int pc_calcstatus(struct map_session_data *sd, int first)
if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
{ // 爆裂波動
- if (s_class.job == 23)
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1 * 100;
- else
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
}
if (sd->sc_data[SC_STEELBODY].timer != -1)
@@ -2277,12 +2103,6 @@ int pc_calcstatus(struct map_session_data *sd, int first)
return 0;
}
- if (b_class != sd->view_class)
- {
- clif_changelook(&sd->bl, LOOK_BASE, sd->view_class);
- clif_changelook(&sd->bl, LOOK_WEAPON, 0);
- }
-
if (memcmp(&b_skill, &sd->status.skill, sizeof(sd->status.skill))
|| b_attackrange != sd->attackrange)
clif_skillinfoblock(sd); // スキル送信
@@ -2710,14 +2530,6 @@ int pc_bonus(struct map_session_data *sd, SP type, int val)
sd->perfect_hiding = 1;
}
break;
- case SP_DISGUISE: // Disguise script for items [Valaris]
- if (sd->state.lr_flag != 2 && sd->disguiseflag == 0)
- {
- sd->disguise = val;
- clif_clearchar(&sd->bl, 9);
- pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
- }
- break;
case SP_UNBREAKABLE:
if (sd->state.lr_flag != 2)
{
@@ -3650,7 +3462,7 @@ int pc_setpos(struct map_session_data *sd, const char *mapname_org, int x, int y
int clrtype)
{
char mapname[24];
- int m = 0, c = 0, disguise = 0;
+ int m = 0, c = 0;
nullpo_ret(sd);
@@ -3685,13 +3497,6 @@ int pc_setpos(struct map_session_data *sd, const char *mapname_org, int x, int y
if (sd->sc_data[SC_DANCING].timer != -1) // clear dance effect when warping [Valaris]
skill_stop_dancing(&sd->bl, 0);
- if (sd->disguise)
- { // clear disguises when warping [Valaris]
- clif_clearchar(&sd->bl, 9);
- disguise = sd->disguise;
- sd->disguise = 0;
- }
-
memcpy(mapname, mapname_org, 24);
mapname[16] = 0;
if (strstr(mapname, ".gat") == NULL && strlen(mapname) < 16)
@@ -3761,9 +3566,6 @@ int pc_setpos(struct map_session_data *sd, const char *mapname_org, int x, int y
clif_changemap(sd, map[m].name, x, y); // [MouseJstr]
}
- if (disguise) // disguise teleport fix [Valaris]
- sd->disguise = disguise;
-
memcpy(sd->mapname, mapname, 24);
sd->bl.m = m;
sd->to_x = x;
@@ -4264,56 +4066,6 @@ int pc_checkequip(struct map_session_data *sd, EPOS pos)
}
/*==========================================
- * 転生職や養子職の元の職業を返す
- *------------------------------------------
- */
-struct pc_base_job pc_calc_base_job(int b_class)
-{
- struct pc_base_job bj;
- //転生や養子の場合の元の職業を算出する
- if (b_class < MAX_PC_CLASS)
- { //通常
- bj.job = b_class;
- bj.upper = 0;
- }
- else if (b_class >= 4001 && b_class < 4023)
- { //転生職
- bj.job = b_class - 4001;
- bj.upper = 1;
- }
- else if (b_class == 23 + 4023 - 1)
- { //養子スパノビ
- bj.job = b_class - (4023 - 1);
- bj.upper = 2;
- }
- else
- { //養子スパノビ以外の養子
- bj.job = b_class - 4023;
- bj.upper = 2;
- }
-
- if (battle_config.enable_upper_class == 0)
- { //confで無効になっていたらupper=0
- bj.upper = 0;
- }
-
- if (bj.job == 0)
- {
- bj.type = 0;
- }
- else if (bj.job < 7)
- {
- bj.type = 1;
- }
- else
- {
- bj.type = 2;
- }
-
- return bj;
-}
-
-/*==========================================
* PCの攻撃 (timer関数)
*------------------------------------------
*/
@@ -4710,29 +4462,12 @@ int pc_extract_healer_exp(struct map_session_data *sd, int max)
*/
int pc_nextbaseexp(struct map_session_data *sd)
{
- int i;
-
nullpo_ret(sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
- if (sd->status.pc_class == 0)
- i = 0;
- else if (sd->status.pc_class <= 6)
- i = 1;
- else if (sd->status.pc_class <= 22)
- i = 2;
- else if (sd->status.pc_class == 23)
- i = 3;
- else if (sd->status.pc_class == 4001)
- i = 4;
- else if (sd->status.pc_class <= 4007)
- i = 5;
- else
- i = 6;
-
- return exp_table[i][sd->status.base_level - 1];
+ return exp_table[0][sd->status.base_level - 1];
}
/*==========================================
@@ -4755,29 +4490,12 @@ int pc_nextjobexp(struct map_session_data *sd)
*/
int pc_nextbaseafter(struct map_session_data *sd)
{
- int i;
-
nullpo_ret(sd);
if (sd->status.base_level >= MAX_LEVEL || sd->status.base_level <= 0)
return 0;
- if (sd->status.pc_class == 0)
- i = 0;
- else if (sd->status.pc_class <= 6)
- i = 1;
- else if (sd->status.pc_class <= 22)
- i = 2;
- else if (sd->status.pc_class == 23)
- i = 3;
- else if (sd->status.pc_class == 4001)
- i = 4;
- else if (sd->status.pc_class <= 4007)
- i = 5;
- else
- i = 6;
-
- return exp_table[i][sd->status.base_level];
+ return exp_table[0][sd->status.base_level];
}
/*==========================================
@@ -4786,36 +4504,19 @@ int pc_nextbaseafter(struct map_session_data *sd)
*/
int pc_nextjobafter(struct map_session_data *sd)
{
- int i;
-
nullpo_ret(sd);
if (sd->status.job_level >= MAX_LEVEL || sd->status.job_level <= 0)
return 0;
- if (sd->status.pc_class == 0)
- i = 7;
- else if (sd->status.pc_class <= 6)
- i = 8;
- else if (sd->status.pc_class <= 22)
- i = 9;
- else if (sd->status.pc_class == 23)
- i = 10;
- else if (sd->status.pc_class == 4001)
- i = 11;
- else if (sd->status.pc_class <= 4007)
- i = 12;
- else
- i = 13;
-
- return exp_table[i][sd->status.job_level];
+ return exp_table[7][sd->status.job_level];
}
/*==========================================
-
* 必要ステータスポイント計算
*------------------------------------------
*/
+// TODO: replace SP by ATTR
int pc_need_status_point(struct map_session_data *sd, SP type)
{
int val;
@@ -4925,23 +4626,15 @@ int pc_skillup(struct map_session_data *sd, SkillID skill_num)
*/
int pc_allskillup(struct map_session_data *sd)
{
- int c = 0, s = 0;
- //転生や養子の場合の元の職業を算出する
- struct pc_base_job s_class;
-
nullpo_ret(sd);
- s_class = pc_calc_base_job(sd->status.pc_class);
- c = s_class.job;
- s = (s_class.upper == 1) ? 1 : 0; //転生以外は通常のスキル?
-
for (SkillID i : erange(SkillID(), MAX_SKILL))
sd->status.skill[i].id = SkillID::ZERO;
{
SkillID id;
for (int i = 0;
- (id = skill_tree[s][c][i].id) != SkillID::ZERO
+ (id = skill_tree[0][0][i].id) != SkillID::ZERO
&& id != SkillID::NEGATIVE;
i++)
{
@@ -4979,8 +4672,6 @@ int pc_resetlvl(struct map_session_data *sd, int type)
for (ATTR attr : ATTRs)
sd->status.attrs[attr] = 1;
- if (sd->status.pc_class == 4001)
- sd->status.status_point = 100;
}
if (type == 2)
@@ -5103,12 +4794,9 @@ int pc_damage(struct block_list *src, struct map_session_data *sd,
int damage)
{
int i = 0, j = 0;
- struct pc_base_job s_class;
nullpo_ret(sd);
- //転生や養子の場合の元の職業を算出する
- s_class = pc_calc_base_job(sd->status.pc_class);
// 既に死んでいたら無効
if (pc_isdead(sd))
return 0;
@@ -5373,9 +5061,6 @@ int pc_damage(struct block_list *src, struct map_session_data *sd,
int pc_readparam(struct map_session_data *sd, SP type)
{
int val = 0;
- struct pc_base_job s_class;
-
- s_class = pc_calc_base_job(sd->status.pc_class);
nullpo_ret(sd);
@@ -5397,13 +5082,7 @@ int pc_readparam(struct map_session_data *sd, SP type)
val = sd->status.job_level;
break;
case SP_CLASS:
- if (val >= 24 && val < 45)
- val += 3978;
- else
- val = sd->status.pc_class;
- break;
- case SP_UPPER:
- val = s_class.upper;
+ val = sd->status.species;
break;
case SP_SEX:
val = sd->sex;
@@ -5461,12 +5140,9 @@ int pc_readparam(struct map_session_data *sd, SP type)
int pc_setparam(struct map_session_data *sd, SP type, int val)
{
int i = 0, up_level = 50;
- struct pc_base_job s_class;
nullpo_ret(sd);
- s_class = pc_calc_base_job(sd->status.pc_class);
-
switch (type)
{
case SP_BASELEVEL:
@@ -5486,11 +5162,7 @@ int pc_setparam(struct map_session_data *sd, SP type, int val)
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
break;
case SP_JOBLEVEL:
- if (sd->status.pc_class == 0)
- up_level -= 40;
- if ((sd->status.pc_class == 23)
- || (sd->status.pc_class >= 4001 && sd->status.pc_class <= 4022))
- up_level += 20;
+ up_level -= 40;
if (val >= sd->status.job_level)
{
if (val > up_level)
@@ -5843,105 +5515,6 @@ int pc_percentheal(struct map_session_data *sd, int hp, int sp)
}
/*==========================================
- * 職変更
- * 引数 job 職業 0〜23
- * upper 通常 0, 転生 1, 養子 2, そのまま -1
- *------------------------------------------
- */
-int pc_jobchange(struct map_session_data *sd, int job, int upper)
-{
- int b_class = 0;
- //転生や養子の場合の元の職業を算出する
- struct pc_base_job s_class = pc_calc_base_job(sd->status.pc_class);
-
- nullpo_ret(sd);
-
- if ((job > 23) && (job < 68))
- job += 3977;
-
- if ((job > 69) && (job < 4000))
- return 1;
-
- if (upper < 0) //現在転生かどうかを判断する
- upper = s_class.upper;
-
- if (upper == 0)
- { //通常職ならjobそのまんま
- b_class = job;
- }
- else if (upper == 1)
- {
- if (job == 23)
- { //転生にスパノビは存在しないのでお断り
- return 1;
- }
- else
- {
- b_class = job + 4001;
- }
- }
- else if (upper == 2)
- { //養子に結婚はないけどどうせ次で蹴られるからいいや
- b_class = (job == 23) ? job + 4022 : job + 4023;
- }
- else
- {
- return 1;
- }
-
- if ((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
- (sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
- job == 22 || sd->status.pc_class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
- return 1;
-
- sd->status.pc_class = sd->view_class = b_class;
-
- sd->status.job_level = 1;
- sd->status.job_exp = 0;
- clif_updatestatus(sd, SP_JOBLEVEL);
- clif_updatestatus(sd, SP_JOBEXP);
- clif_updatestatus(sd, SP_NEXTJOBEXP);
-
- for (EQUIP i : EQUIPs)
- {
- if (sd->equip_index[i] >= 0)
- if (!pc_isequip(sd, sd->equip_index[i]))
- pc_unequipitem(sd, sd->equip_index[i], CalcStatus::LATER); // 装備外し
- }
-
- clif_changelook(&sd->bl, LOOK_BASE, sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
- if (sd->status.clothes_color > 0)
- clif_changelook(&sd->bl, LOOK_CLOTHES_COLOR,
- sd->status.clothes_color);
-
- pc_calcstatus(sd, 0);
- pc_checkallowskill(sd);
- pc_equiplookall(sd);
- clif_equiplist(sd);
-
- return 0;
-}
-
-/*==========================================
- * 見た目変更
- *------------------------------------------
- */
-int pc_equiplookall(struct map_session_data *sd)
-{
- nullpo_ret(sd);
-
- clif_changelook(&sd->bl, LOOK_WEAPON, 0);
-// clif_changelook(&sd->bl,LOOK_SHOES,0);
- clif_changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.head_bottom);
- clif_changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.head_top);
- clif_changelook(&sd->bl, LOOK_HEAD_MID, sd->status.head_mid);
-
- clif_changelook_accessories(&sd->bl, NULL);
-
- return 0;
-}
-
-/*==========================================
* 見た目変更
*------------------------------------------
*/
@@ -6514,20 +6087,6 @@ int pc_equipitem(struct map_session_data *sd, int n, EPOS)
pos = (epor == EPOS::CAPE ? EPOS::MISC2 : EPOS::CAPE);
}
- // 二刀流処理
- if ((pos == (EPOS::SHIELD | EPOS::WEAPON)) // 一応、装備要求箇所が二刀流武器かチェックする
- && (id->equip == EPOS::WEAPON) // 単 手武器
- && (sd->status.pc_class == 12)) // 左手修錬有
- {
- EPOS tpos = EPOS::ZERO;
- if (sd->equip_index[EQUIP::SHIELD] >= 0)
- tpos |= sd->status.inventory[sd->equip_index[EQUIP::SHIELD]].equip;
- if (sd->equip_index[EQUIP::WEAPON] >= 0)
- tpos |= sd->status.inventory[sd->equip_index[EQUIP::WEAPON]].equip;
- tpos &= EPOS::WEAPON;
- pos = tpos == EPOS::WEAPON ? EPOS::SHIELD : EPOS::WEAPON;
- }
-
// TODO: make this code do what it's supposed to do,
// instead of what it does
arrow = pc_search_inventory(sd, pc_checkequip(sd, EPOS::LEGS | EPOS::CAPE)); // Added by RoVeRT
@@ -7222,11 +6781,7 @@ int pc_natural_heal_sp(struct map_session_data *sd)
if (sd->inchealsptick >= battle_config.natural_heal_skill_interval
&& sd->status.sp < sd->status.max_sp)
{
- struct pc_base_job s_class = pc_calc_base_job(sd->status.pc_class);
- if (sd->doridori_counter && s_class.job == 23)
- bonus = sd->nshealsp * 2;
- else
- bonus = sd->nshealsp;
+ bonus = sd->nshealsp;
sd->doridori_counter = 0;
while (sd->inchealsptick >=
battle_config.natural_heal_skill_interval)