// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include <time.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <string.h>
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/malloc.h"
#include "pc.h"
#include "map.h"
#include "pet.h"
#include "npc.h"
#include "mob.h"
#include "clif.h"
#include "guild.h"
#include "skill.h"
#include "itemdb.h"
#include "battle.h"
#include "chrif.h"
#include "status.h"
#include "script.h"
#include "unit.h"
#include "mercenary.h"
//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
#define SC_HM_BASE 800
#define SC_GD_BASE 900
//Regen related flags.
#define RGN_HP 0x01
#define RGN_SP 0x02
#define RGN_SHP 0x04
#define RGN_SSP 0x08
int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
static int max_weight_base[MAX_PC_CLASS];
static int hp_coefficient[MAX_PC_CLASS];
static int hp_coefficient2[MAX_PC_CLASS];
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
static int sp_coefficient[MAX_PC_CLASS];
static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
static int refinebonus[MAX_REFINE_BONUS][3]; // ���B�{�[�i�X�e�[�u��(refine_db.txt)
int percentrefinery[5][MAX_REFINE+1]; // ���B������(refine_db.txt)
static int atkmods[3][MAX_WEAPON_TYPE]; // ����ATK�T�C�Y�C��(size_fix.txt)
static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
static struct status_data dummy_status;
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
static void add_sc(int skill, int sc)
{
int sk = skill;
if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
else
if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
if (sk < 0 || sk >= MAX_SKILL) {
if (battle_config.error_log)
ShowError("add_sc: Unsupported skill id %d\n", skill);
return;
}
if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
SkillStatusChangeTableArray[sk] = sc;
if (StatusSkillChangeTable[sc]==0)
StatusSkillChangeTable[sc] = skill;
}
static void set_sc(int skill, int sc, int icon, unsigned int flag)
{
if (StatusIconChangeTable[sc]==SI_BLANK)
StatusIconChangeTable[sc] = icon;
StatusChangeFlagTable[sc] |= flag;
add_sc(skill, sc);
}
//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
//but it is much less prone to errors. [Skotlex]
void initChangeTables(void) {
int i;
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = SI_BLANK;
for (i = 0; i < MAX_SKILL; i++)
SkillStatusChangeTableArray[i] = -1;
memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
//First we define the skill for common ailments. These are used in
//skill_additional_effect through sc cards. [Skotlex]
StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
StatusSkillChangeTable[SC_POISON] = NPC_POISON;
StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
//These are the status-change flags for the common ailments.
StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
// StatusChangeFlagTable[SC_STUN] = SCB_NONE;
// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
//The icons for the common ailments
// StatusIconChangeTable[SC_STONE] = SI_BLANK;
// StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
// StatusIconChangeTable[SC_STUN] = SI_BLANK;
// StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
// StatusIconChangeTable[SC_POISON] = SI_BLANK;
// StatusIconChangeTable[SC_CURSE] = SI_BLANK;
// StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
// StatusIconChangeTable[SC_BLIND] = SI_BLANK;
StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
// StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
add_sc(SM_BASH, SC_STUN);
set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
add_sc(MG_SIGHT, SC_SIGHT);
add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
add_sc(MG_FROSTDIVER, SC_FREEZE);
add_sc(MG_STONECURSE, SC_STONE);
add_sc(AL_RUWACH, SC_RUWACH);
set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
add_sc(TF_POISON, SC_POISON);
set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
add_sc(PR_LEXDIVINA, SC_SILENCE);
set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
add_sc(WZ_METEOR, SC_STUN);
add_sc(WZ_VERMILION, SC_BLIND);
add_sc(WZ_FROSTNOVA, SC_FREEZE);
add_sc(WZ_STORMGUST, SC_FREEZE);
set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
add_sc(HT_LANDMINE, SC_STUN);
add_sc(HT_ANKLESNARE, SC_ANKLE);
add_sc(HT_SANDMAN, SC_SLEEP);
add_sc(HT_FLASHER, SC_BLIND);
add_sc(HT_FREEZINGTRAP, SC_FREEZE);
set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
add_sc(AS_SONICBLOW, SC_STUN);
set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
add_sc(AS_VENOMDUST, SC_POISON);
add_sc(AS_SPLASHER, SC_SPLASHER);
set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
add_sc(TF_SPRINKLESAND, SC_BLIND);
add_sc(TF_THROWSTONE, SC_STUN);
set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
add_sc(NPC_POISON, SC_POISON);
add_sc(NPC_BLINDATTACK, SC_BLIND);
add_sc(NPC_SILENCEATTACK, SC_SILENCE);
add_sc(NPC_STUNATTACK, SC_STUN);
add_sc(NPC_PETRIFYATTACK, SC_STONE);
add_sc(NPC_CURSEATTACK, SC_CURSE);
add_sc(NPC_SLEEPATTACK, SC_SLEEP);
set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
add_sc(NPC_DARKBLESSING, SC_COMA);
set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
add_sc(NPC_DEFENDER, SC_ARMOR);
add_sc(NPC_LICK, SC_STUN);
set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
add_sc(NPC_REBIRTH, SC_KAIZEL);
add_sc(RG_RAID, SC_STUN);
set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
add_sc(AM_ACIDTERROR, SC_BLEEDING);
set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
add_sc(CR_SHIELDCHARGE, SC_STUN);
set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
add_sc(CR_HOLYCROSS, SC_BLIND);
add_sc(CR_GRANDCROSS, SC_BLIND);
set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
add_sc(MO_BLADESTOP, SC_BLADESTOP);
set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
add_sc(SA_MAGICROD, SC_MAGICROD);
set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
add_sc(SA_REVERSEORCISH, SC_ORCISH);
add_sc(SA_COMA, SC_COMA);
set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
add_sc(BD_INTOABYSS, SC_INTOABYSS);
set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
add_sc(BA_FROSTJOKE, SC_FREEZE);
set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
add_sc(DC_SCREAM, SC_STUN);
set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
add_sc(NPC_DARKCROSS, SC_BLIND);
add_sc(NPC_GRANDDARKNESS, SC_BLIND);
add_sc(NPC_STOP, SC_STOP);
set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
set_sc(NPC_CHANGEUNDEAD, SC_CHANGEUNDEAD, SI_UNDEAD, SCB_DEF_ELE);
set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_AGI);
add_sc(NPC_INVISIBLE, SC_CLOAKING);
set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
add_sc(HP_BASILICA, SC_BASILICA);
set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
add_sc(PA_SACRIFICE, SC_SACRIFICE);
set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
add_sc(PA_GOSPEL, SC_SCRESIST);
add_sc(CH_TIGERFIST, SC_STOP);
set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
add_sc(LK_SPIRALPIERCE, SC_STOP);
add_sc(LK_HEADCRUSH, SC_BLEEDING);
set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
add_sc(HW_NAPALMVULCAN, SC_CURSE);
set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
add_sc(PF_MEMORIZE, SC_MEMORIZE);
add_sc(PF_FOGWALL, SC_FOGWALL);
set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
add_sc(WE_BABY, SC_BABY);
set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
add_sc(TK_DOWNKICK, SC_STUN);
set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
add_sc(SG_MOON_WARM, SC_WARM);
add_sc(SG_STAR_WARM, SC_WARM);
set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
add_sc(SG_FRIEND, SC_SKILLRATE_UP);
set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
add_sc(SL_STUN, SC_STUN);
set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
add_sc(WS_CARTTERMINATION, SC_STUN);
set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
add_sc(CG_HERMODE, SC_HERMODE);
set_sc(ITEM_ENCHANTARMS, SC_ENCHANTARMS, SI_BLANK, SCB_ATK_ELE);
set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
add_sc(GS_CRACKER, SC_STUN);
add_sc(GS_DISARM, SC_STRIPWEAPON);
add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
add_sc(MO_BALKYOUNG, SC_STUN);
add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
//Status that don't have a skill associated.
StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
//This seems wrong as it sets the same icon to all skills that change your
//element, but alas, all of them are mob-target only with the exception of
//NPC_CHANGEUNDEAD, so this should be alright. [Skotlex]
StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
//Other SC which are not necessarily associated to skills.
StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
if (!battle_config.display_hallucination) //Disable Hallucination.
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}
int SkillStatusChangeTable(int skill)
{
int sk = skill;
if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
else
if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
if (sk < 0 || sk >= MAX_SKILL) {
if (battle_config.error_log)
ShowError("add_sc: Unsupported skill id %d\n", skill);
return -1;
}
return SkillStatusChangeTableArray[sk];
}
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
static void initDummyData(void) {
memset(&dummy_status, 0, sizeof(dummy_status));
dummy_status.hp =
dummy_status.max_hp =
dummy_status.max_sp =
dummy_status.str =
dummy_status.agi =
dummy_status.vit =
dummy_status.int_ =
dummy_status.dex =
dummy_status.luk =
dummy_status.hit = 1;
dummy_status.speed = 2000;
dummy_status.adelay = 4000;
dummy_status.amotion = 2000;
dummy_status.dmotion = 2000;
dummy_status.ele_lv = 1; //Min elemental level.
dummy_status.mode = MD_CANMOVE;
}
/*==========================================
* ���B�{�[�i�X
*------------------------------------------
*/
int status_getrefinebonus(int lv,int type)
{
if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
return refinebonus[lv][type];
return 0;
}
//Sets HP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display
//on players) It will always succeed (overrides Berserk block), but it can't kill.
int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
{
struct status_data *status;
if (hp < 1) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (hp > status->max_hp) hp = status->max_hp;
if (hp == status->hp) return 0;
if (hp > status->hp)
return status_heal(bl, hp - status->hp, 0, 1|flag);
return status_zap(bl, status->hp - hp, 0);
}
//Sets SP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display
//on players)
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
{
struct status_data *status;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (sp > status->max_sp) sp = status->max_sp;
if (sp == status->sp) return 0;
if (sp > status->sp)
return status_heal(bl, 0, sp - status->sp, 1|flag);
return status_zap(bl, 0, status->sp - sp);
}
//Inflicts damage on the target with the according walkdelay.
//If flag&1, damage is passive and does not triggers cancelling status changes.
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
struct status_data *status;
struct status_change *sc;
if(sp && !(target->type&BL_CONSUME))
sp = 0; //Not a valid SP target.
if (hp < 0) { //Assume absorbed damage.
status_heal(target, -hp, 0, 1);
hp = 0;
}
if (sp < 0) {
status_heal(target, 0, -sp, 1);
sp = 0;
}
if (!hp && !sp)
return 0;
if (target->type == BL_SKILL)
return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
status = status_get_status_data(target);
if (status == &dummy_status || !status->hp)
return 0; //Invalid targets: no damage or dead
// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
// if (!target->prev && !(flag&2))
// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
sc = status_get_sc(target);
if (sc && !sc->count)
sc = NULL;
if (hp && !(flag&1)) {
if (sc) {
if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
{ //Devotion prevents any of the other ailments from ending.
struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
{
clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
status_fix_damage(NULL, &sd2->bl, hp, 0);
return 0;
}
status_change_end(target, SC_DEVOTION, -1);
}
if (sc->data[SC_FREEZE].timer != -1)
status_change_end(target,SC_FREEZE,-1);
if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
status_change_end(target,SC_STONE,-1);
if (sc->data[SC_SLEEP].timer != -1)
status_change_end(target,SC_SLEEP,-1);
if (sc->data[SC_WINKCHARM].timer != -1)
status_change_end(target,SC_WINKCHARM,-1);
if (sc->data[SC_CONFUSION].timer != -1)
status_change_end(target, SC_CONFUSION, -1);
if (sc->data[SC_TRICKDEAD].timer != -1)
status_change_end(target, SC_TRICKDEAD, -1);
if (sc->data[SC_HIDING].timer != -1)
status_change_end(target, SC_HIDING, -1);
if (sc->data[SC_CLOAKING].timer != -1)
status_change_end(target, SC_CLOAKING, -1);
if (sc->data[SC_CHASEWALK].timer != -1)
status_change_end(target, SC_CHASEWALK, -1);
if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
//Endure count is only reduced by non-players on non-gvg maps.
//val4 signals infinite endure. [Skotlex]
if (src && src->type != BL_PC && !map_flag_gvg(target->m)
&& --(sc->data[SC_ENDURE].val2) < 0)
status_change_end(target, SC_ENDURE, -1);
}
if (sc->data[SC_GRAVITATION].timer != -1 &&
sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
if (sg) {
skill_delunitgroup(target,sg, 0);
sc->data[SC_GRAVITATION].val4 = 0;
status_change_end(target, SC_GRAVITATION, -1);
}
}
if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2)
skill_stop_dancing(target);
}
unit_skillcastcancel(target, 2);
}
if ((unsigned int)hp >= status->hp) {
if (flag&2) return 0;
hp = status->hp;
}
if ((unsigned int)sp > status->sp) {
if (flag&2) return 0;
sp = status->sp;
}
status->hp-= hp;
status->sp-= sp;
if (sc && hp && status->hp) {
if (sc->data[SC_AUTOBERSERK].timer != -1 &&
(sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
status->hp < status->max_hp>>2)
sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
if (sc->data[SC_BERSERK].timer != -1 &&
status->hp <= 100)
status_change_end(target, SC_BERSERK, -1);
}
switch (target->type)
{
case BL_MOB:
mob_damage((TBL_MOB*)target, src, hp);
break;
case BL_PC:
pc_damage((TBL_PC*)target,src,hp,sp);
break;
case BL_HOM:
merc_damage((TBL_HOM*)target,src,hp,sp);
}
if (status->hp)
{ //Still lives!
if (walkdelay)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
return hp+sp;
}
status->hp = 1; //To let the dead function cast skills and all that.
//NOTE: These dead functions should return: [Skotlex]
//0: Death cancelled, auto-revived.
//Non-zero: Standard death. Clear status, cancel move/attack, etc
//&2: Also remove object from map.
//&4: Also delete object from memory.
switch (target->type)
{
case BL_MOB:
flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
break;
case BL_PC:
flag = pc_dead((TBL_PC*)target,src);
break;
case BL_HOM:
flag = merc_hom_dead((TBL_HOM*)target,src);
break;
default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
if(!flag) //Death cancelled.
return hp+sp;
//Normal death
status->hp = 0;
if (battle_config.clear_unit_ondeath &&
battle_config.clear_unit_ondeath&target->type)
skill_clear_unitgroup(target);
status_change_clear(target,0);
if(target->type&BL_REGEN)
{ //Reset regen ticks.
struct regen_data *regen = status_get_regen_data(target);
if (regen) {
memset(®en->tick, 0, sizeof(regen->tick));
if (regen->sregen)
memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
if (regen->ssregen)
memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
}
}
if(flag&4) //Delete from memory. (also invokes map removal code)
unit_free(target,1);
else
if(flag&2) //remove from map
unit_remove_map(target,1);
else
{ //Some death states that would normally be handled by unit_remove_map
unit_stop_attack(target);
unit_stop_walking(target,0);
unit_skillcastcancel(target,0);
clif_clearchar_area(target,1);
skill_unit_move(target,gettick(),4);
skill_cleartimerskill(target);
}
return hp+sp;
}
//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
//If flag&2, when the player is healed, show the HP/SP heal effect.
int status_heal(struct block_list *bl,int hp,int sp, int flag)
{
struct status_data *status;
struct status_change *sc;
status = status_get_status_data(bl);
if (status == &dummy_status || !status->hp)
return 0;
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
if (hp < 0) {
status_damage(NULL, bl, -hp, 0, 0, 1);
hp = 0;
}
if(hp) {
if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
hp = 0;
if((unsigned int)hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
}
if(sp < 0) {
status_damage(NULL, bl, 0, -sp, 0, 1);
sp = 0;
}
if(sp) {
if((unsigned int)sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
}
if(!sp && !hp) return 0;
status->hp+= hp;
status->sp+= sp;
if(hp && sc &&
sc->data[SC_AUTOBERSERK].timer != -1 &&
sc->data[SC_PROVOKE].timer!=-1 &&
sc->data[SC_PROVOKE].val2==1 &&
status->hp>=status->max_hp>>2
) //End auto berserk.
status_change_end(bl,SC_PROVOKE,-1);
switch(bl->type) {
case BL_MOB:
mob_heal((TBL_MOB*)bl,hp);
break;
case BL_PC:
pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
break;
case BL_HOM:
merc_hom_heal((TBL_HOM*)bl,hp,sp);
break;
}
return hp+sp;
}
//Does percentual non-flinching damage/heal. If mob is killed this way,
//no exp/drops will be awarded if there is no src (or src is target)
//If rates are > 0, percent is of current HP/SP
//If rates are < 0, percent is of max HP/SP
//If flag, this is heal, otherwise it is damage.
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
{
struct status_data *status;
unsigned int hp =0, sp = 0;
status = status_get_status_data(target);
//Change the equation when the values are high enough to discard the
//imprecision in exchange of overflow protection [Skotlex]
//Also add 100% checks since those are the most used cases where we don't
//want aproximation errors.
if (hp_rate > 99)
hp = status->hp;
else if (hp_rate > 0)
hp = status->hp>10000?
hp_rate*(status->hp/100):
(hp_rate*status->hp)/100;
else if (hp_rate < -99)
hp = status->max_hp;
else if (hp_rate < 0)
hp = status->max_hp>10000?
(-hp_rate)*(status->max_hp/100):
(-hp_rate*status->max_hp)/100;
if (hp_rate && !hp)
hp = 1;
//Should be safe to not do overflow protection here, noone should have
//millions upon millions of SP
if (sp_rate > 99)
sp = status->sp;
else if (sp_rate > 0)
sp = (sp_rate*status->sp)/100;
else if (sp_rate < -99)
sp = status->max_sp;
else if (sp_rate < 0)
sp = (-sp_rate)*status->max_sp/100;
if (sp_rate && !sp)
sp = 1;
//Ugly check in case damage dealt is too much for the received args of
//status_heal / status_damage. [Skotlex]
if (hp > INT_MAX) {
hp -= INT_MAX;
if (flag)
status_heal(target, INT_MAX, 0, 0);
else
status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
}
if (sp > INT_MAX) {
sp -= INT_MAX;
if (flag)
status_heal(target, 0, INT_MAX, 0);
else
status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
}
if (flag) return status_heal(target, hp, sp, 0);
return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
}
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
struct status_data *status;
unsigned int hp, sp;
if (!status_isdead(bl)) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0; //Invalid target.
hp = status->max_hp * per_hp/100;
sp = status->max_sp * per_sp/100;
if(hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
else if (per_hp && !hp)
hp = 1;
if(sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
else if (per_sp && !sp)
sp = 1;
status->hp += hp;
status->sp += sp;
if (bl->prev) //Animation only if character is already on a map.
clif_resurrection(bl, 1);
switch (bl->type) {
case BL_MOB:
mob_revive((TBL_MOB*)bl, hp);
break;
case BL_PC:
pc_revive((TBL_PC*)bl, hp, sp);
break;
case BL_HOM: //[orn]
merc_hom_revive((TBL_HOM*)bl, hp, sp);
break;
}
return 1;
}
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag:
* 0 - Trying to use skill on target.
* 1 - Cast bar is done.
* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
*------------------------------------------
*/
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
{
struct status_data *status;
struct status_change *sc=NULL, *tsc;
int hide_flag;
status = src?status_get_status_data(src):&dummy_status;
if (src && status_isdead(src))
return 0;
if (!skill_num) { //Normal attack checks.
if (!(status->mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
//Dead state is not checked for skills as some skills can be used
//on dead characters, said checks are left to skill.c [Skotlex]
if (target && status_isdead(target))
return 0;
}
if (skill_num == PA_PRESSURE && flag && target) {
//Gloria Avoids pretty much everything....
tsc = status_get_sc(target);
if(tsc && tsc->option&OPTION_HIDE)
return 0;
return 1;
}
if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
(target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
&& !(status->mode&MD_BOSS))
{ //Basilica Check
if (!skill_num) return 0;
hide_flag = skill_get_inf(skill_num);
if (hide_flag&INF_ATTACK_SKILL)
return 0;
if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
return 0;
}
if (src) sc = status_get_sc(src);
if(sc && sc->count)
{
if(sc->opt1 >0)
{ //Stuned/Frozen/etc
if (flag != 1) //Can't cast, casted stuff can't damage.
return 0;
if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
return 0; //Targetted spells can't come off.
}
if (
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
// || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) //Official sites say it blocks attack/skill usage, ingame proof says it does not.
)
return 0;
if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
{ //Prevents skill usage
clif_emotion(src, 3);
return 0;
}
if (sc->data[SC_BLADESTOP].timer != -1) {
switch (sc->data[SC_BLADESTOP].val1)
{
case 5: if (skill_num == MO_EXTREMITYFIST) break;
case 4: if (skill_num == MO_CHAINCOMBO) break;
case 3: if (skill_num == MO_INVESTIGATE) break;
case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
default: return 0;
}
}
if (sc->data[SC_DANCING].timer != -1 && flag!=2)
{
if(sc->data[SC_LONGING].timer != -1)
{ //Allow everything except dancing/re-dancing. [Skotlex]
if (skill_num == BD_ENCORE ||
skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
)
return 0;
} else
if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
&& skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
return 0;
if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_num && //Do not block item-casted skills.
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
) { //Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->data[SC_SILENCE].timer != -1 ||
(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
sc->data[SC_STEELBODY].timer != -1 ||
sc->data[SC_BERSERK].timer != -1
))
return 0;
//Skill blocking.
if (
(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
(sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
)
return 0;
}
}
if (sc && sc->option)
{
if (sc->option&OPTION_HIDE)
switch (skill_num) { //Usable skills while hiding.
case TF_HIDING:
case AS_GRIMTOOTH:
case RG_BACKSTAP:
case RG_RAID:
case NJ_SHADOWJUMP:
case NJ_KIRIKAGE:
break;
default:
//Non players can use all skills while hidden.
if (!skill_num || src->type == BL_PC)
return 0;
}
if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
return 0;
}
if (target == NULL || target == src) //No further checking needed.
return 1;
tsc = status_get_sc(target);
if(tsc && tsc->count)
{
if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
return 0;
if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
&& tsc->data[SC_FREEZE].timer != -1)
return 0;
if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
return 0;
}
//If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
//You cannot hide from ground skills.
if(skill_get_pl(skill_num,1) == ELE_EARTH) //TODO: Need Skill Lv here :/
hide_flag &= ~OPTION_HIDE;
switch (target->type)
{
case BL_PC:
{
struct map_session_data *sd = (TBL_PC*) target;
if (pc_isinvisible(sd))
return 0;
if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
(sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
return 0;
}
break;
case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
if (status->mode&MD_LOOTER)
return 1;
return 0;
case BL_HOM:
//Can't use support skills on homun (only master/self can)
//Placed here instead of battle_check_target because support skill
//invocations don't call that function.
if (skill_num && battle_config.hom_setting&0x1 &&
skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
battle_get_master(target) != src)
return 0;
default:
//Check for chase-walk/hiding/cloaking opponents.
if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
return 0;
}
return 1;
}
//Checks whether the source can see and chase target.
int status_check_visibility(struct block_list *src, struct block_list *target)
{
int view_range;
struct status_data* status = status_get_status_data(src);
struct status_change* tsc = status_get_sc(target);
switch (src->type) {
case BL_MOB:
view_range = ((TBL_MOB*)src)->min_chase;
break;
case BL_PET:
view_range = ((TBL_PET*)src)->db->range2;
break;
default:
view_range = AREA_SIZE;
}
if (src->m != target->m || !check_distance_bl(src, target, view_range))
return 0;
switch (target->type)
{ //Check for chase-walk/hiding/cloaking opponents.
case BL_PC:
if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
!(status->mode&MD_BOSS) &&
(
((TBL_PC*)target)->special_state.perfect_hiding ||
!(status->mode&MD_DETECTOR)
))
return 0;
break;
default:
if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
!(status->mode&(MD_BOSS|MD_DETECTOR)))
return 0;
}
return 1;
}
void status_calc_bl(struct block_list *bl, unsigned long flag);
static int status_base_atk(struct block_list *bl, struct status_data *status)
{
int flag = 0, str, dex, dstr;
if(!(bl->type&battle_config.enable_baseatk))
return 0;
if (bl->type == BL_PC)
switch(((TBL_PC*)bl)->status.weapon){
case W_BOW:
case W_MUSICAL:
case W_WHIP:
case W_REVOLVER:
case W_RIFLE:
case W_SHOTGUN:
case W_GATLING:
case W_GRENADE:
flag = 1;
}
if (flag) {
str = status->dex;
dex = status->str;
} else {
str = status->str;
dex = status->dex;
}
//Normally only players have base-atk, but homunc have a different batk
// equation, hinting that perhaps non-players should use this for batk.
// [Skotlex]
dstr = str/10;
str += dstr*dstr;
if (bl->type == BL_PC)
str+= dex/5 + status->luk/5;
return str;
}
#define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
#define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
//Fills in the misc data that can be calculated from the other status info (except for level)
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
{
//Non players get the value set, players need to stack with previous bonuses.
if (bl->type != BL_PC)
status->batk =
status->hit = status->flee =
status->def2 = status->mdef2 =
status->cri = status->flee2 = 0;
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
status->hit += level + status->dex;
status->flee += level + status->agi;
status->def2 += status->vit;
status->mdef2 += status->int_ + (status->vit>>1);
if (bl->type&battle_config.enable_critical)
status->cri += status->luk*3 + 10;
else
status->cri = 0;
if (bl->type&battle_config.enable_perfect_flee)
status->flee2 += status->luk + 10;
else
status->flee2 = 0;
status->batk += status_base_atk(bl, status);
if (status->cri)
switch (bl->type) {
case BL_MOB:
if(battle_config.mob_critical_rate != 100)
status->cri = status->cri*battle_config.mob_critical_rate/100;
if(!status->cri && battle_config.mob_critical_rate)
status->cri = 10;
break;
case BL_PC:
//Players don't have a critical adjustment setting as of yet.
break;
default:
if(battle_config.critical_rate != 100)
status->cri = status->cri*battle_config.critical_rate/100;
if (!status->cri && battle_config.critical_rate)
status->cri = 10;
}
if(bl->type&BL_REGEN)
status_calc_regen(bl, status, status_get_regen_data(bl));
}
//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
//first&2: Class-change invoked.
int status_calc_mob(struct mob_data* md, int first)
{
struct status_data *status;
struct block_list *mbl = NULL;
int flag=0;
if(first)
{ //Set basic level on respawn.
if (md->spawn && !(first&2))
md->level = md->spawn->level;
else
md->level = md->db->lv; // [Valaris]
}
//Check if we need custom base-status
if (battle_config.mobs_level_up && md->level > md->db->lv)
flag|=1;
if (md->special_state.size)
flag|=2;
if (md->guardian_data && md->guardian_data->guardup_lv)
flag|=4;
if (battle_config.slaves_inherit_speed && md->master_id)
flag|=8;
if (md->master_id && md->special_state.ai>1)
flag|=16;
if (!flag)
{ //No special status required.
if (md->base_status) {
aFree(md->base_status);
md->base_status = NULL;
}
if(first)
memcpy(&md->status, &md->db->status, sizeof(struct status_data));
return 0;
}
if (!md->base_status)
md->base_status = aCalloc(1, sizeof(struct status_data));
status = md->base_status;
memcpy(status, &md->db->status, sizeof(struct status_data));
if (flag&(8|16))
mbl = map_id2bl(md->master_id);
if (flag&8 && mbl) {
struct status_data *mstatus = status_get_base_status(mbl);
if (mstatus &&
battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
status->speed = mstatus->speed;
}
if (flag&16 && mbl)
{ //Max HP setting from Summon Flora/marine Sphere
struct unit_data *ud = unit_bl2ud(mbl);
//Remove special AI when this is used by regular mobs.
if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
md->special_state.ai = 0;
if (ud)
{ // different levels of HP according to skill level
if (ud->skillid == AM_SPHEREMINE) {
status->max_hp = 2000 + 400*ud->skilllv;
} else { //AM_CANNIBALIZE
status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
status->hp = status->max_hp;
}
}
if (flag&1)
{ // increase from mobs leveling up [Valaris]
int diff = md->level - md->db->lv;
status->str+= diff;
status->agi+= diff;
status->vit+= diff;
status->int_+= diff;
status->dex+= diff;
status->luk+= diff;
status->max_hp += diff*status->vit;
status->max_sp += diff*status->int_;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->speed -= diff;
}
if (flag&2)
{ // change for sized monsters [Valaris]
if (md->special_state.size==1) {
status->max_hp>>=1;
status->max_sp>>=1;
if (!status->max_hp) status->max_hp = 1;
if (!status->max_sp) status->max_sp = 1;
status->hp=status->max_hp;
status->sp=status->max_sp;
status->str>>=1;
status->agi>>=1;
status->vit>>=1;
status->int_>>=1;
status->dex>>=1;
status->luk>>=1;
if (!status->str) status->str = 1;
if (!status->agi) status->agi = 1;
if (!status->vit) status->vit = 1;
if (!status->int_) status->int_ = 1;
if (!status->dex) status->dex = 1;
if (!status->luk) status->luk = 1;
} else if (md->special_state.size==2) {
status->max_hp<<=1;
status->max_sp<<=1;
status->hp=status->max_hp;
status->sp=status->max_sp;
status->str<<=1;
status->agi<<=1;
status->vit<<=1;
status->int_<<=1;
status->dex<<=1;
status->luk<<=1;
}
}
status_calc_misc(&md->bl, status, md->level);
if(flag&4)
{ // Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
gc=guild_mapname2gc(map[md->bl.m].name);
if (!gc)
ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
else {
status->max_hp += 2000 * gc->defense;
status->max_sp += 200 * gc->defense;
if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
status->hp = gc->guardian[md->guardian_data->number].hp;
else //Emperium
status->hp = status->max_hp;
status->sp = status->max_sp;
}
status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
status->aspd_rate -= 100*md->guardian_data->guardup_lv;
}
//Initial battle status
if (!first)
status_calc_bl(&md->bl, SCB_ALL);
else
memcpy(&md->status, status, sizeof(struct status_data));
return 1;
}
//Skotlex: Calculates the stats of the given pet.
int status_calc_pet(struct pet_data *pd, int first)
{
nullpo_retr(0, pd);
if (first) {
memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
pd->status.speed = pd->petDB->speed;
}
if (battle_config.pet_lv_rate && pd->msd)
{
struct map_session_data *sd = pd->msd;
int lv;
lv =sd->status.base_level*battle_config.pet_lv_rate/100;
if (lv < 0)
lv = 1;
if (lv != pd->pet.level || first)
{
struct status_data *bstat = &pd->db->status, *status = &pd->status;
pd->pet.level = lv;
if (!first) //Lv Up animation
clif_misceffect(&pd->bl, 0);
status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
status->str = (bstat->str*lv)/pd->db->lv;
status->agi = (bstat->agi*lv)/pd->db->lv;
status->vit = (bstat->vit*lv)/pd->db->lv;
status->int_ = (bstat->int_*lv)/pd->db->lv;
status->dex = (bstat->dex*lv)/pd->db->lv;
status->luk = (bstat->luk*lv)/pd->db->lv;
status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
status->str = cap_value(status->str,1,battle_config.pet_max_stats);
status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
status_calc_misc(&pd->bl, &pd->status, lv);
if (!first) //Not done the first time because the pet is not visible yet
clif_send_petstatus(sd);
}
} else if (first) {
status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
pd->pet.level = pd->db->lv;
}
//Support rate modifier (1000 = 100%)
pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
if(battle_config.pet_support_rate != 100)
pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
return 1;
}
static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
{
unsigned int val;
val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
+ hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
* (100 + status->vit)/100 + sd->param_equip[2];
if (sd->class_&JOBL_UPPER)
val += val * 25/100;
else if (sd->class_&JOBL_BABY)
val -= val * 30/100;
if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA ||
(sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
val += 100; //Since their HP can't be approximated well enough without this.
if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
val *= 3; //Triple max HP for top ranking Taekwons over level 90.
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
sd->status.base_level >= 99)
val += 2000;
return val;
}
static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
unsigned int val;
val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
* (100 + status->int_)/100 + sd->param_equip[3];
if (sd->class_&JOBL_UPPER)
val += val * 25/100;
else if (sd->class_&JOBL_BABY)
val -= val * 30/100;
if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
val *= 3; //Triple max SP for top ranking Taekwons over level 90.
return val;
}
//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
int status_calc_pc(struct map_session_data* sd,int first)
{
static int calculating = 0; //Check for recursive call preemption. [Skotlex]
struct status_data b_status, *status;
struct weapon_atk b_lhw;
struct skill b_skill[MAX_SKILL];
int b_weight,b_max_weight;
int i,index;
int skill,refinedef=0;
if(!sd->state.auth && !(first&1)) //Shouldn't invoke yet until player is done loading.
return -1;
if (++calculating > 10) //Too many recursive calls!
return -1;
memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
b_status.lhw = &b_lhw;
memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
b_weight = sd->weight;
b_max_weight = sd->max_weight;
pc_calc_skilltree(sd); // �X�L���c��?�̌v�Z
sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
if(first&1) {
//Load Hp/SP from char-received data.
sd->battle_status.hp = sd->status.hp;
sd->battle_status.sp = sd->status.sp;
sd->battle_status.lhw = &sd->battle_lhw;
sd->base_status.lhw = &sd->base_lhw;
sd->regen.sregen = &sd->sregen;
sd->regen.ssregen = &sd->ssregen;
sd->weight=0;
for(i=0;i<MAX_INVENTORY;i++){
if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
continue;
sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
}
sd->cart_max_weight=battle_config.max_cart_weight;
sd->cart_weight=0;
sd->cart_max_num=MAX_CART;
sd->cart_num=0;
for(i=0;i<MAX_CART;i++){
if(sd->status.cart[i].nameid==0)
continue;
sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
sd->cart_num++;
}
}
status = &sd->base_status;
// these are not zeroed. [zzo]
sd->hprate=100;
sd->sprate=100;
sd->castrate=100;
sd->delayrate=100;
sd->dsprate=100;
sd->speed_rate = 100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->atk_rate = sd->matk_rate = 100;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->regen.state.block = 0;
// zeroed arays, order follows the order in map.h.
// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ sizeof(sd->param_equip)
+ sizeof(sd->subele)
+ sizeof(sd->subrace)
+ sizeof(sd->subrace2)
+ sizeof(sd->subsize)
+ sizeof(sd->reseff)
+ sizeof(sd->weapon_coma_ele)
+ sizeof(sd->weapon_coma_race)
+ sizeof(sd->weapon_atk)
+ sizeof(sd->weapon_atk_rate)
+ sizeof(sd->arrow_addele)
+ sizeof(sd->arrow_addrace)
+ sizeof(sd->arrow_addsize)
+ sizeof(sd->magic_addele)
+ sizeof(sd->magic_addrace)
+ sizeof(sd->magic_addsize)
+ sizeof(sd->critaddrace)
+ sizeof(sd->expaddrace)
+ sizeof(sd->itemgrouphealrate)
+ sizeof(sd->sp_gain_race)
);
memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
if (sd->special_state.intravision) //Clear status change.
clif_status_load(&sd->bl, SI_INTRAVISION, 0);
memset(&sd->special_state,0,sizeof(sd->special_state));
memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
memset(status->lhw, 0, sizeof(struct weapon_atk));
//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
status->speed = DEFAULT_WALK_SPEED;
//Give them all modes except these (useful for clones)
status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
status->size = (sd->class_&JOBL_BABY)?0:1;
if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
if (sd->class_&JOBL_BABY) {
if (battle_config.character_size&2)
status->size++;
} else
if(battle_config.character_size&1)
status->size++;
}
status->aspd_rate = 1000;
status->ele_lv = 1;
status->race = RC_DEMIHUMAN;
//zero up structures...
memset(&sd->autospell,0,sizeof(sd->autospell)
+ sizeof(sd->autospell2)
+ sizeof(sd->addeff)
+ sizeof(sd->addeff2)
+ sizeof(sd->skillatk)
+ sizeof(sd->skillblown)
+ sizeof(sd->add_def)
+ sizeof(sd->add_mdef)
+ sizeof(sd->add_dmg)
+ sizeof(sd->add_mdmg)
+ sizeof(sd->add_drop)
+ sizeof(sd->itemhealrate)
);
// vars zeroing. ints, shorts, chars. in that order.
memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
+ sizeof(sd->arrow_ele)
+ sizeof(sd->arrow_cri)
+ sizeof(sd->arrow_hit)
+ sizeof(sd->nsshealhp)
+ sizeof(sd->nsshealsp)
+ sizeof(sd->critical_def)
+ sizeof(sd->double_rate)
+ sizeof(sd->long_attack_atk_rate)
+ sizeof(sd->near_attack_def_rate)
+ sizeof(sd->long_attack_def_rate)
+ sizeof(sd->magic_def_rate)
+ sizeof(sd->misc_def_rate)
+ sizeof(sd->ignore_mdef_ele)
+ sizeof(sd->ignore_mdef_race)
+ sizeof(sd->perfect_hit)
+ sizeof(sd->perfect_hit_add)
+ sizeof(sd->get_zeny_rate)
+ sizeof(sd->get_zeny_num)
+ sizeof(sd->double_add_rate)
+ sizeof(sd->short_weapon_damage_return)
+ sizeof(sd->long_weapon_damage_return)
+ sizeof(sd->magic_damage_return)
+ sizeof(sd->random_attack_increase_add)
+ sizeof(sd->random_attack_increase_per)
+ sizeof(sd->break_weapon_rate)
+ sizeof(sd->break_armor_rate)
+ sizeof(sd->crit_atk_rate)
+ sizeof(sd->hp_loss_rate)
+ sizeof(sd->sp_loss_rate)
+ sizeof(sd->classchange)
+ sizeof(sd->speed_add_rate)
+ sizeof(sd->aspd_add_rate)
+ sizeof(sd->setitem_hash)
+ sizeof(sd->setitem_hash2)
// shorts
+ sizeof(sd->splash_range)
+ sizeof(sd->splash_add_range)
+ sizeof(sd->add_steal_rate)
+ sizeof(sd->hp_loss_value)
+ sizeof(sd->sp_loss_value)
+ sizeof(sd->hp_loss_type)
+ sizeof(sd->hp_gain_value)
+ sizeof(sd->sp_gain_value)
+ sizeof(sd->sp_vanish_rate)
+ sizeof(sd->sp_vanish_per)
+ sizeof(sd->add_drop_count)
+ sizeof(sd->unbreakable)
+ sizeof(sd->unbreakable_equip)
+ sizeof(sd->unstripable_equip)
+ sizeof(sd->add_def_count)
+ sizeof(sd->add_mdef_count)
+ sizeof(sd->add_dmg_count)
+ sizeof(sd->add_mdmg_count)
);
// Parse equipment.
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(!sd->inventory_data[index])
continue;
status->def += sd->inventory_data[index]->def;
if(first&1 && sd->inventory_data[index]->equip_script)
{ //Execute equip-script on login
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
if(sd->inventory_data[index]->type == IT_WEAPON) {
int r,wlv = sd->inventory_data[index]->wlv;
struct weapon_data *wd;
struct weapon_atk *wa;
if (wlv >= MAX_REFINE_BONUS)
wlv = MAX_REFINE_BONUS - 1;
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
wd = &sd->left_weapon; // Left-hand weapon
wa = status->lhw;
} else {
wd = &sd->right_weapon;
wa = &status->rhw;
}
wa->atk += sd->inventory_data[index]->atk;
wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
wd->overrefine = r*refinebonus[wlv][1];
wa->range += sd->inventory_data[index]->range;
if(sd->inventory_data[index]->script) {
if (wd == &sd->left_weapon) {
sd->state.lr_flag = 1;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered this. [Skotlex]
return 1;
}
if(sd->status.inventory[index].card[0]==CARD0_FORGE)
{ // Forged weapon
wd->star += (sd->status.inventory[index].card[1]>>8);
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
wd->star += 10;
if (!wa->ele) //Do not overwrite element from previous bonuses.
wa->ele = (sd->status.inventory[index].card[1]&0x0f);
}
}
else if(sd->inventory_data[index]->type == IT_ARMOR) {
refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
if(sd->inventory_data[index]->script) {
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered this. [Skotlex]
return 1;
}
}
}
if(sd->equip_index[EQI_AMMO] >= 0){
index = sd->equip_index[EQI_AMMO];
if(sd->inventory_data[index]){ // Arrows
sd->arrow_atk += sd->inventory_data[index]->atk;
sd->state.lr_flag = 2;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
//Store equipment script bonuses
memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
status->def += (refinedef+50)/100;
//Parse Cards
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(sd->inventory_data[index]) {
int j,c;
struct item_data *data;
//Card script execution.
if(itemdb_isspecial(sd->status.inventory[index].card[0]))
continue;
for(j=0;j<sd->inventory_data[index]->slot;j++){
current_equip_card_id= c= sd->status.inventory[index].card[j];
if(!c)
continue;
data = itemdb_exists(c);
if(!data)
continue;
if(first&1 && data->equip_script)
{ //Execute equip-script on login
run_script(data->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
if(!data->script)
continue;
if(data->flag.no_equip) { //Card restriction checks.
if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
continue;
if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
continue;
if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
continue;
}
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
{ //Left hand status.
sd->state.lr_flag = 1;
run_script(data->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(data->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script his function. [Skotlex]
return 1;
}
}
}
if(sd->pd && battle_config.pet_status_support)
{ // Pet
struct pet_data *pd=sd->pd;
if(pd && pd->pet.intimate > 0 &&
(!battle_config.pet_equip_required || pd->pet.equip > 0) &&
pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
pc_bonus(sd,pd->bonus->type, pd->bonus->val);
}
//param_bonus now holds card bonuses.
if(status->rhw.range < 1) status->rhw.range = 1;
if(status->lhw->range < 1) status->lhw->range = 1;
if(status->rhw.range < status->lhw->range)
status->rhw.range = status->lhw->range;
sd->double_rate += sd->double_add_rate;
sd->perfect_hit += sd->perfect_hit_add;
sd->splash_range += sd->splash_add_range;
if(sd->aspd_add_rate)
status->aspd_rate += 10*sd->aspd_add_rate;
if(sd->speed_add_rate)
sd->speed_rate += sd->speed_add_rate;
// Damage modifiers from weapon type
sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
if(pc_isriding(sd) &&
(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
{ //When Riding with spear, damage modifier to mid-class becomes
//same as versus large size.
sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
}
// ----- STATS CALCULATION -----
// Job bonuses
for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
if(!job_bonus[sd->status.class_][i])
continue;
switch(job_bonus[sd->status.class_][i]) {
case 1:
status->str++;
break;
case 2:
status->agi++;
break;
case 3:
status->vit++;
break;
case 4:
status->int_++;
break;
case 5:
status->dex++;
break;
case 6:
status->luk++;
break;
}
}
// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
status->str += 10;
status->agi += 10;
status->vit += 10;
status->int_+= 10;
status->dex += 10;
status->luk += 10;
}
// Absolute modifiers from passive skills
if(pc_checkskill(sd,BS_HILTBINDING)>0)
status->str++;
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
status->int_ += (skill+1)/2; // +1 INT / 2 lv
if((skill=pc_checkskill(sd,AC_OWL))>0)
status->dex += skill;
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
status->str = cap_value(i,0,USHRT_MAX);
i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
status->agi = cap_value(i,0,USHRT_MAX);
i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
status->vit = cap_value(i,0,USHRT_MAX);
i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
status->int_ = cap_value(i,0,USHRT_MAX);
i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
status->dex = cap_value(i,0,USHRT_MAX);
i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
status->luk = cap_value(i,0,USHRT_MAX);
// ------ BASE ATTACK CALCULATION ------
// Base batk value is set on status_calc_misc
// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
status->batk += sd->weapon_atk[sd->status.weapon];
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
status->batk += 4;
// ----- HP MAX CALCULATION -----
// Basic MaxHP value
//We hold the standard Max HP here to make it faster to recalculate on vit changes.
sd->status.max_hp = status_base_pc_maxhp(sd,status);
status->max_hp += sd->status.max_hp;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,CR_TRUST))>0)
status->max_hp += skill*200;
// Apply relative modifiers from equipment
if(sd->hprate < 0)
sd->hprate = 0;
if(sd->hprate!=100)
status->max_hp = status->max_hp * sd->hprate/100;
if(battle_config.hp_rate != 100)
status->max_hp = status->max_hp * battle_config.hp_rate/100;
if(status->max_hp > (unsigned int)battle_config.max_hp)
status->max_hp = battle_config.max_hp;
else if(!status->max_hp)
status->max_hp = 1;
// ----- SP MAX CALCULATION -----
// Basic MaxSP value
sd->status.max_sp = status_base_pc_maxsp(sd,status);
status->max_sp += sd->status.max_sp;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,SL_KAINA))>0)
status->max_sp += 30*skill;
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
status->max_sp += status->max_sp * skill/100;
if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
status->max_sp += status->max_sp * 2*skill/100;
// Apply relative modifiers from equipment
if(sd->sprate < 0)
sd->sprate = 0;
if(sd->sprate!=100)
status->max_sp = status->max_sp * sd->sprate/100;
if(battle_config.sp_rate != 100)
status->max_sp = status->max_sp * battle_config.sp_rate/100;
if(status->max_sp > (unsigned int)battle_config.max_sp)
status->max_sp = battle_config.max_sp;
else if(!status->max_sp)
status->max_sp = 1;
// ----- RESPAWN HP/SP -----
//
//Calc respawn hp and store it on base_status
if (sd->special_state.restart_full_recover)
{
status->hp = status->max_hp;
status->sp = status->max_sp;
} else {
if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
&& battle_config.restart_hp_rate < 50)
status->hp=status->max_hp>>1;
else
status->hp=status->max_hp * battle_config.restart_hp_rate/100;
if(!status->hp)
status->hp = 1;
status->sp = status->max_sp * battle_config.restart_sp_rate /100;
}
// ----- MISC CALCULATION -----
status_calc_misc(&sd->bl, status, sd->status.base_level);
//Equipment modifiers for misc settings
if(sd->matk_rate < 0)
sd->matk_rate = 0;
if(sd->matk_rate != 100){
status->matk_max = status->matk_max * sd->matk_rate/100;
status->matk_min = status->matk_min * sd->matk_rate/100;
}
if(sd->hit_rate < 0)
sd->hit_rate = 0;
if(sd->hit_rate != 100)
status->hit = status->hit * sd->hit_rate/100;
if(sd->flee_rate < 0)
sd->flee_rate = 0;
if(sd->flee_rate != 100)
status->flee = status->flee * sd->flee_rate/100;
if(sd->def2_rate < 0)
sd->def2_rate = 0;
if(sd->def2_rate != 100)
status->def2 = status->def2 * sd->def2_rate/100;
if(sd->mdef2_rate < 0)
sd->mdef2_rate = 0;
if(sd->mdef2_rate != 100)
status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
if(sd->critical_rate < 0)
sd->critical_rate = 0;
if(sd->critical_rate != 100)
status->cri = status->cri * sd->critical_rate/100;
if(sd->flee2_rate < 0)
sd->flee2_rate = 0;
if(sd->flee2_rate != 100)
status->flee2 = status->flee2 * sd->flee2_rate/100;
// ----- HIT CALCULATION -----
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
status->hit += skill*2;
if((skill=pc_checkskill(sd,AC_VULTURE))>0){
status->hit += skill;
if(sd->status.weapon == W_BOW)
status->rhw.range += skill;
}
if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
{
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
status->hit += 2*skill;
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
status->hit += skill;
status->rhw.range += skill;
}
}
// ----- FLEE CALCULATION -----
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,TF_MISS))>0)
status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
if((skill=pc_checkskill(sd,MO_DODGE))>0)
status->flee += (skill*3)>>1;
// ----- EQUIPMENT-DEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->def_rate < 0)
sd->def_rate = 0;
if(sd->def_rate != 100) {
i = status->def * sd->def_rate/100;
status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
}
if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
{
status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
status->def = (unsigned char)battle_config.max_def;
}
// ----- EQUIPMENT-MDEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->mdef_rate < 0)
sd->mdef_rate = 0;
if(sd->mdef_rate != 100) {
i = status->mdef * sd->mdef_rate/100;
status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
}
if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
{
status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
status->mdef = (signed char)battle_config.max_def;
}
// ----- WALKING SPEED CALCULATION -----
if(sd->speed_rate < 0)
sd->speed_rate = 0;
if(sd->speed_rate != 100)
status->speed = status->speed*sd->speed_rate/100;
// Relative modifiers from passive skills
if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
status->speed -= status->speed * skill/100;
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
status->speed -= status->speed * 25/100;
if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
status->speed += status->speed * (100-10*skill)/100;
if(status->speed < battle_config.max_walk_speed)
status->speed = battle_config.max_walk_speed;
// ----- ASPD CALCULATION -----
// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
// Basic ASPD value
if (sd->status.weapon < MAX_WEAPON_TYPE)
i = (1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->status.weapon]/1000;
else
i = ((
(1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->weapontype1]/1000
)+(
(1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->weapontype2]/1000
)) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
status->amotion = cap_value(i,battle_config.max_aspd,2000);
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
status->aspd_rate -= 5*skill;
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
status->aspd_rate -= 30*skill;
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
status->aspd_rate -= ((skill+1)/2) * 10;
if(pc_isriding(sd))
status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
status->adelay = 2*status->amotion;
// ----- DMOTION -----
//
i = 800-status->agi*4;
status->dmotion = cap_value(i, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
// ----- MISC CALCULATIONS -----
// Weight
if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
sd->max_weight += 2000*skill;
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
sd->max_weight += 10000;
if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
sd->regen.state.walk = 1;
else
sd->regen.state.walk = 0;
// Skill SP cost
if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill;
if(sd->sc.count){
if(sd->sc.data[SC_SERVICE4U].timer!=-1)
sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
}
//Underflow protections.
if(sd->dsprate < 0)
sd->dsprate = 0;
if(sd->castrate < 0)
sd->castrate = 0;
if(sd->delayrate < 0)
sd->delayrate = 0;
if(sd->hprecov_rate < 0)
sd->hprecov_rate = 0;
if(sd->sprecov_rate < 0)
sd->sprecov_rate = 0;
// Anti-element and anti-race
if((skill=pc_checkskill(sd,CR_TRUST))>0)
sd->subele[6] += skill*5;
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[0] += skill;
sd->subele[3] += skill*4;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
skill = skill*4;
sd->right_weapon.addrace[RC_DRAGON]+=skill;
sd->left_weapon.addrace[RC_DRAGON]+=skill;
sd->magic_addrace[RC_DRAGON]+=skill;
sd->subrace[RC_DRAGON]+=skill;
}
if(sd->sc.count){
if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
{ //Update the card-bonus data
sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
}
if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
}
if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
}
}
status_cpy(&sd->battle_status, status);
status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
status = &sd->battle_status; //Need to compare versus this.
// ----- CLIENT-SIDE REFRESH -----
if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
clif_skillinfoblock(sd);
if(b_status.speed != status->speed)
clif_updatestatus(sd,SP_SPEED);
if(b_weight != sd->weight)
clif_updatestatus(sd,SP_WEIGHT);
if(b_max_weight != sd->max_weight) {
clif_updatestatus(sd,SP_MAXWEIGHT);
pc_updateweightstatus(sd);
}
if(b_status.str != status->str)
clif_updatestatus(sd,SP_STR);
if(b_status.agi != status->agi)
clif_updatestatus(sd,SP_AGI);
if(b_status.vit != status->vit)
clif_updatestatus(sd,SP_VIT);
if(b_status.int_ != status->int_)
clif_updatestatus(sd,SP_INT);
if(b_status.dex != status->dex)
clif_updatestatus(sd,SP_DEX);
if(b_status.luk != status->luk)
clif_updatestatus(sd,SP_LUK);
if(b_status.hit != status->hit)
clif_updatestatus(sd,SP_HIT);
if(b_status.flee != status->flee)
clif_updatestatus(sd,SP_FLEE1);
if(b_status.amotion != status->amotion)
clif_updatestatus(sd,SP_ASPD);
if(b_status.rhw.atk != status->rhw.atk ||
b_status.lhw->atk != status->lhw->atk ||
b_status.batk != status->batk)
clif_updatestatus(sd,SP_ATK1);
if(b_status.def != status->def)
clif_updatestatus(sd,SP_DEF1);
if(b_status.rhw.atk2 != status->rhw.atk2 ||
b_status.lhw->atk2 != status->lhw->atk2)
clif_updatestatus(sd,SP_ATK2);
if(b_status.def2 != status->def2)
clif_updatestatus(sd,SP_DEF2);
if(b_status.flee2 != status->flee2)
clif_updatestatus(sd,SP_FLEE2);
if(b_status.cri != status->cri)
clif_updatestatus(sd,SP_CRITICAL);
if(b_status.matk_max != status->matk_max)
clif_updatestatus(sd,SP_MATK1);
if(b_status.matk_min != status->matk_min)
clif_updatestatus(sd,SP_MATK2);
if(b_status.mdef != status->mdef)
clif_updatestatus(sd,SP_MDEF1);
if(b_status.mdef2 != status->mdef2)
clif_updatestatus(sd,SP_MDEF2);
if(b_status.rhw.range != status->rhw.range)
clif_updatestatus(sd,SP_ATTACKRANGE);
if(b_status.max_hp != status->max_hp)
clif_updatestatus(sd,SP_MAXHP);
if(b_status.max_sp != status->max_sp)
clif_updatestatus(sd,SP_MAXSP);
if(b_status.hp != status->hp)
clif_updatestatus(sd,SP_HP);
if(b_status.sp != status->sp)
clif_updatestatus(sd,SP_SP);
calculating = 0;
return 0;
}
int status_calc_homunculus(struct homun_data *hd, int first)
{
struct status_data b_status, *status;
struct s_homunculus *hom;
int skill;
memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
hom = &hd->homunculus;
status = &hd->base_status;
status->str = hom->str / 10;
status->agi = hom->agi / 10;
status->vit = hom->vit / 10;
status->dex = hom->dex / 10;
status->int_ = hom->int_ / 10;
status->luk = hom->luk / 10;
if (first) { //[orn]
status->def_ele = hd->homunculusDB->element;
status->ele_lv = 1;
status->race = hd->homunculusDB->race ;
status->size = hd->homunculusDB->size ;
status->rhw.range = 1 + status->size;
status->mode = MD_CANMOVE|MD_CANATTACK;
status->speed = DEFAULT_WALK_SPEED;
if (battle_config.hom_setting&0x8 && hd->master)
status->speed = status_get_speed(&hd->master->bl);
status->hp = 1;
status->sp = 1;
}
skill = hom->level/10 + status->vit/5;
status->def = cap_value(skill, 0, 99);
skill = hom->level/10 + status->int_/5;
status->mdef = cap_value(skill, 0, 99);
status->max_hp = hom->max_hp ;
status->max_sp = hom->max_sp ;
merc_hom_calc_skilltree(hd);
if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
status->def += skill * 4;
if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
{
status->int_ += 1 +skill/2 +skill/4 +skill/5;
status->str += 1 +skill/3 +skill/3 +skill/4;
}
if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
status->max_hp += skill * 2 * status->max_hp / 100;
if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
if (first) {
hd->battle_status.hp = hom->hp ;
hd->battle_status.sp = hom->sp ;
}
status->rhw.atk = status->dex;
status->rhw.atk2 = status->str + hom->level;
status->aspd_rate = 1000;
skill = (1000 -4*status->agi -status->dex)
*hd->homunculusDB->baseASPD/1000;
status->amotion = cap_value(skill,battle_config.max_aspd,2000);
status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
status_calc_misc(&hd->bl, status, hom->level);
status_cpy(&hd->battle_status, status);
status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
if (memcmp(&b_status, status, sizeof(struct status_data)))
clif_hominfo(hd->master,hd,0) ;
return 1;
}
static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static signed char status_calc_def(struct block_list *,struct status_change *,int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
struct map_session_data *sd;
int val, skill;
if (!(bl->type&BL_REGEN) || !regen)
return;
BL_CAST(BL_PC,bl,sd);
val = 1 + (status->vit/5) + (status->max_hp/200);
if (sd && sd->hprecov_rate != 100)
val = val*sd->hprecov_rate/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = 1 + (status->int_/6) + (status->max_sp/100);
if(status->int_ >= 120)
val += ((status->int_-120)>>1) + 4;
if(sd && sd->sprecov_rate != 100)
val = val*sd->sprecov_rate/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
if(sd)
{
struct regen_data_sub *sregen;
if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
//Only players have skill/sitting skill regen for now.
sregen = regen->sregen;
val = 0;
if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
val += skill*(5 + status->max_hp/500);
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
val += skill*(3 + status->max_sp/500);
if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
val += skill*(3 + status->max_sp/500);
sregen->sp = cap_value(val, 0, SHRT_MAX);
// Skill-related recovery (only when sit)
sregen = regen->ssregen;
val = 0;
if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
val += skill*(4 + status->max_hp/500);
if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
val += skill*(30 + status->max_hp/500);
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
{
val += skill*(3 + status->max_sp/500);
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
val += (30+10*skill)*val/100;
}
if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
val += skill*(2 + status->max_sp/500);
sregen->sp = cap_value(val, 0, SHRT_MAX);
}
if(bl->type==BL_HOM)
{
struct homun_data *hd = (TBL_HOM*)bl;
if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
{
val = regen->hp*(100+5*skill)/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
}
if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
}
}
//Calculates SC related regen rates.
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
{
if (!(bl->type&BL_REGEN) || !regen)
return;
regen->flag = RGN_HP|RGN_SP;
if(regen->sregen)
{
if (regen->sregen->hp)
regen->flag|=RGN_SHP;
if (regen->sregen->sp)
regen->flag|=RGN_SSP;
regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
}
if (regen->ssregen)
{
if (regen->ssregen->hp)
regen->flag|=RGN_SHP;
if (regen->ssregen->sp)
regen->flag|=RGN_SSP;
regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
}
regen->rate.hp = regen->rate.sp = 1;
if (!sc || !sc->count)
return;
if (
(sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
|| (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
|| sc->data[SC_BERSERK].timer != -1
|| sc->data[SC_TRICKDEAD].timer != -1
|| sc->data[SC_BLEEDING].timer != -1
) //No regen
regen->flag = 0;
if (
sc->data[SC_EXTREMITYFIST].timer != -1
|| sc->data[SC_DANCING].timer != -1
|| (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
&& (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
) //No natural SP regen
regen->flag &=~RGN_SP;
if(
sc->data[SC_TENSIONRELAX].timer!=-1
) {
regen->rate.hp += 2;
if (regen->sregen)
regen->sregen->rate.hp += 3;
}
if (sc->data[SC_MAGNIFICAT].timer != -1)
{
regen->rate.hp += 1;
regen->rate.sp += 1;
}
if (sc->data[SC_REGENERATION].timer != -1)
{
if (!sc->data[SC_REGENERATION].val4)
{
regen->rate.hp += sc->data[SC_REGENERATION].val2;
regen->rate.sp += sc->data[SC_REGENERATION].val3;
} else
regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
}
}
//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
{
struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
int skill;
if(flag&(SCB_MAXHP|SCB_VIT))
{
flag|=SCB_MAXHP; //Ensures client-side refresh
status->max_hp = status_base_pc_maxhp(sd,status);
status->max_hp += b_status->max_hp - sd->status.max_hp;
status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
if(status->max_hp > (unsigned int)battle_config.max_hp)
status->max_hp = battle_config.max_hp;
else if(!status->max_hp)
status->max_hp = 1;
if(status->hp > status->max_hp) {
status->hp = status->max_hp;
clif_updatestatus(sd,SP_HP);
}
}
if(flag&(SCB_MAXSP|SCB_INT))
{
flag|=SCB_MAXSP;
status->max_sp = status_base_pc_maxsp(sd,status);
status->max_sp += b_status->max_sp - sd->status.max_sp;
status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
if(status->max_sp > (unsigned int)battle_config.max_sp)
status->max_sp = battle_config.max_sp;
else if(!status->max_sp)
status->max_sp = 1;
if(status->sp > status->max_sp) {
status->sp = status->max_sp;
clif_updatestatus(sd,SP_SP);
}
}
if(flag&SCB_MATK) {
//New matk
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
//Bonuses from previous matk
if(sd->matk_rate != 100){
status->matk_max = status->matk_max * sd->matk_rate/100;
status->matk_min = status->matk_min * sd->matk_rate/100;
}
status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
}
}
if(flag&SCB_SPEED) {
if(status->speed < battle_config.max_walk_speed)
status->speed = battle_config.max_walk_speed;
if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
//Store casting walk speed for quick restoration. [Skotlex]
sd->prev_speed = status->speed * (175-5*skill)/100;
if(sd->ud.skilltimer != -1) { //Swap speed.
skill = status->speed;
status->speed = sd->prev_speed;
sd->prev_speed = skill;
}
}
}
if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
flag|=SCB_ASPD;
if (sd->status.weapon < MAX_WEAPON_TYPE)
skill = (1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->status.weapon]/1000;
else
skill = ((
(1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->weapontype1]/1000
)+(
(1000 -4*status->agi -status->dex)
*aspd_base[sd->status.class_][sd->weapontype2]/1000
)) *2/3;
status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
// Apply all relative modifiers
if(status->aspd_rate != 1000)
skill = skill *status->aspd_rate/1000;
status->amotion = cap_value(skill,battle_config.max_aspd,2000);
status->adelay = 2*status->amotion;
if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
//Store casting adelay for quick restoration. [Skotlex]
sd->prev_adelay = status->adelay*(150-5*skill)/100;
if(sd->ud.skilltimer != -1) { //Swap adelay.
skill = status->adelay;
status->adelay = sd->prev_adelay;
sd->prev_adelay = skill;
}
}
}
if(flag&(SCB_AGI|SCB_DSPD)) {
if (b_status->agi == status->agi)
status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
else {
skill = 800-status->agi*4;
status->dmotion = cap_value(skill, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
//It's safe to ignore b_status->dmotion since no bonus affects it.
status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
}
}
if(flag&SCB_SPEED) {
clif_updatestatus(sd,SP_SPEED);
if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
}
if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
status_calc_regen(&sd->bl, status, &sd->regen);
if(flag&SCB_REGEN)
status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
if (flag == SCB_ALL)
return; //Refresh is done on invoking function (status_calc_pc)
if(flag&SCB_STR)
clif_updatestatus(sd,SP_STR);
if(flag&SCB_AGI)
clif_updatestatus(sd,SP_AGI);
if(flag&SCB_VIT)
clif_updatestatus(sd,SP_VIT);
if(flag&SCB_INT)
clif_updatestatus(sd,SP_INT);
if(flag&SCB_DEX)
clif_updatestatus(sd,SP_DEX);
if(flag&SCB_LUK)
clif_updatestatus(sd,SP_LUK);
if(flag&SCB_HIT)
clif_updatestatus(sd,SP_HIT);
if(flag&SCB_FLEE)
clif_updatestatus(sd,SP_FLEE1);
if(flag&SCB_ASPD)
clif_updatestatus(sd,SP_ASPD);
if(flag&(SCB_BATK|SCB_WATK))
clif_updatestatus(sd,SP_ATK1);
if(flag&SCB_DEF)
clif_updatestatus(sd,SP_DEF1);
if(flag&SCB_WATK)
clif_updatestatus(sd,SP_ATK2);
if(flag&SCB_DEF2)
clif_updatestatus(sd,SP_DEF2);
if(flag&SCB_FLEE2)
clif_updatestatus(sd,SP_FLEE2);
if(flag&SCB_CRI)
clif_updatestatus(sd,SP_CRITICAL);
if(flag&SCB_MATK) {
clif_updatestatus(sd,SP_MATK1);
clif_updatestatus(sd,SP_MATK2);
}
if(flag&SCB_MDEF)
clif_updatestatus(sd,SP_MDEF1);
if(flag&SCB_MDEF2)
clif_updatestatus(sd,SP_MDEF2);
if(flag&SCB_RANGE)
clif_updatestatus(sd,SP_ATTACKRANGE);
if(flag&SCB_MAXHP)
clif_updatestatus(sd,SP_MAXHP);
if(flag&SCB_MAXSP)
clif_updatestatus(sd,SP_MAXSP);
}
//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
{
struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
struct status_change *sc = &hd->sc;
int skill = 0;
if(flag&(SCB_MAXHP|SCB_VIT))
{
flag|=SCB_MAXHP; //Ensures client-side refresh
// Apply relative modifiers from equipment
if(status->max_hp > (unsigned int)battle_config.max_hp)
status->max_hp = battle_config.max_hp;
else if(!status->max_hp)
status->max_hp = 1;
if(status->hp > status->max_hp)
status->hp = status->max_hp;
}
if(flag&(SCB_MAXSP|SCB_INT))
{
flag|=SCB_MAXSP;
if(status->max_sp > (unsigned int)battle_config.max_sp)
status->max_sp = battle_config.max_sp;
else if(!status->max_sp)
status->max_sp = 1;
if(status->sp > status->max_sp)
status->sp = status->max_sp;
}
if(flag&SCB_VIT)
{ //Since vit affects def, recalculate def.
flag|=SCB_DEF;
status->def = status_calc_def(&hd->bl, sc, b_status->def);
status->def+= (status->vit/5 - b_status->vit/5);
}
if(flag&SCB_INT)
{
flag|=SCB_MDEF;
status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
status->mdef+= (status->int_/5 - b_status->int_/5);
}
if(flag&SCB_DEX) {
flag |=SCB_WATK;
status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
status->rhw.atk+= (status->dex - b_status->dex);
}
if(flag&SCB_STR) {
flag |=SCB_WATK;
status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
status->rhw.atk2+= (status->str - b_status->str);
}
if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
status->rhw.atk2 = status->rhw.atk;
if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
status->matk_min = status->matk_max;
if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
status->speed = status_get_speed(&hd->master->bl);
if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
flag|=SCB_ASPD;
skill = (1000 -4*status->agi -status->dex)
*hd->homunculusDB->baseASPD/1000;
status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
if(status->aspd_rate != 1000)
skill = skill*status->aspd_rate/1000;
status->amotion = cap_value(skill,battle_config.max_aspd,2000);
status->adelay = status->amotion;
}
if(flag&(SCB_AGI|SCB_DSPD)) {
skill = 800-status->agi*4;
status->dmotion = cap_value(skill, 400, 800);
status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
}
if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
status_calc_regen(&hd->bl, status, &hd->regen);
if(flag&SCB_REGEN)
status_calc_regen_rate(&hd->bl, &hd->regen, sc);
if (flag == SCB_ALL)
return; //Refresh is done on invoking function (status_calc_hom)
if (hd->master && flag&(
SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
)
clif_hominfo(hd->master,hd,0);
}
void status_calc_bl(struct block_list *bl, unsigned long flag)
{
struct status_data *b_status, *status;
struct status_change *sc;
int temp;
TBL_PC *sd;
b_status = status_get_base_status(bl);
status = status_get_status_data(bl);
sc = status_get_sc(bl);
if (!b_status || !status)
return;
BL_CAST(BL_PC,bl,sd);
if(sd && flag&SCB_PC)
{ //Recalc everything.
status_calc_pc(sd,0);
return;
}
if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
status_cpy(status, b_status);
return;
}
if(flag&SCB_STR) {
status->str = status_calc_str(bl, sc, b_status->str);
flag|=SCB_BATK;
}
if(flag&SCB_AGI) {
status->agi = status_calc_agi(bl, sc, b_status->agi);
flag|=SCB_FLEE;
}
if(flag&SCB_VIT) {
status->vit = status_calc_vit(bl, sc, b_status->vit);
flag|=SCB_DEF2|SCB_MDEF2;
}
if(flag&SCB_INT) {
status->int_ = status_calc_int(bl, sc, b_status->int_);
flag|=SCB_MATK|SCB_MDEF2;
}
if(flag&SCB_DEX) {
status->dex = status_calc_dex(bl, sc, b_status->dex);
flag|=SCB_BATK|SCB_HIT;
}
if(flag&SCB_LUK) {
status->luk = status_calc_luk(bl, sc, b_status->luk);
flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
}
if(flag&SCB_BATK && b_status->batk) {
status->batk = status_base_atk(bl,status);
temp = b_status->batk - status_base_atk(bl,b_status);
if (temp)
status->batk += temp;
status->batk = status_calc_batk(bl, sc, status->batk);
}
if(flag&SCB_WATK) {
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
if (!sd) //Should not affect weapon refine bonus
status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
if(status->lhw && b_status->lhw && b_status->lhw->atk) {
if (sd) {
sd->state.lr_flag = 1;
status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
sd->state.lr_flag = 0;
} else {
status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
}
}
}
if(flag&SCB_HIT) {
if (status->dex == b_status->dex)
status->hit = status_calc_hit(bl, sc, b_status->hit);
else
status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
}
if(flag&SCB_FLEE) {
if (status->agi == b_status->agi)
status->flee = status_calc_flee(bl, sc, b_status->flee);
else
status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
}
if(flag&SCB_DEF)
status->def = status_calc_def(bl, sc, b_status->def);
if(flag&SCB_DEF2) {
if (status->vit == b_status->vit)
status->def2 = status_calc_def2(bl, sc, b_status->def2);
else
status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
}
if(flag&SCB_MDEF)
status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
if(flag&SCB_MDEF2) {
if (status->int_ == b_status->int_ && status->vit == b_status->vit)
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
else
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
}
if(flag&SCB_SPEED) {
status->speed = status_calc_speed(bl, sc, b_status->speed);
if (!sd)
{ //Player speed is updated on calc_bl_sub_pc
struct unit_data *ud = unit_bl2ud(bl);
if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
}
}
if(flag&SCB_CRI && b_status->cri) {
if (status->luk == b_status->luk)
status->cri = status_calc_critical(bl, sc, b_status->cri);
else
status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
}
if(flag&SCB_FLEE2 && b_status->flee2) {
if (status->luk == b_status->luk)
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
else
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
}
if(flag&SCB_ATK_ELE) {
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
if(status->lhw && b_status->lhw) {
if (sd) sd->state.lr_flag = 1;
status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
if (sd) sd->state.lr_flag = 0;
}
}
if(flag&SCB_DEF_ELE) {
status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
}
if(flag&SCB_MODE)
{
status->mode = status_calc_mode(bl, sc, b_status->mode);
//Since mode changed, reset their state.
if (!(status->mode&MD_CANATTACK))
unit_stop_attack(bl);
if (!(status->mode&MD_CANMOVE))
unit_stop_walking(bl,0);
}
// No status changes alter these yet.
// if(flag&SCB_SIZE)
// if(flag&SCB_RACE)
// if(flag&SCB_RANGE)
if(sd) {
//The remaining are handled quite different by players, so use their own function.
status_calc_bl_sub_pc(sd, flag);
return;
}
if(flag&SCB_MAXHP) {
status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
status->hp = status->max_hp;
}
if(flag&SCB_MAXSP) {
status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
if (status->sp > status->max_sp)
status->sp = status->max_sp;
}
if(flag&SCB_MATK) {
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
status->matk_min = status_calc_matk(bl, sc, status->matk_min);
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
sc->data[SC_MAGICPOWER].val3 = status->matk_min;
sc->data[SC_MAGICPOWER].val4 = status->matk_max;
}
}
if(bl->type == BL_HOM) {
//The remaining are handled quite different by homunculus, so use their own function.
status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
return;
}
if(flag&SCB_ASPD) {
status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
temp = status->aspd_rate*b_status->amotion/1000;
status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
temp = status->aspd_rate*b_status->adelay/1000;
status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
}
if(flag&SCB_DSPD)
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
if(bl->type&BL_REGEN) {
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
status_calc_regen(bl, status, status_get_regen_data(bl));
if(flag&SCB_REGEN)
status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
}
}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
*------------------------------------------
*/
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
{
if(!sc || !sc->count)
return cap_value(str,1,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS].timer!=-1)
str += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCSTR].timer!=-1)
str += sc->data[SC_INCSTR].val1;
if(sc->data[SC_STRFOOD].timer!=-1)
str += sc->data[SC_STRFOOD].val1;
if(sc->data[SC_BATTLEORDERS].timer!=-1)
str += 5;
if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
str += sc->data[SC_GUILDAURA].val3>>16;
if(sc->data[SC_LOUD].timer!=-1)
str += 4;
if(sc->data[SC_TRUESIGHT].timer!=-1)
str += 5;
if(sc->data[SC_SPURT].timer!=-1)
str += 10;
if(sc->data[SC_NEN].timer!=-1)
str += sc->data[SC_NEN].val1;
if(sc->data[SC_BLESSING].timer != -1){
if(sc->data[SC_BLESSING].val2)
str += sc->data[SC_BLESSING].val2;
else
str >>= 1;
}
if(sc->data[SC_MARIONETTE].timer!=-1)
str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
str = 50;
return cap_value(str,1,USHRT_MAX);
}
static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
{
if(!sc || !sc->count)
return cap_value(agi,1,USHRT_MAX);
if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
if(sc->data[SC_INCAGIRATE].timer!=-1)
agi += agi*sc->data[SC_INCAGIRATE].val1/100;
if(sc->data[SC_INCALLSTATUS].timer!=-1)
agi += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCAGI].timer!=-1)
agi += sc->data[SC_INCAGI].val1;
if(sc->data[SC_AGIFOOD].timer!=-1)
agi += sc->data[SC_AGIFOOD].val1;
if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
agi += sc->data[SC_GUILDAURA].val4>>16;
if(sc->data[SC_TRUESIGHT].timer!=-1)
agi += 5;
if(sc->data[SC_INCREASEAGI].timer!=-1)
agi += sc->data[SC_INCREASEAGI].val2;
if(sc->data[SC_INCREASING].timer!=-1)
agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DECREASEAGI].timer!=-1)
agi -= sc->data[SC_DECREASEAGI].val2;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val2;
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
agi -= sc->data[SC_SUITON].val2;
if(sc->data[SC_MARIONETTE].timer!=-1)
agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
agi = 50;
return cap_value(agi,1,USHRT_MAX);
}
static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
{
if(!sc || !sc->count)
return cap_value(vit,1,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS].timer!=-1)
vit += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCVIT].timer!=-1)
vit += sc->data[SC_INCVIT].val1;
if(sc->data[SC_VITFOOD].timer!=-1)
vit += sc->data[SC_VITFOOD].val1;
if(sc->data[SC_CHANGE].timer!=-1)
vit += sc->data[SC_CHANGE].val2;
if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
if(sc->data[SC_TRUESIGHT].timer!=-1)
vit += 5;
if(sc->data[SC_STRIPARMOR].timer!=-1)
vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
if(sc->data[SC_MARIONETTE].timer!=-1)
vit -= sc->data[SC_MARIONETTE].val3&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
vit += sc->data[SC_MARIONETTE2].val3&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
vit = 50;
return cap_value(vit,1,USHRT_MAX);
}
static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
{
if(!sc || !sc->count)
return cap_value(int_,1,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS].timer!=-1)
int_ += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCINT].timer!=-1)
int_ += sc->data[SC_INCINT].val1;
if(sc->data[SC_INTFOOD].timer!=-1)
int_ += sc->data[SC_INTFOOD].val1;
if(sc->data[SC_CHANGE].timer!=-1)
int_ += sc->data[SC_CHANGE].val3;
if(sc->data[SC_BATTLEORDERS].timer!=-1)
int_ += 5;
if(sc->data[SC_TRUESIGHT].timer!=-1)
int_ += 5;
if(sc->data[SC_BLESSING].timer != -1){
if (sc->data[SC_BLESSING].val2)
int_ += sc->data[SC_BLESSING].val2;
else
int_ >>= 1;
}
if(sc->data[SC_STRIPHELM].timer!=-1)
int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
if(sc->data[SC_NEN].timer!=-1)
int_ += sc->data[SC_NEN].val1;
if(sc->data[SC_MARIONETTE].timer!=-1)
int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
int_ = 50;
return cap_value(int_,1,USHRT_MAX);
}
static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
{
if(!sc || !sc->count)
return cap_value(dex,1,USHRT_MAX);
if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
if(sc->data[SC_INCDEXRATE].timer!=-1)
dex += dex*sc->data[SC_INCDEXRATE].val1/100;
if(sc->data[SC_INCALLSTATUS].timer!=-1)
dex += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCDEX].timer!=-1)
dex += sc->data[SC_INCDEX].val1;
if(sc->data[SC_DEXFOOD].timer!=-1)
dex += sc->data[SC_DEXFOOD].val1;
if(sc->data[SC_BATTLEORDERS].timer!=-1)
dex += 5;
if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
if(sc->data[SC_TRUESIGHT].timer!=-1)
dex += 5;
if(sc->data[SC_QUAGMIRE].timer!=-1)
dex -= sc->data[SC_QUAGMIRE].val2;
if(sc->data[SC_BLESSING].timer != -1){
if (sc->data[SC_BLESSING].val2)
dex += sc->data[SC_BLESSING].val2;
else
dex >>= 1;
}
if(sc->data[SC_INCREASING].timer!=-1)
dex += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE].timer!=-1)
dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
dex = 50;
return cap_value(dex,1,USHRT_MAX);
}
static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
if(!sc || !sc->count)
return cap_value(luk,1,USHRT_MAX);
if(sc->data[SC_CURSE].timer!=-1)
return 0;
if(sc->data[SC_INCALLSTATUS].timer!=-1)
luk += sc->data[SC_INCALLSTATUS].val1;
if(sc->data[SC_INCLUK].timer!=-1)
luk += sc->data[SC_INCLUK].val1;
if(sc->data[SC_LUKFOOD].timer!=-1)
luk += sc->data[SC_LUKFOOD].val1;
if(sc->data[SC_TRUESIGHT].timer!=-1)
luk += 5;
if(sc->data[SC_GLORIA].timer!=-1)
luk += 30;
if(sc->data[SC_MARIONETTE].timer!=-1)
luk -= sc->data[SC_MARIONETTE].val4&0xFF;
if(sc->data[SC_MARIONETTE2].timer!=-1)
luk += sc->data[SC_MARIONETTE2].val4&0xFF;
if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
luk = 50;
return cap_value(luk,1,USHRT_MAX);
}
static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
{
if(!sc || !sc->count)
return cap_value(batk,0,USHRT_MAX);
if(sc->data[SC_ATKPOTION].timer!=-1)
batk += sc->data[SC_ATKPOTION].val1;
if(sc->data[SC_BATKFOOD].timer!=-1)
batk += sc->data[SC_BATKFOOD].val1;
if(sc->data[SC_INCATKRATE].timer!=-1)
batk += batk * sc->data[SC_INCATKRATE].val1/100;
if(sc->data[SC_PROVOKE].timer!=-1)
batk += batk * sc->data[SC_PROVOKE].val3/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
batk += batk * sc->data[SC_CONCENTRATION].val2/100;
if(sc->data[SC_SKE].timer!=-1)
batk += batk * 3;
if(sc->data[SC_BLOODLUST].timer!=-1)
batk += batk * sc->data[SC_BLOODLUST].val2/100;
if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&BREAK_WAIST)
batk -= batk * 25/100;
if(sc->data[SC_CURSE].timer!=-1)
batk -= batk * 25/100;
//Curse shouldn't effect on this? <- Curse OR Bleeding??
// if(sc->data[SC_BLEEDING].timer != -1)
// batk -= batk * 25/100;
if(sc->data[SC_FLEET].timer!=-1)
batk += batk * sc->data[SC_FLEET].val3/100;
if(sc->data[SC_GATLINGFEVER].timer!=-1)
batk += sc->data[SC_GATLINGFEVER].val3;
if(sc->data[SC_MADNESSCANCEL].timer!=-1)
batk += 100;
return cap_value(batk,0,USHRT_MAX);
}
static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
{
if(!sc || !sc->count)
return cap_value(watk,0,USHRT_MAX);
if(sc->data[SC_IMPOSITIO].timer!=-1)
watk += sc->data[SC_IMPOSITIO].val2;
if(sc->data[SC_WATKFOOD].timer!=-1)
watk += sc->data[SC_WATKFOOD].val1;
if(sc->data[SC_DRUMBATTLE].timer!=-1)
watk += sc->data[SC_DRUMBATTLE].val2;
if(sc->data[SC_VOLCANO].timer!=-1)
watk += sc->data[SC_VOLCANO].val2;
if(sc->data[SC_INCATKRATE].timer!=-1)
watk += watk * sc->data[SC_INCATKRATE].val1/100;
if(sc->data[SC_PROVOKE].timer!=-1)
watk += watk * sc->data[SC_PROVOKE].val3/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
watk += watk * sc->data[SC_CONCENTRATION].val2/100;
if(sc->data[SC_SKE].timer!=-1)
watk += watk * 3;
if(sc->data[SC_NIBELUNGEN].timer!=-1) {
if (bl->type != BL_PC)
watk += sc->data[SC_NIBELUNGEN].val2;
else {
TBL_PC *sd = (TBL_PC*)bl;
int index = sd->equip_index[sd->state.lr_flag?8:9];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
watk += sc->data[SC_NIBELUNGEN].val2;
}
}
if(sc->data[SC_BLOODLUST].timer!=-1)
watk += watk * sc->data[SC_BLOODLUST].val2/100;
if(sc->data[SC_FLEET].timer!=-1)
watk += watk * sc->data[SC_FLEET].val3/100;
if(sc->data[SC_CURSE].timer!=-1)
watk -= watk * 25/100;
if(sc->data[SC_STRIPWEAPON].timer!=-1)
watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
return cap_value(watk,0,USHRT_MAX);
}
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
if(!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
if(sc->data[SC_MATKPOTION].timer!=-1)
matk += sc->data[SC_MATKPOTION].val1;
if(sc->data[SC_MATKFOOD].timer!=-1)
matk += sc->data[SC_MATKFOOD].val1;
if(sc->data[SC_MAGICPOWER].timer!=-1)
matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
if(sc->data[SC_MINDBREAKER].timer!=-1)
matk += matk * sc->data[SC_MINDBREAKER].val2/100;
if(sc->data[SC_INCMATKRATE].timer!=-1)
matk += matk * sc->data[SC_INCMATKRATE].val1/100;
return cap_value(matk,0,USHRT_MAX);
}
static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
{
if(!sc || !sc->count)
return cap_value(critical,10,SHRT_MAX);
if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
if (sc->data[SC_FORTUNE].timer!=-1)
critical += sc->data[SC_FORTUNE].val2;
if (sc->data[SC_TRUESIGHT].timer!=-1)
critical += sc->data[SC_TRUESIGHT].val2;
if(sc->data[SC_CLOAKING].timer!=-1)
critical += critical;
return cap_value(critical,10,SHRT_MAX);
}
static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
{
if(!sc || !sc->count)
return cap_value(hit,1,SHRT_MAX);
if(sc->data[SC_INCHIT].timer != -1)
hit += sc->data[SC_INCHIT].val1;
if(sc->data[SC_HITFOOD].timer!=-1)
hit += sc->data[SC_HITFOOD].val1;
if(sc->data[SC_TRUESIGHT].timer != -1)
hit += sc->data[SC_TRUESIGHT].val3;
if(sc->data[SC_HUMMING].timer!=-1)
hit += sc->data[SC_HUMMING].val2;
if(sc->data[SC_CONCENTRATION].timer != -1)
hit += sc->data[SC_CONCENTRATION].val3;
if(sc->data[SC_INCHITRATE].timer != -1)
hit += hit * sc->data[SC_INCHITRATE].val1/100;
if(sc->data[SC_BLIND].timer != -1)
hit -= hit * 25/100;
if(sc->data[SC_ADJUSTMENT].timer!=-1)
hit -= 30;
if(sc->data[SC_INCREASING].timer!=-1)
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
return cap_value(hit,1,SHRT_MAX);
}
static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
{
if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
flee -= flee * battle_config.gvg_flee_penalty/100;
if(!sc || !sc->count)
return cap_value(flee,1,SHRT_MAX);
if(sc->data[SC_INCFLEE].timer!=-1)
flee += sc->data[SC_INCFLEE].val1;
if(sc->data[SC_FLEEFOOD].timer!=-1)
flee += sc->data[SC_FLEEFOOD].val1;
if(sc->data[SC_WHISTLE].timer!=-1)
flee += sc->data[SC_WHISTLE].val2;
if(sc->data[SC_WINDWALK].timer!=-1)
flee += sc->data[SC_WINDWALK].val2;
if(sc->data[SC_INCFLEERATE].timer!=-1)
flee += flee * sc->data[SC_INCFLEERATE].val1/100;
if(sc->data[SC_VIOLENTGALE].timer!=-1)
flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
flee += sc->data[SC_MOON_COMFORT].val2;
if(sc->data[SC_CLOSECONFINE].timer!=-1)
flee += 10;
if(sc->data[SC_SPIDERWEB].timer!=-1)
flee -= flee * 50/100;
if(sc->data[SC_BERSERK].timer!=-1)
flee -= flee * 50/100;
if(sc->data[SC_BLIND].timer!=-1)
flee -= flee * 25/100;
if(sc->data[SC_ADJUSTMENT].timer!=-1)
flee += 30;
if(sc->data[SC_GATLINGFEVER].timer!=-1)
flee -= sc->data[SC_GATLINGFEVER].val4;
if(sc->data[SC_SPEED].timer!=-1)
flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
return cap_value(flee,1,SHRT_MAX);
}
static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
{
if(!sc || !sc->count)
return cap_value(flee2,10,SHRT_MAX);
if(sc->data[SC_WHISTLE].timer!=-1)
flee2 += sc->data[SC_WHISTLE].val3*10;
return cap_value(flee2,10,SHRT_MAX);
}
static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
{
if(!sc || !sc->count)
return cap_value(def,0,CHAR_MAX);
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_SKA].timer != -1)
return sc->data[SC_SKA].val3;
if(sc->data[SC_BARRIER].timer!=-1)
return 100;
if(sc->data[SC_KEEPING].timer!=-1)
return 90;
if(sc->data[SC_STEELBODY].timer!=-1)
return 90;
if(sc->data[SC_DRUMBATTLE].timer!=-1)
def += sc->data[SC_DRUMBATTLE].val3;
if (sc->data[SC_DEFENCE].timer != -1) //[orn]
def += sc->data[SC_DEFENCE].val2 ;
if(sc->data[SC_INCDEFRATE].timer!=-1)
def += def * sc->data[SC_INCDEFRATE].val1/100;
if(sc->data[SC_FREEZE].timer!=-1)
def >>=1;
if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
def >>=1;
if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
def -= def * sc->data[SC_CONCENTRATION].val4/100;
if(sc->data[SC_SKE].timer!=-1)
def >>=1;
if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
def -= def * sc->data[SC_PROVOKE].val4/100;
if(sc->data[SC_STRIPSHIELD].timer!=-1)
def -= def * sc->data[SC_STRIPSHIELD].val2/100;
if (sc->data[SC_FLING].timer!=-1)
def -= def * (sc->data[SC_FLING].val2)/100;
return cap_value(def,0,CHAR_MAX);
}
static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
{
if(!sc || !sc->count)
return cap_value(def2,1,SHRT_MAX);
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_ETERNALCHAOS].timer!=-1)
return 0;
if(sc->data[SC_SUN_COMFORT].timer!=-1)
def2 += sc->data[SC_SUN_COMFORT].val2;
if(sc->data[SC_ANGELUS].timer!=-1)
def2 += def2 * sc->data[SC_ANGELUS].val2/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
if(sc->data[SC_POISON].timer!=-1)
def2 -= def2 * 25/100;
if(sc->data[SC_DPOISON].timer!=-1)
def2 -= def2 * 25/100;
if(sc->data[SC_SKE].timer!=-1)
def2 -= def2 * 50/100;
if(sc->data[SC_PROVOKE].timer!=-1)
def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
if(sc->data[SC_JOINTBEAT].timer!=-1){
def2 -= def2 *
( ( sc->data[SC_JOINTBEAT].val2&BREAK_SHOULDER ? 50 : 0 )
+ ( sc->data[SC_JOINTBEAT].val2&BREAK_WAIST ? 25 : 0 ) );
}
if(sc->data[SC_FLING].timer!=-1)
def2 -= def2 * (sc->data[SC_FLING].val3)/100;
return cap_value(def2,1,SHRT_MAX);
}
static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
{
if(!sc || !sc->count)
return cap_value(mdef,0,CHAR_MAX);
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_BARRIER].timer!=-1)
return 100;
if(sc->data[SC_STEELBODY].timer!=-1)
return 90;
if(sc->data[SC_SKA].timer != -1) // [marquis007]
return 90;
if(sc->data[SC_FREEZE].timer!=-1)
mdef += 25*mdef/100;
if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
mdef += 25*mdef/100;
if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
mdef += sc->data[SC_ENDURE].val1;
return cap_value(mdef,0,CHAR_MAX);
}
static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
if(!sc || !sc->count)
return cap_value(mdef2,1,SHRT_MAX);
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_MINDBREAKER].timer!=-1)
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
return cap_value(mdef2,1,SHRT_MAX);
}
static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
if(!sc || !sc->count)
return cap_value(speed,10,USHRT_MAX);
// Fixed reductions
if(sc->data[SC_CURSE].timer!=-1)
speed += 450;
if(sc->data[SC_SWOO].timer != -1) // [marquis007]
speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
if(sc->data[SC_WEDDING].timer!=-1)
speed += 300;
if(sc->data[SC_GATLINGFEVER].timer==-1)
{ //% increases (they don't stack, with a few exceptions)
if(sc->data[SC_SPEEDUP1].timer!=-1)
speed -= speed * 50/100;
else if(sc->data[SC_AVOID].timer!=-1)
speed -= speed * sc->data[SC_AVOID].val2/100;
if(sc->data[SC_RUN].timer!=-1)
speed -= speed * 50/100;
else if(sc->data[SC_SPEEDUP0].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_INCREASEAGI].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_FUSION].timer != -1)
speed -= speed * 25/100;
else if(sc->data[SC_CARTBOOST].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_BERSERK].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_WINDWALK].timer!=-1)
speed -= speed * sc->data[SC_WINDWALK].val3/100;
}
//% reductions (they stack)
if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
if(sc->data[SC_DECREASEAGI].timer!=-1)
speed = speed * 100/75;
if(sc->data[SC_STEELBODY].timer!=-1)
speed = speed * 100/75;
if(sc->data[SC_QUAGMIRE].timer!=-1)
speed = speed * 100/50;
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
speed = speed * 100/sc->data[SC_SUITON].val3;
if(sc->data[SC_DONTFORGETME].timer!=-1)
speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
if(sc->data[SC_DEFENDER].timer!=-1)
speed = speed * 100/sc->data[SC_DEFENDER].val3;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
speed = speed * 100/75;
if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&(BREAK_ANKLE|BREAK_KNEE)) {
speed = speed * 100/(100
- ( sc->data[SC_JOINTBEAT].val2&BREAK_ANKLE ? 50 : 0 )
- ( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE ? 30 : 0 ));
}
if(sc->data[SC_CLOAKING].timer!=-1)
speed = speed * 100 /(
(sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
+sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
if(sc->data[SC_LONGING].timer!=-1)
speed = speed * 100/sc->data[SC_LONGING].val3;
if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
speed = speed * 100/sc->data[SC_HIDING].val3;
if(sc->data[SC_CHASEWALK].timer!=-1)
speed = speed * 100/sc->data[SC_CHASEWALK].val3;
if(sc->data[SC_GATLINGFEVER].timer!=-1)
speed = speed * 100/75;
if(sc->data[SC_SLOWDOWN].timer!=-1)
speed = speed * 100/75;
return cap_value(speed,10,USHRT_MAX);
}
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
int i;
if(!sc || !sc->count)
return cap_value(aspd_rate,0,SHRT_MAX);
if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
{
int max = 0;
if(sc->data[SC_STAR_COMFORT].timer!=-1)
max = sc->data[SC_STAR_COMFORT].val2;
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
max < sc->data[SC_TWOHANDQUICKEN].val2)
max = sc->data[SC_TWOHANDQUICKEN].val2;
if(sc->data[SC_ONEHAND].timer!=-1 &&
max < sc->data[SC_ONEHAND].val2)
max = sc->data[SC_ONEHAND].val2;
if(sc->data[SC_ADRENALINE2].timer!=-1 &&
max < sc->data[SC_ADRENALINE2].val3)
max = sc->data[SC_ADRENALINE2].val3;
if(sc->data[SC_ADRENALINE].timer!=-1 &&
max < sc->data[SC_ADRENALINE].val3)
max = sc->data[SC_ADRENALINE].val3;
if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
max < sc->data[SC_SPEARQUICKEN].val2)
max = sc->data[SC_SPEARQUICKEN].val2;
if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
max < sc->data[SC_GATLINGFEVER].val2)
max = sc->data[SC_GATLINGFEVER].val2;
if(sc->data[SC_FLEET].timer!=-1 &&
max < sc->data[SC_FLEET].val2)
max = sc->data[SC_FLEET].val2;
if(sc->data[SC_ASSNCROS].timer!=-1 &&
max < sc->data[SC_ASSNCROS].val2)
{
if (bl->type!=BL_PC)
max = sc->data[SC_ASSNCROS].val2;
else
switch(((TBL_PC*)bl)->status.weapon)
{
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_SHOTGUN:
case W_GATLING:
case W_GRENADE:
break;
default:
max = sc->data[SC_ASSNCROS].val2;
}
}
aspd_rate -= max;
//These stack with the rest of bonuses.
if(sc->data[SC_BERSERK].timer!=-1)
aspd_rate -= 300;
else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
aspd_rate -= 200;
}
if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
sc->data[i=SC_ASPDPOTION0].timer!=-1)
aspd_rate -= sc->data[i].val2;
if(sc->data[SC_DONTFORGETME].timer!=-1)
aspd_rate += sc->data[SC_DONTFORGETME].val2;
if(sc->data[SC_LONGING].timer!=-1)
aspd_rate += sc->data[SC_LONGING].val2;
if(sc->data[SC_STEELBODY].timer!=-1)
aspd_rate += 250;
if(sc->data[SC_SKA].timer!=-1)
aspd_rate += 250;
if(sc->data[SC_DEFENDER].timer != -1)
aspd_rate += sc->data[SC_DEFENDER].val4;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
aspd_rate += 250;
if(sc->data[SC_GRAVITATION].timer!=-1)
aspd_rate += sc->data[SC_GRAVITATION].val2;
//Curse shouldn't effect on this?
// if(sc->data[SC_BLEEDING].timer != -1)
// aspd_rate += 250;
if(sc->data[SC_JOINTBEAT].timer!=-1) {
if( sc->data[SC_JOINTBEAT].val2&BREAK_WRIST )
aspd_rate += 250;
if( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE )
aspd_rate += 100;
}
return cap_value(aspd_rate,0,SHRT_MAX);
}
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
if(!sc || !sc->count || map_flag_gvg(bl->m))
return cap_value(dmotion,0,USHRT_MAX);
if (sc->data[SC_ENDURE].timer!=-1)
return 0;
if (sc->data[SC_CONCENTRATION].timer!=-1)
return 0;
if(sc->data[SC_RUN].timer!=-1)
return 0;
return cap_value(dmotion,0,USHRT_MAX);
}
static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
{
if(!sc || !sc->count)
return cap_value(maxhp,1,UINT_MAX);
if(sc->data[SC_INCMHPRATE].timer!=-1)
maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
if(sc->data[SC_APPLEIDUN].timer!=-1)
maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
if(sc->data[SC_DELUGE].timer!=-1)
maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
if(sc->data[SC_BERSERK].timer!=-1)
maxhp += maxhp * 2;
return cap_value(maxhp,1,UINT_MAX);
}
static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
{
if(!sc || !sc->count)
return cap_value(maxsp,1,UINT_MAX);
if(sc->data[SC_INCMSPRATE].timer!=-1)
maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
if(sc->data[SC_SERVICE4U].timer!=-1)
maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
return cap_value(maxsp,1,UINT_MAX);
}
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if( sc->data[SC_FREEZE].timer!=-1 )
return ELE_WATER;
if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
return ELE_EARTH;
if( sc->data[SC_BENEDICTIO].timer!=-1 )
return ELE_HOLY;
if( sc->data[SC_CHANGEUNDEAD].timer!=-1)
return sc->data[SC_CHANGEUNDEAD].val3;
if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
return sc->data[SC_ELEMENTALCHANGE].val3;
return cap_value(element,0,UCHAR_MAX);
}
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
if(!sc || !sc->count)
return lv;
if( sc->data[SC_FREEZE].timer!=-1 )
return 1;
if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
return 1;
if( sc->data[SC_BENEDICTIO].timer!=-1 )
return 1;
if( sc->data[SC_CHANGEUNDEAD].timer!=-1)
return 1;
if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
return sc->data[SC_ELEMENTALCHANGE].val4;
return cap_value(lv,1,4);
}
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if( sc->data[SC_ENCHANTARMS].timer!=-1)
return sc->data[SC_ENCHANTARMS].val2;
if( sc->data[SC_WATERWEAPON].timer!=-1)
return ELE_WATER;
if( sc->data[SC_EARTHWEAPON].timer!=-1)
return ELE_EARTH;
if( sc->data[SC_FIREWEAPON].timer!=-1)
return ELE_FIRE;
if( sc->data[SC_WINDWEAPON].timer!=-1)
return ELE_WIND;
if( sc->data[SC_ENCPOISON].timer!=-1)
return ELE_POISON;
if( sc->data[SC_ASPERSIO].timer!=-1)
return ELE_HOLY;
if( sc->data[SC_SHADOWWEAPON].timer!=-1)
return ELE_DARK;
if( sc->data[SC_GHOSTWEAPON].timer!=-1)
return ELE_GHOST;
return cap_value(element,0,UCHAR_MAX);
}
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
{
if(!sc || !sc->count)
return mode;
if(sc->data[SC_MODECHANGE].timer!=-1) {
if (sc->data[SC_MODECHANGE].val2)
mode = sc->data[SC_MODECHANGE].val2; //Set mode
if (sc->data[SC_MODECHANGE].val3)
mode|= sc->data[SC_MODECHANGE].val3; //Add mode
if (sc->data[SC_MODECHANGE].val4)
mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
}
return cap_value(mode,0,USHRT_MAX);
}
/*==========================================
* Quick swap of adelay/speed when starting ending SA_FREECAST
*------------------------------------------
*/
void status_freecast_switch(struct map_session_data *sd)
{
struct status_data *status;
unsigned short b_speed,tmp;
status = &sd->battle_status;
b_speed = status->speed;
tmp = status->speed;
status->speed = sd->prev_speed;
sd->prev_speed = tmp;
tmp = status->adelay;
status->adelay = sd->prev_adelay;
sd->prev_adelay = tmp;
if(b_speed != status->speed)
clif_updatestatus(sd,SP_SPEED);
}
const char * status_get_name(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_MOB:
return ((TBL_MOB*)bl)->name;
case BL_PC:
if(strlen(((TBL_PC *)bl)->fakename)>0)
return ((TBL_PC*)bl)->fakename;
return ((TBL_PC*)bl)->status.name;
case BL_PET:
return ((TBL_PET*)bl)->pet.name;
case BL_HOM:
return ((TBL_HOM*)bl)->homunculus.name;
case BL_NPC:
return ((TBL_NPC*)bl)->name;
}
return "Unknown";
}
/*==========================================
* �Ώۂ�Class��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_class(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
return ((struct mob_data *)bl)->vd->class_;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.class_;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->pet.class_;
if(bl->type==BL_HOM)
return ((struct homun_data *)bl)->homunculus.class_;
return 0;
}
/*==========================================
* �Ώۂ̃��x����Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_lv(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((TBL_MOB*)bl)->level;
if(bl->type==BL_PC)
return ((TBL_PC*)bl)->status.base_level;
if(bl->type==BL_PET)
return ((TBL_PET*)bl)->pet.level;
if(bl->type==BL_HOM)
return ((TBL_HOM*)bl)->homunculus.level;
return 1;
}
struct regen_data *status_get_regen_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC:
return &((TBL_PC*)bl)->regen;
case BL_HOM:
return &((TBL_HOM*)bl)->regen;
default:
return NULL;
}
}
struct status_data *status_get_status_data(struct block_list *bl)
{
nullpo_retr(&dummy_status, bl);
switch (bl->type) {
case BL_PC:
return &((TBL_PC*)bl)->battle_status;
case BL_MOB:
return &((TBL_MOB*)bl)->status;
case BL_PET:
return &((TBL_PET*)bl)->status;
case BL_HOM:
return &((TBL_HOM*)bl)->battle_status;
default:
return &dummy_status;
}
}
struct status_data *status_get_base_status(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC:
return &((TBL_PC*)bl)->base_status;
case BL_MOB:
return ((TBL_MOB*)bl)->base_status?
((TBL_MOB*)bl)->base_status:
&((TBL_MOB*)bl)->db->status;
case BL_PET:
return &((TBL_PET*)bl)->db->status;
case BL_HOM:
return &((TBL_HOM*)bl)->base_status;
default:
return NULL;
}
}
unsigned short status_get_lwatk(struct block_list *bl)
{
struct status_data *status = status_get_status_data(bl);
return status->lhw?status->lhw->atk:0;
}
unsigned short status_get_lwatk2(struct block_list *bl)
{
struct status_data *status = status_get_status_data(bl);
return status->lhw?status->lhw->atk2:0;
}
unsigned char status_get_def(struct block_list *bl)
{
struct unit_data *ud;
struct status_data *status = status_get_status_data(bl);
int def = status?status->def:0;
ud = unit_bl2ud(bl);
if (ud && ud->skilltimer != -1)
def -= def * skill_get_castdef(ud->skillid)/100;
if(def < 0) def = 0;
return def;
}
unsigned short status_get_speed(struct block_list *bl)
{
if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
return ((struct npc_data *)bl)->speed;
return status_get_status_data(bl)->speed;
}
unsigned char status_get_attack_lelement(struct block_list *bl)
{
struct status_data *status = status_get_status_data(bl);
return status->lhw?status->lhw->ele:0;
}
int status_get_party_id(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.party_id;
case BL_PET:
if (((TBL_PET*)bl)->msd)
return ((TBL_PET*)bl)->msd->status.party_id;
break;
case BL_MOB:
{
struct mob_data *md=(TBL_MOB*)bl;
if( md->master_id>0 )
{
struct map_session_data *msd;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.party_id;
return -md->master_id;
}
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.party_id;
break;
case BL_SKILL:
return ((TBL_SKILL*)bl)->group->party_id;
}
return 0;
}
int status_get_guild_id(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.guild_id;
case BL_PET:
if (((TBL_PET*)bl)->msd)
return ((TBL_PET*)bl)->msd->status.guild_id;
break;
case BL_MOB:
{
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
if (md->guardian_data) //Guardian's guild [Skotlex]
return md->guardian_data->guild_id;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.guild_id; //Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.guild_id;
break;
case BL_NPC:
if (bl->subtype == SCRIPT)
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
return ((TBL_SKILL*)bl)->group->guild_id;
}
return 0;
}
int status_get_mexp(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->db->mexp;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->mexp;
return 0;
}
int status_get_race2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_MOB)
return ((struct mob_data *)bl)->db->race2;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->race2;
return 0;
}
int status_isdead(struct block_list *bl)
{
nullpo_retr(0, bl);
return status_get_status_data(bl)->hp == 0;
}
int status_isimmune(struct block_list *bl)
{
struct status_change *sc =status_get_sc(bl);
if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
return 100;
if (bl->type == BL_PC &&
((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
return ((TBL_PC*)bl)->special_state.no_magic_damage;
return 0;
}
struct view_data *status_get_viewdata(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type)
{
case BL_PC:
return &((TBL_PC*)bl)->vd;
case BL_MOB:
return ((TBL_MOB*)bl)->vd;
case BL_PET:
return &((TBL_PET*)bl)->vd;
case BL_NPC:
return ((TBL_NPC*)bl)->vd;
case BL_HOM: //[blackhole89]
return ((TBL_HOM*)bl)->vd;
}
return NULL;
}
void status_set_viewdata(struct block_list *bl, int class_)
{
struct view_data* vd;
nullpo_retv(bl);
if (mobdb_checkid(class_) || mob_is_clone(class_))
vd = mob_get_viewdata(class_);
else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
vd = npc_get_viewdata(class_);
else if (homdb_checkid(class_))
vd = merc_get_hom_viewdata(class_);
else
vd = NULL;
switch (bl->type) {
case BL_PC:
{
TBL_PC* sd = (TBL_PC*)bl;
if (pcdb_checkid(class_)) {
if (sd->sc.option&OPTION_WEDDING)
class_ = JOB_WEDDING;
else
if (sd->sc.option&OPTION_XMAS)
class_ = JOB_XMAS;
else
if (sd->sc.option&OPTION_RIDING)
switch (class_)
{ //Adapt class to a Mounted one.
case JOB_KNIGHT:
class_ = JOB_KNIGHT2;
break;
case JOB_CRUSADER:
class_ = JOB_CRUSADER2;
break;
case JOB_LORD_KNIGHT:
class_ = JOB_LORD_KNIGHT2;
break;
case JOB_PALADIN:
class_ = JOB_PALADIN2;
break;
case JOB_BABY_KNIGHT:
class_ = JOB_BABY_KNIGHT2;
break;
case JOB_BABY_CRUSADER:
class_ = JOB_BABY_CRUSADER2;
break;
}
sd->vd.class_ = class_;
clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
sd->vd.head_top = sd->status.head_top;
sd->vd.head_mid = sd->status.head_mid;
sd->vd.head_bottom = sd->status.head_bottom;
sd->vd.hair_style = sd->status.hair;
sd->vd.hair_color = sd->status.hair_color;
sd->vd.cloth_color = sd->status.clothes_color;
sd->vd.sex = sd->status.sex;
} else if (vd)
memcpy(&sd->vd, vd, sizeof(struct view_data));
else if (battle_config.error_log)
ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
}
break;
case BL_MOB:
{
TBL_MOB* md = (TBL_MOB*)bl;
if (vd)
md->vd = vd;
else if (battle_config.error_log)
ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
}
break;
case BL_PET:
{
TBL_PET* pd = (TBL_PET*)bl;
if (vd) {
memcpy(&pd->vd, vd, sizeof(struct view_data));
if (!pcdb_checkid(vd->class_)) {
pd->vd.hair_style = battle_config.pet_hair_style;
if(pd->pet.equip) {
pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
if (!pd->vd.head_bottom)
pd->vd.head_bottom = pd->pet.equip;
}
}
} else if (battle_config.error_log)
ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
}
break;
case BL_NPC:
{
TBL_NPC* nd = (TBL_NPC*)bl;
if (vd)
nd->vd = vd;
else if (battle_config.error_log)
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
}
break;
case BL_HOM: //[blackhole89]
{
struct homun_data *hd = (struct homun_data*)bl;
if (vd)
hd->vd = vd;
else if (battle_config.error_log)
ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
}
break;
}
vd = status_get_viewdata(bl);
if (vd && vd->cloth_color && (
(vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
|| (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
))
vd->cloth_color = 0;
}
struct status_change *status_get_sc(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_MOB:
return &((TBL_MOB*)bl)->sc;
case BL_PC:
return &((TBL_PC*)bl)->sc;
case BL_NPC:
return &((TBL_NPC*)bl)->sc;
case BL_HOM: //[blackhole89]
return &((TBL_HOM*)bl)->sc;
}
return NULL;
}
void status_change_init(struct block_list *bl)
{
struct status_change *sc = status_get_sc(bl);
int i;
nullpo_retv(sc);
memset(sc, 0, sizeof (struct status_change));
for (i=0; i< SC_MAX; i++)
sc->data[i].timer = -1;
}
//Returns defense against the specified status change.
//Return range is 0 (no resist) to 10000 (inmunity)
int status_get_sc_def(struct block_list *bl, int type)
{
int sc_def;
struct status_data* status;
struct status_change* sc;
struct map_session_data *sd;
nullpo_retr(0, bl);
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status_isimmune(bl))
switch (type)
{
case SC_DECREASEAGI:
case SC_SILENCE:
case SC_COMA:
case SC_INCREASEAGI:
case SC_BLESSING:
case SC_SLOWPOISON:
case SC_IMPOSITIO:
case SC_AETERNA:
case SC_SUFFRAGIUM:
case SC_BENEDICTIO:
case SC_PROVIDENCE:
case SC_KYRIE:
case SC_ASSUMPTIO:
case SC_ANGELUS:
case SC_MAGNIFICAT:
case SC_GLORIA:
case SC_WINDWALK:
case SC_MAGICROD:
case SC_HALLUCINATION:
case SC_STONE:
case SC_QUAGMIRE:
case SC_SUITON:
return 10000;
}
status = status_get_status_data(bl);
switch (type)
{
case SC_STUN:
case SC_POISON:
case SC_DPOISON:
case SC_SILENCE:
case SC_BLEEDING:
sc_def = 300 +100*status->vit;
break;
case SC_SLEEP:
sc_def = 300 +100*status->int_;
break;
case SC_STONE:
case SC_FREEZE:
case SC_DECREASEAGI:
case SC_COMA:
sc_def = 300 +100*status->mdef;
break;
case SC_CURSE:
if (status->luk > status_get_lv(bl))
return 10000; //Special property: inmunity when luk is greater than level
else
sc_def = 300 +100*status->luk;
break;
case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
sc_def = 300 +50*status->vit +50*status->int_;
break;
case SC_CONFUSION:
sc_def = 300 +50*status->str +50*status->int_;
break;
default:
return 0; //Effect that cannot be reduced? Likely a buff.
}
BL_CAST(BL_PC,bl,sd);
if (sd) {
if (battle_config.pc_sc_def_rate != 100)
sc_def = sc_def*battle_config.pc_sc_def_rate/100;
if (sc_def < battle_config.pc_max_sc_def)
sc_def += (battle_config.pc_max_sc_def - sc_def)*
status->luk/battle_config.pc_luk_sc_def;
else
sc_def = battle_config.pc_max_sc_def;
} else {
if (battle_config.mob_sc_def_rate != 100)
sc_def = sc_def*battle_config.mob_sc_def_rate/100;
if (sc_def < battle_config.mob_max_sc_def)
sc_def += (battle_config.mob_max_sc_def - sc_def)*
status->luk/battle_config.mob_luk_sc_def;
else
sc_def = battle_config.mob_max_sc_def;
}
sc = status_get_sc(bl);
if (sc && sc->count)
{
if (sc->data[SC_SCRESIST].timer != -1)
sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
else if (sc->data[SC_SIEGFRIED].timer != -1)
sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
}
return sc_def>10000?10000:sc_def;
}
/*==========================================
* Starts a status change.
* type = type, val1~4 depend on the type.
* rate = base success rate. 10000 = 100%
* Tick is base duration
* flag:
* &1: Cannot be avoided (it has to start)
* &2: Tick should not be reduced (by vit, luk, lv, etc)
* &4: sc_data loaded, no value has to be altered.
* &8: rate should not be reduced
*------------------------------------------
*/
int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
{
struct map_session_data *sd = NULL;
struct status_change* sc;
struct status_data *status;
struct view_data *vd;
int opt_flag, calc_flag, undead_flag;
nullpo_retr(0, bl);
sc=status_get_sc(bl);
status = status_get_status_data(bl);
if (!sc || status_isdead(bl))
return 0;
switch (bl->type)
{
case BL_PC:
sd=(struct map_session_data *)bl;
break;
case BL_MOB:
if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
return 0; //Emperium can't be afflicted by status changes.
break;
}
if(type < 0 || type >= SC_MAX) {
if(battle_config.error_log)
ShowError("status_change_start: invalid status change (%d)!\n", type);
return 0;
}
//Check rate
if (!(flag&(1|4))) {
int def = status_get_sc_def(bl, type);
if (def && tick && !(flag&2))
{
tick -= tick*def/10000;
if (tick <= 0)
return 0;
}
if (!(flag&8)) {
if (def) //Natural resistance
rate -= rate*def/10000;
//Item resistance (only applies to rate%)
if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
&& sd->reseff[type-SC_COMMON_MIN] > 0)
rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
}
if (!(rand()%10000 < rate))
return 0;
}
undead_flag=battle_check_undead(status->race,status->def_ele);
//Check for inmunities / sc fails
switch (type) {
case SC_FREEZE:
case SC_STONE:
//Undead are inmune to Freeze/Stone
if (undead_flag && !(flag&1))
return 0;
case SC_SLEEP:
case SC_STUN:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
break;
case SC_CURSE:
//Dark Elementals are inmune to curse.
if (status->def_ele == ELE_DARK && !(flag&1))
return 0;
break;
case SC_CHANGEUNDEAD: //Undead/Dark are inmune to it.
if ((status->def_ele == ELE_DARK || undead_flag) && !(flag&1))
return 0;
break;
case SC_COMA:
//Dark elementals and Demons are inmune to coma.
if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
return 0;
break;
case SC_SIGNUMCRUCIS:
//Only affects demons and undead.
if(status->race != RC_DEMON && !undead_flag)
return 0;
break;
case SC_AETERNA:
if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
return 0;
break;
case SC_OVERTHRUST:
if (sc->data[SC_MAXOVERTHRUST].timer != -1)
return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
break;
case SC_ADRENALINE:
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
return 0;
if (sc->data[SC_QUAGMIRE].timer!=-1 ||
sc->data[SC_DONTFORGETME].timer!=-1 ||
sc->data[SC_DECREASEAGI].timer!=-1
)
return 0;
break;
case SC_ADRENALINE2:
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
return 0;
if (sc->data[SC_QUAGMIRE].timer!=-1 ||
sc->data[SC_DONTFORGETME].timer!=-1 ||
sc->data[SC_DECREASEAGI].timer!=-1
)
return 0;
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
if(sc->data[SC_DECREASEAGI].timer!=-1)
return 0;
case SC_CONCENTRATE:
case SC_INCREASEAGI:
case SC_SPEARQUICKEN:
case SC_TRUESIGHT:
case SC_WINDWALK:
case SC_CARTBOOST:
case SC_ASSNCROS:
if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
return 0;
break;
case SC_CLOAKING:
//Avoid cloaking with no wall and low skill level. [Skotlex]
//Due to the cloaking card, we have to check the wall versus to known
//skill level rather than the used one. [Skotlex]
//if (sd && val1 < 3 && skill_check_cloaking(bl))
if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
return 0;
break;
case SC_MODECHANGE:
{
int mode;
struct status_data *bstatus = status_get_base_status(bl);
if (!bstatus) return 0;
if (sc->data[type].timer != -1)
{ //Pile up with previous values.
if(!val2) val2 = sc->data[type].val2;
val3 |= sc->data[type].val3;
val4 |= sc->data[type].val4;
}
mode = val2?val2:bstatus->mode; //Base mode
if (val4) mode&=~val4; //Del mode
if (val3) mode|= val3; //Add mode
if (mode == bstatus->mode) { //No change.
if (sc->data[type].timer != -1) //Abort previous status
return status_change_end(bl, type, -1);
return 0;
}
break;
}
//Strip skills, need to divest something or it fails.
case SC_STRIPWEAPON:
if (sd) {
int i;
opt_flag = 0; //Reuse to check success condition.
if(sd->unstripable_equip&EQP_WEAPON)
return 0;
i = sd->equip_index[EQI_HAND_L];
if (i>=0 && sd->inventory_data[i] &&
sd->inventory_data[i]->type == IT_WEAPON)
{
opt_flag|=1;
pc_unequipitem(sd,i,3); //L-hand weapon
}
i = sd->equip_index[EQI_HAND_R];
if (i>=0 && sd->inventory_data[i] &&
sd->inventory_data[i]->type == IT_WEAPON)
{
opt_flag|=2;
pc_unequipitem(sd,i,3);
}
if (!opt_flag) return 0;
}
break;
case SC_STRIPSHIELD:
if (sd) {
int i;
if(sd->unstripable_equip&EQP_SHIELD)
return 0;
i = sd->equip_index[EQI_HAND_L];
if (i<0 || !sd->inventory_data[i] ||
sd->inventory_data[i]->type != IT_ARMOR)
return 0;
pc_unequipitem(sd,i,3);
}
break;
case SC_STRIPARMOR:
if (sd) {
int i;
if(sd->unstripable_equip&EQP_ARMOR)
return 0;
i = sd->equip_index[EQI_ARMOR];
if (i<0 || !sd->inventory_data[i])
return 0;
pc_unequipitem(sd,i,3);
}
break;
case SC_STRIPHELM:
if (sd) {
int i;
if(sd->unstripable_equip&EQP_HELM)
return 0;
i = sd->equip_index[EQI_HEAD_TOP];
if (i<0 || !sd->inventory_data[i])
return 0;
pc_unequipitem(sd,i,3);
}
break;
}
//Check for BOSS resistances
if(status->mode&MD_BOSS && !(flag&1)) {
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
case SC_BLESSING:
if (!undead_flag && status->race != RC_DEMON)
break;
case SC_QUAGMIRE:
case SC_DECREASEAGI:
case SC_SIGNUMCRUCIS:
case SC_PROVOKE:
case SC_ROKISWEIL:
case SC_COMA:
case SC_GRAVITATION:
case SC_SUITON:
case SC_STRIPWEAPON:
case SC_STRIPSHIELD:
case SC_STRIPARMOR:
case SC_STRIPHELM:
return 0;
}
}
//Before overlapping fail, one must check for status cured.
switch (type) {
case SC_BLESSING:
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
if (sc->data[SC_CURSE].timer!=-1)
status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
status_change_end(bl,SC_STONE,-1);
}
break;
case SC_INCREASEAGI:
if(sc->data[SC_DECREASEAGI].timer!=-1 )
status_change_end(bl,SC_DECREASEAGI,-1);
break;
case SC_DONTFORGETME:
//is this correct? Maybe all three should stop the same subset of SCs...
if(sc->data[SC_ASSNCROS].timer!=-1 )
status_change_end(bl,SC_ASSNCROS,-1);
case SC_QUAGMIRE:
if(sc->data[SC_CONCENTRATE].timer!=-1 )
status_change_end(bl,SC_CONCENTRATE,-1);
if(sc->data[SC_TRUESIGHT].timer!=-1 )
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 )
status_change_end(bl,SC_WINDWALK,-1);
//Also blocks the ones below...
case SC_DECREASEAGI:
if(sc->data[SC_INCREASEAGI].timer!=-1 )
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_ADRENALINE].timer!=-1 )
status_change_end(bl,SC_ADRENALINE,-1);
if(sc->data[SC_ADRENALINE2].timer!=-1 )
status_change_end(bl,SC_ADRENALINE2,-1);
if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARQUICKEN,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 )
status_change_end(bl,SC_CARTBOOST,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
break;
case SC_ONEHAND:
//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
if(sc->data[SC_ASPDPOTION0].timer!=-1)
status_change_end(bl,SC_ASPDPOTION0,-1);
if(sc->data[SC_ASPDPOTION1].timer!=-1)
status_change_end(bl,SC_ASPDPOTION1,-1);
if(sc->data[SC_ASPDPOTION2].timer!=-1)
status_change_end(bl,SC_ASPDPOTION2,-1);
if(sc->data[SC_ASPDPOTION3].timer!=-1)
status_change_end(bl,SC_ASPDPOTION3,-1);
break;
case SC_MAXOVERTHRUST:
//Cancels Normal Overthrust. [Skotlex]
if (sc->data[SC_OVERTHRUST].timer != -1)
status_change_end(bl, SC_OVERTHRUST, -1);
break;
case SC_KYRIE:
// -- moonsoul (added to undo assumptio status if target has it)
if(sc->data[SC_ASSUMPTIO].timer!=-1 )
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_DELUGE:
if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
status_change_end(bl,SC_BLIND,-1);
break;
case SC_SILENCE:
if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
//Clear Gospel [Skotlex]
status_change_end(bl,SC_GOSPEL,-1);
break;
case SC_HIDING:
if(sc->data[SC_CLOSECONFINE].timer != -1)
status_change_end(bl, SC_CLOSECONFINE, -1);
if(sc->data[SC_CLOSECONFINE2].timer != -1)
status_change_end(bl, SC_CLOSECONFINE2, -1);
break;
case SC_BERSERK:
if(battle_config.berserk_cancels_buffs)
{
if (sc->data[SC_ONEHAND].timer != -1)
status_change_end(bl,SC_ONEHAND,-1);
if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if (sc->data[SC_CONCENTRATION].timer != -1)
status_change_end(bl,SC_CONCENTRATION,-1);
if (sc->data[SC_PARRYING].timer != -1)
status_change_end(bl,SC_PARRYING,-1);
if (sc->data[SC_AURABLADE].timer != -1)
status_change_end(bl,SC_AURABLADE,-1);
}
break;
case SC_ASSUMPTIO:
if(sc->data[SC_KYRIE].timer!=-1)
status_change_end(bl,SC_KYRIE,-1);
if(sc->data[SC_KAITE].timer!=-1)
status_change_end(bl,SC_KAITE,-1);
break;
case SC_KAITE:
if(sc->data[SC_ASSUMPTIO].timer!=-1 )
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_CARTBOOST:
if(sc->data[SC_DECREASEAGI].timer!=-1 )
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl,SC_DECREASEAGI,-1);
return 0;
}
break;
case SC_FUSION:
if(sc->data[SC_SPIRIT].timer!=-1 )
status_change_end(bl,SC_SPIRIT,-1);
break;
case SC_ADJUSTMENT:
if(sc->data[SC_MADNESSCANCEL].timer != -1)
status_change_end(bl,SC_MADNESSCANCEL,-1);
break;
case SC_MADNESSCANCEL:
if(sc->data[SC_ADJUSTMENT].timer!=-1)
status_change_end(bl,SC_ADJUSTMENT,-1);
break;
}
//Check for overlapping fails
if(sc->data[type].timer != -1){
switch (type) {
case SC_ADRENALINE:
case SC_ADRENALINE2:
case SC_WEAPONPERFECTION:
case SC_OVERTHRUST:
if (sc->data[type].val2 > val2)
return 0;
break;
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_BLEEDING:
case SC_DPOISON:
case SC_CLOSECONFINE2: //Can't be re-closed in.
case SC_MARIONETTE:
case SC_MARIONETTE2:
case SC_NOCHAT:
case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
return 0;
case SC_COMBO:
case SC_DANCING:
case SC_DEVOTION:
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
case SC_ATKPOTION:
case SC_MATKPOTION:
case SC_ARMOR_ELEMENT:
break;
case SC_GOSPEL:
//Must not override a casting gospel char.
if(sc->data[type].val4 == BCT_SELF)
return 0;
if(sc->data[type].val1 > val1)
return 1;
break;
case SC_ENDURE:
if(sc->data[type].val4 && !val4)
return 1; //Don't let you override infinite endure.
if(sc->data[type].val1 > val1)
return 1;
break;
case SC_KAAHI:
if(sc->data[type].val1 > val1)
return 1;
//Delete timer if it exists.
if (sc->data[type].val4 != -1) {
delete_timer(sc->data[type].val4,kaahi_heal_timer);
sc->data[type].val4=-1;
}
break;
case SC_JAILED:
//When a player is already jailed, do not edit the jail data.
val2 = sc->data[type].val2;
val3 = sc->data[type].val3;
val4 = sc->data[type].val4;
break;
default:
if(sc->data[type].val1 > val1)
return 1; //Return true to not mess up skill animations. [Skotlex
}
(sc->count)--;
delete_timer(sc->data[type].timer, status_change_timer);
sc->data[type].timer = -1;
}
vd = status_get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
if(!(flag&4)) //Do not parse val settings when loading SCs
switch(type){
case SC_DECREASEAGI:
if (sd) tick>>=1; //Half duration for players.
case SC_INCREASEAGI:
val2 = 2 + val1; //Agi change
break;
case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
if (!(flag&1) && sd && !map_flag_gvg(bl->m))
{
struct map_session_data *tsd;
int i;
for (i = 0; i < 5; i++)
{ //See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,type,10000,val1,val2,val3,val4,tick,1);
}
}
break;
case SC_AUTOBERSERK:
if (status->hp < status->max_hp>>2 &&
(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
break;
case SC_SIGNUMCRUCIS:
val2 = 10 + 4*val1; //Def reduction
clif_emotion(bl,4);
break;
case SC_MAXIMIZEPOWER:
val2 = tick>0?tick:60000;
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; //Chance to Poison enemies.
val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
break;
case SC_POISONREACT:
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
val3=50; // + 5*val1; //Chance to counter. [Skotlex]
break;
case SC_MAGICROD:
val2 = val1*20; //SP gained
break;
case SC_KYRIE:
val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
val3 = (val1 / 2 + 5); //Hits
break;
case SC_MAGICPOWER:
//val1: Skill lv
val2 = 1; //Lasts 1 invocation
//val3 will store matk_min (needed in case you use ground-spells)
//val4 will store matk_max
break;
case SC_SACRIFICE:
val2 = 5; //Lasts 5 hits
break;
case SC_ENCPOISON:
val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
case SC_FIREWEAPON:
case SC_WATERWEAPON:
case SC_WINDWEAPON:
case SC_EARTHWEAPON:
case SC_SHADOWWEAPON:
case SC_GHOSTWEAPON:
skill_enchant_elemental_end(bl,type);
break;
case SC_ELEMENTALCHANGE:
//Val1 is skill level, val2 is skill that invoked this.
if (!val3) //Val 3 holds the element, when not given, a random one is picked.
val3 = rand()%ELE_MAX;
val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
break;
case SC_PROVIDENCE:
val2=val1*5; //Race/Ele resist
break;
case SC_REFLECTSHIELD:
val2=10+val1*3; //% Dmg reflected
if (sd && !(flag&1))
{ //Pass it to devoted chars.
struct map_session_data *tsd;
int i;
for (i = 0; i < 5; i++)
{ //Pass the status to the other affected chars. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
}
}
break;
case SC_STRIPWEAPON:
if (!sd) //Watk reduction
val2 = 5*val1;
break;
case SC_STRIPSHIELD:
if (!sd) //Def reduction
val2 = 3*val1;
break;
case SC_STRIPARMOR:
if (!sd) //Vit reduction
val2 = 8*val1;
break;
case SC_STRIPHELM:
if (!sd) //Int reduction
val2 = 8*val1;
break;
case SC_AUTOSPELL:
//Val1 Skill LV of Autospell
//Val2 Skill ID to cast
//Val3 Max Lv to cast
val4 = 5 + val1*2; //Chance of casting
break;
case SC_VOLCANO:
if (status->def_ele == ELE_FIRE)
val2 = val1*10; //Watk increase
else
val2 = 0;
break;
case SC_VIOLENTGALE:
if (status->def_ele == ELE_WIND)
val2 = val1*3; //Flee increase
else
val2 = 0;
break;
case SC_DELUGE:
if(status->def_ele == ELE_WATER)
val2 = deluge_eff[val1-1]; //HP increase
else
val2 = 0;
break;
case SC_SUITON:
if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
//No penalties.
val2 = 0; //Agi penalty
val3 = 0; //Walk speed penalty
break;
}
val3 = 50;
val2 = 3*((val1+1)/3);
if (val1 > 4) val2--;
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
val2 = 300;
if (val1 > 10) //For boss casted skills [Skotlex]
val2 += 20*(val1-10);
break;
case SC_SPEARQUICKEN:
val2 = 200+10*val1;
break;
case SC_DANCING:
//val1 : Skill ID + LV
//val2 : Skill Group of the Dance.
//val3 : Brings the skilllv (merged into val1 here)
//val4 : Partner
if (val1 == CG_MOONLIT)
clif_status_change(bl,SI_MOONLIT,1);
val1|= (val3<<16);
val3 = 0; //Tick duration/Speed penalty.
if (sd) { //Store walk speed change in lower part of val3
val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
val3 -= 40; //TODO: Figure out real bonus rate.
}
val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
tick = 1000;
break;
case SC_LONGING:
val2 = 500-100*val1; //Aspd penalty.
val3 = 50+10*val1; //Walk speed adjustment.
break;
case SC_EXPLOSIONSPIRITS:
val2 = 75 + 25*val1; //Cri bonus
break;
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
val2 = 50*(2+type-SC_ASPDPOTION0);
break;
case SC_WEDDING:
case SC_XMAS:
if (!vd) return 0;
//Store previous values as they could be removed.
val1 = vd->class_;
val2 = vd->weapon;
val3 = vd->shield;
val4 = vd->cloth_color;
unit_stop_attack(bl);
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
break;
case SC_NOCHAT:
tick = 60000;
val1 = battle_config.manner_system; //Mute filters.
if (sd) clif_updatestatus(sd,SP_MANNER);
break;
case SC_STONE:
val2 = status->max_hp/100; //Petrified damage per second: 1%
if (!val2) val2 = 1;
val3 = tick/1000; //Petrified HP-damage iterations.
if(val3 < 1) val3 = 1;
tick = val4; //Petrifying time.
if (tick < 1000)
tick = 1000; //Min time
calc_flag = 0; //Actual status changes take effect on petrified state.
break;
case SC_DPOISON:
//Lose 10/15% of your life as long as it doesn't brings life below 25%
if (status->hp > status->max_hp>>2)
{
int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
if (status->hp - diff < status->max_hp>>2)
diff = status->hp - (status->max_hp>>2);
status_zap(bl, diff, 0);
}
// fall through
case SC_POISON: /* �� */
val3 = tick/1000; //Damage iterations
if(val3 < 1) val3 = 1;
tick = 1000;
//val4: HP damage
if (bl->type == BL_PC)
val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
else
val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
break;
case SC_CONFUSION:
clif_emotion(bl,1);
break;
case SC_BLEEDING:
val4 = tick/10000;
if (!val4) val4 = 1;
tick = 10000;
break;
case SC_HIDING:
val2 = tick/1000;
tick = 1000;
//Store speed penalty on val3.
if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
val3 = 20 + 6*val3;
val4 = val1+3; //Seconds before SP substraction happen.
break;
case SC_CHASEWALK:
val2 = tick>0?tick:10000; //Interval at which SP is drained.
val3 = 65+val1*5; //Speed adjustment.
if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
val3 += 60;
val4 = 10+val1*2; //SP cost.
if (map_flag_gvg(bl->m)) val4 *= 5;
break;
case SC_CLOAKING:
if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
val1 = 10;
val2 = tick>0?tick:60000; //SP consumption rate.
val3 = 0;
if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
(val3=pc_checkskill(sd,TF_MISS))>0)
val3 *= -1; //Substract the Dodge speed bonus.
val3+= 70+val1*3; //Speed adjustment without a wall.
//With a wall, it is val3 +25.
//val4&1 signals the presence of a wall.
//val4&2 makes cloak not end on normal attacks [Skotlex]
//val4&4 makes cloak not end on using skills
if (bl->type == BL_PC) //Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
break;
case SC_SIGHT: /* �T�C�g/���A�t */
case SC_RUWACH:
case SC_SIGHTBLASTER:
val2 = tick/250;
tick = 10;
break;
//Permanent effects.
case SC_MODECHANGE:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
tick = 600*1000;
break;
case SC_AUTOGUARD:
if (!(flag&1))
{
struct map_session_data *tsd;
int i,t;
for(i=val2=0;i<val1;i++) {
t = 5-(i>>1);
val2 += (t < 0)? 1:t;
}
if (sd)
for (i = 0; i < 5; i++)
{ //Pass the status to the other affected chars. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,type,10000,val1,val2,0,0,tick,1);
}
}
break;
case SC_DEFENDER:
if (!(flag&1))
{
struct map_session_data *tsd;
int i;
val2 = 5 + 15*val1; //Damage reduction
val3 = 65 + 5*val1; //Speed adjustment
val4 = 250 - 50*val1; //Aspd adjustment
if (sd)
for (i = 0; i < 5; i++)
{ //See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
}
}
break;
case SC_TENSIONRELAX:
if (sd) {
pc_setsit(sd);
clif_sitting(sd);
}
val2 = 12; //SP cost
val4 = 10000; //Decrease at 10secs intervals.
val3 = tick/val4;
tick = val4;
break;
case SC_PARRYING:
val2 = 20 + val1*3; //Block Chance
break;
case SC_WINDWALK:
val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
val3 = 4*val2; //movement speed % increase is 4 times that
break;
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
val2 |= sc->data[SC_JOINTBEAT].val2; // stackable ailments
break;
case SC_BERSERK:
if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
//HP healing is performing after the calc_status call.
//Val2 holds HP penalty
if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
if (!val4) val4 = 10000; //Val4 holds damage interval
val3 = tick/val4; //val3 holds skill duration
tick = val4;
break;
case SC_GOSPEL:
if(val4 == BCT_SELF) { // self effect
val2 = tick/10000;
tick = 10000;
status_change_clear_buffs(bl,3); //Remove buffs/debuffs
}
break;
case SC_MARIONETTE:
if (sd) {
val3 = 0;
val2 = sd->status.str>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2<<16;
val2 = sd->status.agi>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2<<8;
val2 = sd->status.vit>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2;
val4 = 0;
val2 = sd->status.int_>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2<<16;
val2 = sd->status.dex>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2<<8;
val2 = sd->status.luk>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2;
} else {
struct status_data *b_status = status_get_base_status(bl);
if (!b_status)
return 0;
val3 = 0;
val2 = b_status->str>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2<<16;
val2 = b_status->agi>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2<<8;
val2 = b_status->vit>>1;
if (val2 > 0xFF) val2 = 0xFF;
val3|=val2;
val4 = 0;
val2 = b_status->int_>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2<<16;
val2 = b_status->dex>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2<<8;
val2 = b_status->luk>>1;
if (val2 > 0xFF) val2 = 0xFF;
val4|=val2;
}
val2 = tick/1000;
tick = 1000;
break;
case SC_MARIONETTE2:
{
struct block_list *pbl = map_id2bl(val1);
struct status_change *psc = pbl?status_get_sc(pbl):NULL;
int stat,max;
if (!psc || psc->data[SC_MARIONETTE].timer == -1)
return 0;
val2 = tick /1000;
val3 = val4 = 0;
if (sd) {
max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
//Str
stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
if (sd->status.str+stat > max)
stat =max-sd->status.str;
val3 |= stat<<16;
//Agi
stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
if (sd->status.agi+stat > max)
stat =max-sd->status.agi;
val3 |= stat<<8;
//Vit
stat = psc->data[SC_MARIONETTE].val3&0xFF;
if (sd->status.vit+stat > max)
stat =max-sd->status.vit;
val3 |= stat;
//Int
stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
if (sd->status.int_+stat > max)
stat =max-sd->status.int_;
val4 |= stat<<16;
//Dex
stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
if (sd->status.dex+stat > max)
stat =max-sd->status.dex;
val4 |= stat<<8;
//Luk
stat = psc->data[SC_MARIONETTE].val4&0xFF;
if (sd->status.luk+stat > max)
stat =max-sd->status.luk;
val4 |= stat;
} else {
struct status_data *b_status = status_get_base_status(bl);
if (!b_status) return 0;
max = 0xFF; //Assume a 256 max parameter
//Str
stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
if (b_status->str+stat > max)
stat = max - b_status->str;
val3 |= stat<<16;
//Agi
stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
if (b_status->agi+stat > max)
stat = max - b_status->agi;
val3 |= stat<<8;
//Vit
stat = psc->data[SC_MARIONETTE].val3&0xFF;
if (b_status->vit+stat > max)
stat = max - b_status->vit;
val3 |= stat;
//Int
stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
if (b_status->int_+stat > max)
stat = max - b_status->int_;
val4 |= stat<<16;
//Dex
stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
if (b_status->dex+stat > max)
stat = max - b_status->dex;
val4 |= stat<<8;
//Luk
stat = psc->data[SC_MARIONETTE].val4&0xFF;
if (b_status->luk+stat > max)
stat = max - b_status->luk;
val4 |= stat;
}
tick = 1000;
break;
}
case SC_REJECTSWORD:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
break;
case SC_MEMORIZE:
val2 = 5; //Memorized casts.
break;
case SC_GRAVITATION:
val2 = 50*val1; //aspd reduction
break;
case SC_HERMODE:
status_change_clear_buffs(bl,1);
break;
case SC_REGENERATION:
if (val1 == 1)
val2 = 2;
else
val2 = val1; //HP Regerenation rate: 200% 200% 300%
val3 = val1; //SP Regeneration Rate: 100% 200% 300%
//if val4 comes set, this blocks regen rather than increase it.
break;
case SC_DEVOTION:
{
struct map_session_data *src;
if ((src = map_id2sd(val1)) && src->sc.count)
{ //Try to inherit the status from the Crusader [Skotlex]
//Ideally, we should calculate the remaining time and use that, but we'll trust that
//once the Crusader's status changes, it will reflect on the others.
const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
int type2;
int i = map_flag_gvg(bl->m)?2:3;
while (i >= 0) {
type2 = types[i];
if (src->sc.data[type2].timer != -1)
sc_start(bl,type2,100,src->sc.data[type2].val1,
skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
i--;
}
}
break;
}
case SC_COMA: //Coma. Sends a char to 1HP
status_zap(bl, status_get_hp(bl)-1, 0);
return 1;
case SC_CLOSECONFINE2:
{
struct block_list *src = val2?map_id2bl(val2):NULL;
struct status_change *sc2 = src?status_get_sc(src):NULL;
if (src && sc2) {
if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
else { //Increase count of locked enemies and refresh time.
sc2->data[SC_CLOSECONFINE].val2++;
delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
}
} else //Status failed.
return 0;
}
break;
case SC_KAITE:
val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
break;
case SC_KAUPE:
switch (val1) {
case 3: //33*3 + 1 -> 100%
val2++;
case 1:
case 2: //33, 66%
val2 += 33*val1;
val3 = 1; //Dodge 1 attack total.
break;
default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
val2 = 100;
val3 = val1-2;
break;
}
break;
case SC_COMBO:
{
//val1: Skill ID
//val2: When given, target (for autotargetting skills)
//val3: When set, this combo time should NOT delay attack/movement
//val4: Combo time
struct unit_data *ud = unit_bl2ud(bl);
switch (val1) {
case TK_STORMKICK:
clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
break;
case TK_DOWNKICK:
clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
break;
case TK_TURNKICK:
clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
break;
case TK_COUNTER:
clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
break;
}
if (ud && !val3)
{
ud->attackabletime = gettick()+tick;
unit_set_walkdelay(bl, gettick(), tick, 1);
}
val4 = tick; //Store combo-time in val4.
}
break;
case SC_TKREST:
val2 = 11-val1; //Chance to consume: 11-skilllv%
break;
case SC_RUN:
val4 = gettick(); //Store time at which you started running.
break;
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
val4 = -1; //Kaahi Timer.
break;
case SC_BLESSING:
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
val2 = val1;
else
val2 = 0; //0 -> Half stat.
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 1;
break;
case SC_CONCENTRATE:
val2 = 2 + val1;
if (sd) { //Store the card-bonus data that should not count in the %
val3 = sd->param_bonus[1]; //Agi
val4 = sd->param_bonus[4]; //Dex
} else {
val3 = val4 = 0;
}
break;
case SC_ADRENALINE2:
case SC_ADRENALINE:
if (val2 || !battle_config.party_skill_penalty)
val3 = 300;
else
val3 = 200;
case SC_WEAPONPERFECTION:
case SC_OVERTHRUST:
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
case SC_CONCENTRATION:
val2 = 5*val1; //Batk/Watk Increase
val3 = 10*val1; //Hit Increase
val4 = 5*val1; //Def reduction
break;
case SC_ANGELUS:
val2 = 5*val1; //def increase
break;
case SC_IMPOSITIO:
val2 = 5*val1; //watk increase
break;
case SC_MELTDOWN:
val2 = 100*val1; //Chance to break weapon
val3 = 70*val1; //Change to break armor
break;
case SC_TRUESIGHT:
val2 = 10*val1; //Critical increase
val3 = 3*val1; //Hit increase
break;
case SC_SUN_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
break;
case SC_MOON_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
break;
case SC_STAR_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; //Agi/Dex decrease.
break;
// gs_something1 [Vicious]
case SC_GATLINGFEVER:
val2 = 20*val1; //Aspd increase
val3 = 20+10*val1; //Batk increase
val4 = 5*val1; //Flee decrease
break;
case SC_FLING:
if (bl->type == BL_PC)
val2 = 0; //No armor reduction to players.
else
val2 = 5*val1; //Def reduction
val3 = 5*val1; //Def2 reduction
break;
case SC_PROVOKE:
//val2 signals autoprovoke.
val3 = 2+3*val1; //Atk increase
val4 = 5+5*val1; //Def reduction.
break;
case SC_AVOID:
val2 = 10*val1; //Speed change rate.
break;
case SC_DEFENCE:
val2 = 2*val1; //Def bonus
break;
case SC_BLOODLUST:
val2 = 20+10*val1; //Atk rate change.
val3 = 3*val1; //Leech chance
val4 = 20; //Leech percent
break;
case SC_FLEET:
val2 = 30*val1; //Aspd change
val3 = 5+5*val1; //bAtk/wAtk rate change
break;
case SC_MINDBREAKER:
val2 = 20*val1; //matk increase.
val3 = 12*val1; //mdef2 reduction.
break;
case SC_SKA:
val2 = tick/1000;
val3 = rand()%100; //Def changes randomly every second...
tick = 1000;
break;
case SC_JAILED:
//Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
tick = val1>0?1000:250;
if (sd)
{
if (sd->mapindex != val2)
{
int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
map = sd->mapindex; //Current Map
//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
//2. Set restore point (val3 -> return map, val4 return coords
val3 = map;
val4 = pos;
} else if (!val3 || val3 == sd->mapindex) { //Use save point.
val3 = sd->status.save_point.map;
val4 = (sd->status.save_point.x&0xFFFF)
|(sd->status.save_point.y<<16);
}
}
break;
case SC_UTSUSEMI:
val2=(val1+1)/2; // number of hits blocked
val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
break;
case SC_BUNSINJYUTSU:
val2=(val1+1)/2; // number of hits blocked
break;
case SC_CHANGE:
val2= 30*val1; //Vit increase
val3= 20*val1; //Int increase
break;
case SC_SWOO:
if(status->mode&MD_BOSS)
tick /= 5; //TODO: Reduce skill's duration. But for how long?
break;
case SC_ANKLE:
if (sd && battle_config.pc_sc_def_rate != 100)
tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
else if (battle_config.mob_sc_def_rate != 100)
tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
else
tick -= tick*status->agi/100;
if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
tick /= 5;
// Minimum trap time of 3+0.03*skilllv seconds [celest]
// Changed to 3 secs and moved from skill.c [Skotlex]
if (tick < 3000)
tick = 3000;
break;
case SC_SPIDERWEB:
if (bl->type == BL_PC)
tick /=2;
break;
case SC_ARMOR:
//NPC_DEFENDER:
val2 = 80; //Damage reduction
//Attack requirements to be blocked:
val3 = BF_LONG; //Range
val4 = BF_WEAPON|BF_MISC; //Type
break;
case SC_ENCHANTARMS:
//Make sure the received element is valid.
if (val2 >= ELE_MAX)
val2 = val2%ELE_MAX;
else if (val2 < 0)
val2 = rand()%ELE_MAX;
break;
case SC_ARMOR_ELEMENT:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
//associated, and yet are not wrong/unknown. [Skotlex]
break;
default:
if (calc_flag == SCB_NONE &&
StatusSkillChangeTable[type]==0 &&
StatusIconChangeTable[type]==0)
{ //Status change with no calc, no icon, and no skill associated...?
if(battle_config.error_log)
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
}
else //Special considerations when loading SC data.
switch (type) {
case SC_WEDDING:
case SC_XMAS:
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
break;
case SC_KAAHI:
val4 = -1;
break;
//In case the speed reduction comes loaded incorrectly,
//prevent division by 0.
case SC_DONTFORGETME:
case SC_CLOAKING:
case SC_LONGING:
case SC_HIDING:
case SC_CHASEWALK:
case SC_DEFENDER:
if (!val3)
return 0;
break;
case SC_GUILDAURA:
//Compatibility Upgrade due to Guild Aura code rewrite
//(older saved SC versions would load up with huge bonuses)
return 0;
}
//Those that make you stop attacking/walking....
switch (type) {
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
case SC_STONE:
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
pc_setstand(sd);
case SC_TRICKDEAD:
unit_stop_attack(bl);
skill_stop_dancing(bl);
// Cancel cast when get status [LuzZza]
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
case SC_STOP:
case SC_CONFUSION:
case SC_CLOSECONFINE:
case SC_CLOSECONFINE2:
case SC_ANKLE:
case SC_SPIDERWEB:
unit_stop_walking(bl,1);
break;
case SC_HIDING:
case SC_CLOAKING:
case SC_CHASEWALK:
unit_stop_attack(bl);
break;
case SC_SILENCE:
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
break;
}
// Set option as needed.
opt_flag = 1;
switch(type){
//OPT1
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
if(type == SC_STONE)
sc->opt1 = OPT1_STONEWAIT;
else
sc->opt1 = OPT1_STONE + (type - SC_STONE);
break;
//OPT2
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 |= 1<<(type-SC_POISON);
break;
case SC_DPOISON:
sc->opt2 |= OPT2_DPOISON;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 |= OPT2_SIGNUMCRUCIS;
break;
//OPT3
case SC_TWOHANDQUICKEN:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
sc->opt3 |= 0x1;
opt_flag = 0;
break;
case SC_MAXOVERTHRUST:
case SC_OVERTHRUST:
case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= 0x2;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 |= 0x4;
opt_flag = 0;
break;
case SC_INCATKRATE:
//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS:
sc->opt3 |= 0x8;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 |= 0x10;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 |= 0x20;
opt_flag = 0;
break;
//0x40 missing?
case SC_BERSERK:
sc->opt3 |= 0x80;
opt_flag = 0;
break;
//0x100, 0x200 missing?
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 |= 0x400;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 |= 0x800;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 |= 0x1000;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 |= 0x2000;
opt_flag = 0;
break;
//OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
break;
case SC_CLOAKING:
sc->option |= OPTION_CLOAK;
break;
case SC_CHASEWALK:
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
break;
case SC_SIGHT:
sc->option |= OPTION_SIGHT;
break;
case SC_RUWACH:
sc->option |= OPTION_RUWACH;
break;
case SC_WEDDING:
sc->option |= OPTION_WEDDING;
break;
case SC_XMAS:
sc->option |= OPTION_XMAS;
break;
case SC_ORCISH:
sc->option |= OPTION_ORCISH;
break;
case SC_SIGHTTRASHER:
sc->option |= OPTION_SIGHTTRASHER;
break;
case SC_FUSION:
sc->option |= OPTION_FLYING;
break;
default:
opt_flag = 0;
}
//On Aegis, when turning on a status change, first goes the option packet,
// then the sc packet.
if(opt_flag)
clif_changeoption(bl);
if (calc_flag&SCB_DYE)
{ //Reset DYE color
if (vd && vd->cloth_color)
{
val4 = vd->cloth_color;
clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
}
calc_flag&=~SCB_DYE;
}
if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
clif_status_change(bl,StatusIconChangeTable[type],1);
else if (sd) //Send packet to self otherwise (disguised player?)
clif_status_load(bl,StatusIconChangeTable[type],1);
(sc->count)++;
sc->data[type].val1 = val1;
sc->data[type].val2 = val2;
sc->data[type].val3 = val3;
sc->data[type].val4 = val4;
sc->data[type].timer = add_timer(
gettick() + tick, status_change_timer, bl->id, type);
if (calc_flag)
status_calc_bl(bl,calc_flag);
if(sd && sd->pd)
pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
if (type==SC_BERSERK) {
sc->data[type].val2 = 5*status->max_hp/100;
status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
status_set_sp(bl, 0, 0); //Damage all SP
} else if (type==SC_CHANGE) //Heal all HP/SP
status_percent_heal(bl, 100, 100);
if (type==SC_RUN) {
struct unit_data *ud = unit_bl2ud(bl);
if (ud)
ud->state.running = unit_run(bl);
}
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�S����
*------------------------------------------
*/
int status_change_clear(struct block_list *bl,int type)
{
struct status_change* sc;
int i;
sc = status_get_sc(bl);
if (!sc || !sc->count)
return 0;
if(sc->data[SC_DANCING].timer != -1)
skill_stop_dancing(bl);
for(i = 0; i < SC_MAX; i++)
{
if(sc->data[i].timer == -1)
continue;
if(type == 0)
switch (i)
{ //Type 0: PC killed -> Place here stats that do not dispel on death.
case SC_EDP:
case SC_MELTDOWN:
case SC_XMAS:
case SC_NOCHAT:
case SC_FUSION:
case SC_TKREST:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
case SC_JAILED:
case SC_STRFOOD:
case SC_AGIFOOD:
case SC_VITFOOD:
case SC_INTFOOD:
case SC_DEXFOOD:
case SC_LUKFOOD:
case SC_HITFOOD:
case SC_FLEEFOOD:
case SC_BATKFOOD:
case SC_WATKFOOD:
case SC_MATKFOOD:
continue;
}
status_change_end(bl, i, -1);
if (type == 1 && sc->data[i].timer != -1)
{ //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
(sc->count)--;
delete_timer(sc->data[i].timer, status_change_timer);
sc->data[i].timer = -1;
}
}
sc->opt1 = 0;
sc->opt2 = 0;
sc->opt3 = 0;
sc->option &= OPTION_MASK;
if(!type || type&2)
clif_changeoption(bl);
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�I��
*------------------------------------------
*/
int status_change_end( struct block_list* bl , int type,int tid )
{
struct map_session_data *sd;
struct status_change *sc;
struct status_data *status;
struct view_data *vd;
int opt_flag=0, calc_flag;
nullpo_retr(0, bl);
sc = status_get_sc(bl);
status = status_get_status_data(bl);
nullpo_retr(0,sc);
nullpo_retr(0,status);
if(type < 0 || type >= SC_MAX)
return 0;
BL_CAST(BL_PC,bl,sd);
if (sc->data[type].timer == -1 ||
(sc->data[type].timer != tid && tid != -1))
return 0;
if (tid == -1) {
delete_timer(sc->data[type].timer,status_change_timer);
if (sc->opt1)
switch (type) {
//"Ugly workaround" [Skotlex]
//delays status change ending so that a skill that sets opt1 fails to
//trigger when it also removed one
case SC_STONE:
sc->data[type].val3 = 0; //Petrify time counter.
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
if (sc->data[type].val1) {
//Removing the 'level' shouldn't affect anything in the code
//since these SC are not affected by it, and it lets us know
//if we have already delayed this attack or not.
sc->data[type].val1 = 0;
sc->data[type].timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
return 1;
}
}
}
sc->data[type].timer=-1;
(sc->count)--;
vd = status_get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
switch(type){
case SC_WEDDING:
case SC_XMAS:
if (!vd) return 0;
if (sd)
{ //Load data from sd->status.* as the stored values could have changed.
//Must remove OPTION to prevent class being rechanged.
sc->option &= type==SC_WEDDING?~OPTION_WEDDING:~OPTION_XMAS;
status_set_viewdata(bl, sd->status.class_);
} else {
vd->class_ = sc->data[type].val1;
vd->weapon = sc->data[type].val2;
vd->shield = sc->data[type].val3;
vd->cloth_color = sc->data[type].val4;
}
clif_changelook(bl,LOOK_BASE,vd->class_);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
clif_changelook(bl,LOOK_WEAPON,vd->weapon);
clif_changelook(bl,LOOK_SHIELD,vd->shield);
break;
case SC_RUN:
{
struct unit_data *ud = unit_bl2ud(bl);
if (ud) {
ud->state.running = 0;
if (ud->walktimer != -1)
unit_stop_walking(bl,1);
}
if (sc->data[type].val1 >= 7 &&
DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
}
break;
case SC_AUTOBERSERK:
if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
status_change_end(bl,SC_PROVOKE,-1);
break;
case SC_DEFENDER:
case SC_REFLECTSHIELD:
case SC_AUTOGUARD:
case SC_ENDURE:
if (sd) {
struct map_session_data *tsd;
int i;
for (i = 0; i < 5; i++)
{ //Clear the status from the others too [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
status_change_end(&tsd->bl,type,-1);
}
}
break;
case SC_DEVOTION:
{
struct map_session_data *md = map_id2sd(sc->data[type].val1);
//The status could have changed because the Crusader left the game. [Skotlex]
if (md)
{
md->devotion[sc->data[type].val2] = 0;
clif_devotion(md);
}
//Remove inherited status [Skotlex]
if (sc->data[SC_AUTOGUARD].timer != -1)
status_change_end(bl,SC_AUTOGUARD,-1);
if (sc->data[SC_DEFENDER].timer != -1)
status_change_end(bl,SC_DEFENDER,-1);
if (sc->data[SC_REFLECTSHIELD].timer != -1)
status_change_end(bl,SC_REFLECTSHIELD,-1);
if (sc->data[SC_ENDURE].timer != -1)
status_change_end(bl,SC_ENDURE,-1);
break;
}
case SC_BLADESTOP:
if(sc->data[type].val4)
{
struct block_list *tbl = (struct block_list *)sc->data[type].val4;
struct status_change *tsc = status_get_sc(tbl);
sc->data[type].val4 = 0;
if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
{
tsc->data[SC_BLADESTOP].val4 = 0;
status_change_end(tbl,SC_BLADESTOP,-1);
}
clif_bladestop(bl,tbl,0);
}
break;
case SC_DANCING:
{
struct map_session_data *dsd;
struct status_change *dsc;
struct skill_unit_group *group;
if(sc->data[type].val2)
{
group = (struct skill_unit_group *)sc->data[type].val2;
sc->data[type].val2 = 0;
skill_delunitgroup(bl, group, 0);
}
if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
dsc = &dsd->sc;
if(dsc && dsc->data[type].timer!=-1)
{ //This will prevent recursive loops.
dsc->data[type].val2 = dsc->data[type].val4 = 0;
status_change_end(&dsd->bl, type, -1);
}
}
}
if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
clif_status_change(bl,SI_MOONLIT,0);
if (sc->data[SC_LONGING].timer!=-1)
status_change_end(bl,SC_LONGING,-1);
break;
case SC_NOCHAT:
if (sd && sd->status.manner < 0 && tid != -1)
sd->status.manner = 0;
break;
case SC_SPLASHER:
{
struct block_list *src=map_id2bl(sc->data[type].val3);
if(src && tid!=-1)
skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
}
break;
case SC_CLOSECONFINE2:
{
struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
struct status_change *sc2 = src?status_get_sc(src):NULL;
if (src && sc2 && sc2->count) {
//If status was already ended, do nothing.
if (sc2->data[SC_CLOSECONFINE].timer != -1)
{ //Decrease count
if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
status_change_end(src, SC_CLOSECONFINE, -1);
}
}
}
case SC_CLOSECONFINE:
if (sc->data[type].val2 > 0) {
//Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
+skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
map_foreachinarea(status_change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
}
break;
case SC_COMBO: //Clear last used skill when it is part of a combo.
if (sd && sd->skillid_old == sc->data[type].val1)
sd->skillid_old = sd->skilllv_old = 0;
break;
case SC_FREEZE:
sc->data[type].val3 = 0; //Clear Storm Gust hit count
break;
case SC_MARIONETTE:
case SC_MARIONETTE2: /// Marionette target
if (sc->data[type].val1)
{ // check for partner and end their marionette status as well
int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
struct block_list *pbl = map_id2bl(sc->data[type].val1);
struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
if (sc2 && sc2->count && sc2->data[type2].timer != -1)
{
sc2->data[type2].val1 = 0;
status_change_end(pbl, type2, -1);
}
}
if (type == SC_MARIONETTE)
clif_marionette(bl, 0); //Clear effect.
break;
case SC_BERSERK:
//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
if(status->hp > 100 && sc->data[type].val2)
status_set_hp(bl, 100, 0);
if(sc->data[SC_ENDURE].timer != -1)
status_change_end(bl, SC_ENDURE, -1);
sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
skill_get_time(LK_BERSERK, sc->data[type].val1));
break;
case SC_GOSPEL: //Clear the buffs from other chars.
if (sc->data[type].val3) { //Clear the group.
struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
sc->data[type].val3 = 0;
skill_delunitgroup(bl, group, 0);
}
break;
case SC_HERMODE:
if(sc->data[type].val3 == BCT_SELF)
skill_clear_unitgroup(bl);
break;
case SC_BASILICA: //Clear the skill area. [Skotlex]
skill_clear_unitgroup(bl);
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 0;
break;
case SC_WARM:
if (sc->data[type].val4) { //Clear the group.
struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
sc->data[type].val4 = 0;
skill_delunitgroup(bl, group, 0);
}
break;
case SC_KAAHI:
//Delete timer if it exists.
if (sc->data[type].val4 != -1) {
delete_timer(sc->data[type].val4,kaahi_heal_timer);
sc->data[type].val4=-1;
}
break;
case SC_JAILED:
if(tid == -1)
break;
//natural expiration.
if(sd && sd->mapindex == sc->data[type].val2)
pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3);
break; //guess hes not in jail :P
case SC_CHANGE:
if (tid == -1)
break;
// "lose almost all their HP and SP" on natural expiration.
status_set_hp(bl, 10, 0);
status_set_sp(bl, 10, 0);
break;
case SC_JOINTBEAT:
sc->data[type].val2 = 0; // Clear stackable ailments
break;
}
opt_flag = 1;
switch(type){
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
sc->opt1 = 0;
break;
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 &= ~(1<<(type-SC_POISON));
break;
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
case SC_HIDING:
sc->option &= ~OPTION_HIDE;
opt_flag|= 2|4; //Check for warp trigger + AoE trigger
break;
case SC_CLOAKING:
sc->option &= ~OPTION_CLOAK;
opt_flag|= 2;
break;
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag|= 2;
break;
case SC_SIGHT:
sc->option &= ~OPTION_SIGHT;
break;
case SC_WEDDING:
sc->option &= ~OPTION_WEDDING;
break;
case SC_XMAS:
sc->option &= ~OPTION_XMAS;
break;
case SC_ORCISH:
sc->option &= ~OPTION_ORCISH;
break;
case SC_RUWACH:
sc->option &= ~OPTION_RUWACH;
break;
case SC_SIGHTTRASHER:
sc->option &= ~OPTION_SIGHTTRASHER;
break;
case SC_FUSION:
sc->option &= ~OPTION_FLYING;
break;
//opt3
case SC_TWOHANDQUICKEN:
case SC_ONEHAND:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
sc->opt3 &= ~0x1;
opt_flag = 0;
break;
case SC_OVERTHRUST:
case SC_MAXOVERTHRUST:
case SC_SWOO:
sc->opt3 &= ~0x2;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 &= ~0x4;
opt_flag = 0;
break;
case SC_INCATKRATE: //Simulated Explosion spirits effect.
if (bl->type != BL_MOB)
break;
case SC_EXPLOSIONSPIRITS:
sc->opt3 &= ~0x8;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 &= ~0x10;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 &= ~0x20;
opt_flag = 0;
break;
case SC_BERSERK:
sc->opt3 &= ~0x80;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 &= ~0x400;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 &= ~0x800;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 &= ~0x1000;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 &= ~0x2000;
opt_flag = 0;
break;
default:
opt_flag = 0;
}
if (calc_flag&SCB_DYE)
{ //Restore DYE color
if (vd && !vd->cloth_color && sc->data[type].val4)
clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
calc_flag&=~SCB_DYE;
}
//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
if (vd && pcdb_checkid(vd->class_))
clif_status_change(bl,StatusIconChangeTable[type],0);
else if (sd)
clif_status_load(bl,StatusIconChangeTable[type],0);
if(opt_flag)
clif_changeoption(bl);
if (calc_flag)
status_calc_bl(bl,calc_flag);
if(opt_flag&4) //Out of hiding, invoke on place.
skill_unit_move(bl,gettick(),1);
if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
return 1;
}
int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl;
struct status_change *sc;
struct status_data *status;
int hp;
bl=map_id2bl(id);
sc=status_get_sc(bl);
status=status_get_status_data(bl);
if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
return 0;
if(sc->data[data].val4 != tid) {
if (battle_config.error_log)
ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
sc->data[data].val4=-1;
return 0;
}
if(!status_charge(bl, 0, sc->data[data].val3)) {
sc->data[data].val4=-1;
return 0;
}
hp = status->max_hp - status->hp;
if (hp > sc->data[data].val2)
hp = sc->data[data].val2;
if (hp)
status_heal(bl, hp, 0, 2);
sc->data[data].val4=-1;
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�I���^�C�}�[
*------------------------------------------
*/
int status_change_timer(int tid, unsigned int tick, int id, int data)
{
int type = data;
struct block_list *bl;
struct map_session_data *sd=NULL;
struct status_data *status;
struct status_change *sc;
// security system to prevent forgetting timer removal
int temp_timerid;
bl=map_id2bl(id);
#ifndef _WIN32
nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
#endif
sc=status_get_sc(bl);
status = status_get_status_data(bl);
if (!sc || !status)
{ //Temporal debug until case is resolved. [Skotlex]
ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
return 0;
}
if(bl->type==BL_PC)
sd=(struct map_session_data *)bl;
if(sc->data[type].timer != tid) {
if(battle_config.error_log)
ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
return 0;
}
// security system to prevent forgetting timer removal
// you shouldn't be that careless inside the switch here
temp_timerid = sc->data[type].timer;
sc->data[type].timer = -1;
switch(type){ /* �����?���ɂȂ�ꍇ */
case SC_MAXIMIZEPOWER: /* �}�L�V�}�C�Y�p��? */
case SC_CLOAKING:
if(!status_charge(bl, 0, 1))
break; //Not enough SP to continue.
sc->data[type].timer=add_timer(
sc->data[type].val2+tick, status_change_timer, bl->id, data);
return 0;
case SC_CHASEWALK:
if(!status_charge(bl, 0, sc->data[type].val4))
break; //Not enough SP to continue.
if (sc->data[SC_INCSTR].timer == -1) {
sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
(sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
*skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
}
sc->data[type].timer = add_timer(
sc->data[type].val2+tick, status_change_timer, bl->id, data);
return 0;
break;
case SC_SKA:
if((--sc->data[type].val2)>0){
sc->data[type].val3 = rand()%100; //Random defense.
sc->data[type].timer=add_timer(
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_HIDING:
if((--sc->data[type].val2)>0){
if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
break; //Fail if it's time to substract SP and there isn't.
sc->data[type].timer=add_timer(
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_SIGHT:
case SC_RUWACH:
case SC_SIGHTBLASTER:
{
map_foreachinrange( status_change_timer_sub, bl,
skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
BL_CHAR, bl,sc,type,tick);
if( (--sc->data[type].val2)>0 ){
sc->data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
250+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_PROVOKE:
if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_ENDURE:
if(sc->data[type].val4) { //Infinite Endure.
sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
return 0;
}
break;
case SC_STONE:
if(sc->opt1 == OPT1_STONEWAIT && sc->data[type].val3) {
sc->data[type].val4 = 0;
unit_stop_walking(bl,1);
sc->opt1 = OPT1_STONE;
clif_changeoption(bl);
sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
status_calc_bl(bl, StatusChangeFlagTable[type]);
return 0;
}
if((--sc->data[type].val3) > 0) {
if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
status_zap(bl, sc->data[type].val2, 0);
sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_POISON:
if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
break;
case SC_DPOISON:
if ((--sc->data[type].val3) > 0) {
if (sc->data[SC_SLOWPOISON].timer == -1) {
status_zap(bl, sc->data[type].val4, 0);
if (status_isdead(bl))
break;
}
sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
return 0;
}
break;
case SC_TENSIONRELAX:
if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
sc->data[type].timer=add_timer(
sc->data[type].val4+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_BLEEDING: // [celest]
// i hope i haven't interpreted it wrong.. which i might ^^;
// Source:
// - 10�����Ȫ�HP�����
// - ����Ϊުޫ�?����Ѫ��������ƪ�?����Ἢ��ʪ�
// To-do: bleeding effect increases damage taken?
if ((--sc->data[type].val4) >= 0) {
status_fix_damage(NULL, bl, rand()%600 + 200, 0);
if (status_isdead(bl))
break;
sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
return 0;
}
break;
case SC_KNOWLEDGE:
if (sd) {
if(bl->m != sd->feel_map[0].m
&& bl->m != sd->feel_map[1].m
&& bl->m != sd->feel_map[2].m)
break; //End it
} //Otherwise continue.
// Status changes that don't have a time limit
case SC_AETERNA:
case SC_TRICKDEAD:
case SC_MODECHANGE:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_MAGICPOWER:
case SC_REJECTSWORD:
case SC_MEMORIZE:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
case SC_SACRIFICE:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYTURN:
case SC_READYCOUNTER:
case SC_RUN:
case SC_DODGE:
case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
case SC_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
return 0;
case SC_DANCING: //�_���X�X�L���̎���SP����
{
int s = 0;
int sp = 1;
int counter = sc->data[type].val3>>16;
if (--counter <= 0)
break;
sc->data[type].val3&= 0xFFFF; //Remove counter
sc->data[type].val3|=(counter<<16);//Reset it.
switch(sc->data[type].val1&0xFFFF){
case BD_RICHMANKIM:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_SIEGFRIED:
case BA_DISSONANCE:
case BA_ASSASSINCROSS:
case DC_UGLYDANCE:
s=3;
break;
case BD_LULLABY:
case BD_ETERNALCHAOS:
case BD_ROKISWEIL:
case DC_FORTUNEKISS:
s=4;
break;
case CG_HERMODE:
case BD_INTOABYSS:
case BA_WHISTLE:
case DC_HUMMING:
case BA_POEMBRAGI:
case DC_SERVICEFORYOU:
s=5;
break;
case BA_APPLEIDUN:
s=6;
break;
case CG_MOONLIT:
//Moonlit's cost is 4sp*skill_lv [Skotlex]
sp= 4*(sc->data[type].val1>>16);
//Upkeep is also every 10 secs.
case DC_DONTFORGETME:
s=10;
break;
}
if (s && ((sc->data[type].val3 % s) == 0)) {
if (sc->data[SC_LONGING].timer != -1)
sp = s;
if (!status_charge(bl, 0, sp))
break;
}
sc->data[type].timer=add_timer(
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_DEVOTION:
{ //Check range and timeleft to preserve status [Skotlex]
//This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
struct map_session_data *md = map_id2sd(sc->data[type].val1);
if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
{
sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_BERSERK:
//The damage below should be made aware that Berserk is active.
sc->data[type].timer = temp_timerid;
// 5% every 10 seconds [DracoRPG]
if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
{
sc->data[type].timer = add_timer(
sc->data[type].val4+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_NOCHAT:
if(sd){
sd->status.manner++;
clif_updatestatus(sd,SP_MANNER);
if (sd->status.manner < 0)
{ //Every 60 seconds your manner goes up by 1 until it gets back to 0.
sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_SPLASHER:
if (sc->data[type].val4 % 1000 == 0) {
char timer[10];
snprintf (timer, 10, "%d", sc->data[type].val4/1000);
clif_message(bl, timer);
}
if((sc->data[type].val4 -= 500) > 0) {
sc->data[type].timer = add_timer(
500 + tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
{
struct block_list *pbl = map_id2bl(sc->data[type].val1);
if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
{
sc->data[type].timer = add_timer(
1000 + tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_GOSPEL:
if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
{
int hp, sp;
hp = (sc->data[type].val1 > 5) ? 45 : 30;
sp = (sc->data[type].val1 > 5) ? 35 : 20;
if(!status_charge(bl, hp, sp))
break;
sc->data[type].timer = add_timer(
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
case SC_GUILDAURA:
{
struct block_list *tbl = map_id2bl(sc->data[type].val2);
if (tbl && battle_check_range(bl, tbl, 2)){
sc->data[type].timer = add_timer(
1000 + tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_JAILED:
if(sc->data[type].val1 == INT_MAX || --sc->data[type].val1 > 0)
{
sc->data[type].timer=add_timer(
60000+tick, status_change_timer, bl->id,data);
return 0;
}
break;
case SC_BLIND:
if(sc->data[SC_FOGWALL].timer!= -1)
{ //Blind lasts forever while you are standing on the fog.
sc->data[type].timer=add_timer(
5000+tick, status_change_timer,
bl->id, data);
return 0;
}
break;
}
// default for all non-handled control paths
// security system to prevent forgetting timer removal
// if we reach this point we need the timer for the next call,
// so restore it to have status_change_end handle a valid timer
sc->data[type].timer = temp_timerid;
return status_change_end( bl,type,tid );
}
/*==========================================
* �X�e�[�^�X�ُ�^�C�}�[�͈͏���
*------------------------------------------
*/
int status_change_timer_sub(struct block_list *bl, va_list ap )
{
struct block_list *src;
struct status_change *sc, *tsc;
struct map_session_data* sd=NULL;
struct map_session_data* tsd=NULL;
int type;
unsigned int tick;
src=va_arg(ap,struct block_list*);
sc=va_arg(ap,struct status_change*);
type=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
tsc=status_get_sc(bl);
if (status_isdead(bl))
return 0;
if (src->type==BL_PC) sd= (struct map_session_data*)src;
if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
switch( type ){
case SC_SIGHT: /* �T�C�g */
case SC_CONCENTRATE:
if (tsc && tsc->count) {
if (tsc->data[SC_HIDING].timer != -1)
status_change_end( bl, SC_HIDING, -1);
if (tsc->data[SC_CLOAKING].timer != -1)
status_change_end( bl, SC_CLOAKING, -1);
}
break;
case SC_RUWACH: /* ���A�t */
if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
tsc->data[SC_CLOAKING].timer != -1)) {
status_change_end( bl, SC_HIDING, -1);
status_change_end( bl, SC_CLOAKING, -1);
if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
break;
case SC_SIGHTBLASTER:
if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
{
skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
if (sc) sc->data[type].val2 = 0; //This signals it to end.
}
break;
case SC_CLOSECONFINE:
//Lock char has released the hold on everyone...
if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
tsc->data[SC_CLOSECONFINE2].val2 = 0;
status_change_end(bl, SC_CLOSECONFINE2, -1);
}
break;
}
return 0;
}
/*==========================================
* Clears buffs/debuffs of a character.
* type&1 -> buffs, type&2 -> debuffs
*------------------------------------------
*/
int status_change_clear_buffs (struct block_list *bl, int type)
{
int i;
struct status_change *sc= status_get_sc(bl);
if (!sc || !sc->count)
return 0;
if (type&2) //Debuffs
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
if(sc->data[i].timer != -1)
status_change_end(bl,i,-1);
}
for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
if(sc->data[i].timer == -1)
continue;
switch (i) {
//Stuff that cannot be removed
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_COMBO:
case SC_SMA:
case SC_DANCING:
case SC_GUILDAURA:
case SC_SAFETYWALL:
case SC_NOCHAT:
case SC_JAILED:
case SC_ANKLE:
case SC_BLADESTOP:
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
continue;
//Debuffs that can be removed.
case SC_HALLUCINATION:
case SC_QUAGMIRE:
case SC_SIGNUMCRUCIS:
case SC_DECREASEAGI:
case SC_SLOWDOWN:
case SC_MINDBREAKER:
case SC_WINKCHARM:
case SC_STOP:
case SC_ORCISH:
case SC_STRIPWEAPON:
case SC_STRIPSHIELD:
case SC_STRIPARMOR:
case SC_STRIPHELM:
if (!(type&2))
continue;
break;
//The rest are buffs that can be removed.
case SC_BERSERK:
if (!(type&1))
continue;
sc->data[i].val2 = 0;
break;
default:
if (!(type&1))
continue;
break;
}
status_change_end(bl,i,-1);
}
return 0;
}
//Natural regen related stuff.
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(DBKey key,void * data,va_list ap)
{
struct block_list *bl = (struct block_list*)data;
struct regen_data *regen;
struct status_data *status;
struct status_change *sc;
struct unit_data *ud;
struct view_data *vd = NULL;
struct regen_data_sub *sregen;
struct map_session_data *sd;
int val,rate,bonus = 0,flag;
if (!(bl->type&BL_REGEN))
return 0;
regen = status_get_regen_data(bl);
if (!regen) return 0;
status = status_get_status_data(bl);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
BL_CAST(BL_PC,bl,sd);
flag = regen->flag;
if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
flag&=~(RGN_HP|RGN_SHP);
if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
flag&=~(RGN_SP|RGN_SSP);
if (flag && (
status_isdead(bl) ||
(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
))
flag=0;
if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
pc_bleeding(sd, natural_heal_diff_tick);
if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
{ //Apply sitting regen bonus.
sregen = regen->ssregen;
if(flag&(RGN_SHP))
{ //Sitting HP regen
val = natural_heal_diff_tick * sregen->rate.hp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.hp += val;
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
{ //Full
flag&=~(RGN_HP|RGN_SHP);
break;
}
}
}
if(flag&(RGN_SSP))
{ //Sitting SP regen
val = natural_heal_diff_tick * sregen->rate.sp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.sp += val;
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
{ //Full
flag&=~(RGN_SP|RGN_SSP);
break;
}
}
}
}
if (flag && regen->state.overweight)
flag=0;
ud = unit_bl2ud(bl);
if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
{
flag&=~(RGN_SHP|RGN_SSP);
if(!regen->state.walk)
flag&=~RGN_HP;
}
if (!flag)
return 0;
if (flag&(RGN_HP|RGN_SP))
{
if(!vd) vd = status_get_viewdata(bl);
if(vd && vd->dead_sit == 2)
bonus++;
if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
bonus++;
if(regen->state.gc)
bonus++;
}
//Natural Hp regen
if (flag&RGN_HP)
{
rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
if (ud && ud->walktimer != -1)
rate/=2;
regen->tick.hp += rate;
if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
{
val = 0;
do {
val += regen->hp;
regen->tick.hp -= battle_config.natural_healhp_interval;
} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
if (status_heal(bl, val, 0, 1) < val)
flag&=~RGN_SHP; //full.
}
}
//Natural SP regen
if(flag&RGN_SP)
{
regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
{
val = 0;
do {
val += regen->sp;
regen->tick.sp -= battle_config.natural_healsp_interval;
} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
if (status_heal(bl, 0, val, 1) < val)
flag&=~RGN_SSP; //full.
}
}
if (!regen->sregen)
return flag;
//Skill regen
sregen = regen->sregen;
if(flag&RGN_SHP)
{ //Skill HP regen
sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
break; //Full
}
}
if(flag&RGN_SSP)
{ //Skill SP regen
sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
val = sregen->sp;
if (sd && sd->state.doridori) {
val*=2;
sd->state.doridori = 0;
if ((rate = pc_checkskill(sd,TK_SPTIME)))
sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
100,rate,skill_get_time(TK_SPTIME, rate));
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
rand()%10000 < battle_config.sg_angel_skill_ratio
) { //Angel of the Sun/Moon/Star
clif_feel_hate_reset(sd);
pc_resethate(sd);
pc_resetfeel(sd);
}
}
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, val, 3) < val)
break; //Full
}
}
return flag;
}
//Natural heal main timer.
static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
{
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
map_foreachiddb(status_natural_heal);
natural_heal_prev_tick = tick;
return 0;
}
static int status_calc_sigma(void)
{
int i,j;
unsigned int k;
for(i=0;i<MAX_PC_CLASS;i++) {
memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
for(k=0,j=2;j<=MAX_LEVEL;j++) {
k += hp_coefficient[i]*j + 50;
k -= k%100;
hp_sigma_val[i][j-1] = k;
if (k >= INT_MAX)
break; //Overflow protection. [Skotlex]
}
for(;j<=MAX_LEVEL;j++)
hp_sigma_val[i][j-1] = INT_MAX;
}
return 0;
}
int status_readdb(void) {
int i,j;
FILE *fp;
char line[1024], path[1024],*p;
sprintf(path, "%s/job_db1.txt", db_path);
fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i = 0;
while(fgets(line, sizeof(line)-1, fp)){
char *split[MAX_WEAPON_TYPE + 5];
i++;
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(j < MAX_WEAPON_TYPE + 5)
{ //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
ShowDebug("%s: Not enough columns at line %d\n", path, i);
continue;
}
if(atoi(split[0])>=MAX_PC_CLASS)
continue;
max_weight_base[atoi(split[0])]=atoi(split[1]);
hp_coefficient[atoi(split[0])]=atoi(split[2]);
hp_coefficient2[atoi(split[0])]=atoi(split[3]);
sp_coefficient[atoi(split[0])]=atoi(split[4]);
for(j=0;j<MAX_WEAPON_TYPE;j++)
aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
sprintf(path, "%s/job_db2.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
while(fgets(line, sizeof(line)-1, fp)){
char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(atoi(split[0])>=MAX_PC_CLASS)
continue;
for(i=1;i<j && split[i];i++)
job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
// �T�C�Y��e?�u��
for(i=0;i<3;i++)
for(j=0;j<MAX_WEAPON_TYPE;j++)
atkmods[i][j]=100;
sprintf(path, "%s/size_fix.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i=0;
while(fgets(line, sizeof(line)-1, fp)){
char *split[MAX_WEAPON_TYPE];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
atkmods[i][j]=atoi(split[j]);
}
i++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
// ��?�f?�^�e?�u��
for(i=0;i<5;i++){
for(j=0;j<MAX_REFINE; j++)
percentrefinery[i][j]=100;
percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
refinebonus[i][0]=0;
refinebonus[i][1]=0;
refinebonus[i][2]=10;
}
sprintf(path, "%s/refine_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i=0;
while(fgets(line, sizeof(line)-1, fp)){
char *split[MAX_REFINE+4];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
refinebonus[i][0]=atoi(split[0]); // ��?�{?�i�X
refinebonus[i][1]=atoi(split[1]); // ��?��?�{?�i�X
refinebonus[i][2]=atoi(split[2]); // ���S��?���E
for(j=0;j<MAX_REFINE && split[j];j++)
percentrefinery[i][j]=atoi(split[j+3]);
i++;
}
fclose(fp); //Lupus. close this file!!!
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
return 0;
}
/*==========================================
* �X�L���W����������
*------------------------------------------
*/
int do_init_status(void)
{
if (SC_MAX > MAX_STATUSCHANGE)
{
ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
exit(1);
}
add_timer_func_list(status_change_timer,"status_change_timer");
add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
initChangeTables();
initDummyData();
status_readdb();
status_calc_sigma();
natural_heal_prev_tick = gettick();
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}