// 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 "pc.h"
#include "map.h"
#include "pet.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 "timer.h"
#include "nullpo.h"
#include "script.h"
#include "showmsg.h"
int SkillStatusChangeTable[]={
-1,-1,-1,-1,-1,-1,
SC_PROVOKE,
SC_WATK_ELEMENT, //Adds part of your final attack as elemental damage. [Skotlex]
SC_ENDURE,
-1,
/* 10- */
SC_SIGHT, /* �T�C�g */
-1,
SC_SAFETYWALL, /* �Z�[�t�e�B�[�E�H�[�� */
-1,-1,-1,
SC_FREEZE, /* �t���X�g�_�C�o? */
SC_STONE, /* �X�g?���J?�X */
-1,-1,
/* 20- */
-1,-1,-1,-1,
SC_RUWACH, /* ���A�t */
-1,//SC_PNEUMA, Pneuma is no longer a status change. It is a cell type.
-1,-1,-1,
SC_INCREASEAGI, /* ���x?�� */
/* 30- */
SC_DECREASEAGI, /* ���x���� */
-1,
SC_SIGNUMCRUCIS, /* �V�O�i���N���V�X */
SC_ANGELUS, /* �G���W�F���X */
SC_BLESSING, /* �u���b�V���O */
-1,-1,-1,-1,-1,
/* 40- */
-1,-1,-1,-1,-1,
SC_CONCENTRATE, /* �W���͌��� */
-1,-1,-1,-1,
/* 50- */
-1,
SC_HIDING, /* �n�C�f�B���O */
-1,-1,-1,-1,-1,-1,-1,-1,
/* 60- */
SC_TWOHANDQUICKEN, /* 2HQ */
SC_AUTOCOUNTER,
-1,-1,-1,-1,
SC_IMPOSITIO, /* �C���|�V�e�B�I�}�k�X */
SC_SUFFRAGIUM, /* �T�t���M�E�� */
SC_ASPERSIO, /* �A�X�y���V�I */
SC_BENEDICTIO, /* ��?�~�� */
/* 70- */
-1,
SC_SLOWPOISON,
-1,
SC_KYRIE, /* �L���G�G���C�\�� */
SC_MAGNIFICAT, /* �}�O�j�t�B�J?�g */
SC_GLORIA, /* �O�����A */
SC_SILENCE, /* ���b�N�X�f�B�r?�i */
-1,
SC_AETERNA, /* ���b�N�X�G?�e���i */
-1,
/* 80- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 90- */
-1,-1,
SC_QUAGMIRE, /* �N�@�O�}�C�A */
-1,-1,-1,-1,-1,-1,-1,
/* 100- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 110- */
-1,
SC_ADRENALINE, /* �A�h���i�������b�V�� */
SC_WEAPONPERFECTION,/* �E�F�|���p?�t�F�N�V���� */
SC_OVERTHRUST, /* �I?�o?�g���X�g */
SC_MAXIMIZEPOWER, /* �}�L�V�}�C�Y�p��? */
-1,-1,-1,-1,-1,
/* 120- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 130- */
-1,-1,-1,-1,-1,
SC_CLOAKING, /* �N��?�L���O */
SC_STAN, /* �\�j�b�N�u��? */
-1,
SC_ENCPOISON, /* �G���`�����g�|�C�Y�� */
SC_POISONREACT, /* �|�C�Y�����A�N�g */
/* 140- */
SC_POISON, /* �x�m���_�X�g */
SC_SPLASHER, /* �x�i���X�v���b�V��? */
-1,
SC_TRICKDEAD, /* ���ӂ� */
-1,-1,
SC_AUTOBERSERK,
-1,-1,-1,
/* 150- */
-1,-1,-1,-1,-1,
SC_LOUD, /* ���E�h�{�C�X */
-1,
SC_ENERGYCOAT, /* �G�i�W?�R?�g */
-1,-1,
/* 160- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 200 */
-1,
SC_KEEPING,
-1,
SC_COMA,
SC_BARRIER,
-1,
SC_STAN,
SC_HALLUCINATION,
-1,-1,
/* 210- */
-1,-1,-1,-1,-1,
SC_STRIPWEAPON,
SC_STRIPSHIELD,
SC_STRIPARMOR,
SC_STRIPHELM,
-1,
/* 220- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 230- */
-1,-1,-1,-1,
SC_CP_WEAPON,
SC_CP_SHIELD,
SC_CP_ARMOR,
SC_CP_HELM,
-1,-1,
/* 240- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,
SC_AUTOGUARD,
/* 250- */
-1,-1,
SC_REFLECTSHIELD,
-1,-1,
SC_DEVOTION,
SC_PROVIDENCE,
SC_DEFENDER,
SC_SPEARSQUICKEN,
-1,
/* 260- */
-1,-1,-1,-1,-1,-1,-1,-1,
SC_STEELBODY,
SC_BLADESTOP_WAIT,
/* 270- */
SC_EXPLOSIONSPIRITS,
SC_EXTREMITYFIST,
-1,-1,-1,-1,
SC_MAGICROD,
-1,-1,-1,
/* 280- */
SC_FIREWEAPON,
SC_WATERWEAPON,
SC_WINDWEAPON,
SC_EARTHWEAPON,
-1,
SC_VOLCANO,
SC_DELUGE,
SC_VIOLENTGALE,
SC_LANDPROTECTOR,
-1,
/* 290- */
-1,-1,-1,-1,
SC_ORCISH,
-1,-1,-1,-1,-1,
/* 300- */
-1,-1,-1,
SC_COMA,
-1,-1,
SC_LULLABY,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
/* 310- */
SC_NIBELUNGEN,
SC_ROKISWEIL,
SC_INTOABYSS,
SC_SIEGFRIED,
-1,-1,-1,-1,-1,
SC_WHISTLE,
/* 320- */
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
-1,-1,
SC_UGLYDANCE,
-1,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE,
/* 330- */
SC_SERVICE4U,
-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 340- */
-1,-1,
SC_STOP,
-1,-1,-1,-1,-1,-1,-1,
/* 350- */
-1,-1,-1,-1,-1,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION,
SC_TENSIONRELAX,
SC_BERSERK,
/* 360- */
-1,
SC_ASSUMPTIO,
SC_BASILICA,
-1,-1,-1,
SC_MAGICPOWER,
-1,
SC_SACRIFICE,
SC_GOSPEL,
/* 370- */
-1,-1,-1,-1,-1,-1,-1,-1,
SC_EDP,
-1,
/* 380- */
SC_TRUESIGHT,
-1,-1,
SC_WINDWALK,
SC_MELTDOWN,
-1,-1,
SC_CARTBOOST,
-1,
SC_CHASEWALK,
/* 390- */
SC_REJECTSWORD,
-1,-1,-1,-1,
SC_MOONLIT,
SC_MARIONETTE,
-1,
SC_BLEEDING,
SC_JOINTBEAT,
/* 400 */
-1,-1,
SC_MINDBREAKER,
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
-1,-1,
SC_BABY,
-1,
/* 410- */
-1,
SC_RUN,
SC_READYSTORM,
-1,
SC_READYDOWN,
-1,
SC_READYTURN,
-1,
SC_READYCOUNTER,
-1,
/* 420- */
SC_DODGE,
-1,-1,
SC_TKDORI,
-1,-1,-1,-1,
SC_WARM,
SC_WARM,
/* 430- */
SC_WARM,
SC_SUN_COMFORT,
SC_MOON_COMFORT,
SC_STAR_COMFORT,
-1,-1,-1,-1,-1,-1,
/* 440- */
-1,-1,-1,-1,
SC_FUSION,
MAPID_ALCHEMIST, // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
-1,
MAPID_MONK,
MAPID_STAR_GLADIATOR,
MAPID_SAGE,
/* 450- */
MAPID_CRUSADER,
MAPID_SUPER_NOVICE,
MAPID_KNIGHT,
MAPID_WIZARD,
MAPID_PRIEST,
MAPID_BARDDANCER,
MAPID_ROGUE,
MAPID_ASSASSIN,
MAPID_BLACKSMITH,
SC_ADRENALINE2,
/* 460- */
MAPID_HUNTER,
MAPID_SOUL_LINKER,
SC_KAIZEL,
SC_KAAHI,
SC_KAUPE,
SC_KAITE,
-1,-1,-1,-1,
/* 470- */
SC_SWOO, // [marquis007]
SC_SKE,
SC_SKA, // [marquis007]
-1,-1,
SC_PRESERVE,
-1,-1,-1,-1,
/* 480- */
-1,-1,
SC_DOUBLECAST,
-1,
SC_GRAVITATION,
-1,
SC_MAXOVERTHRUST,
SC_LONGING,
SC_HERMODE,
-1,
/* 490- */
-1,-1,-1,-1,
SC_SPIRIT,
SC_ONEHAND,
-1,-1,-1,-1,
/* 500- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 510- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 520- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 530- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 540- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 550- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 560- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 570- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 580- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 590- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 600- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 610- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 620- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 630- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 640- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 650- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 660- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 670- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 680- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 690- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 700- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 710- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 720- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 730- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 740- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 750- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 760- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 770- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 780- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 790- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 800- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 810- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 820- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 830- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 840- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 850- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 860- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 870- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 880- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 890- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 900- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 910- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 920- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 930- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 940- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 950- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 960- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 970- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 980- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 990- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1000- */
-1,-1,
SC_SHRINK,
-1,-1,
SC_CLOSECONFINE2,
SC_SIGHTBLASTER,
-1,-1,-1,
/* 1010- */
-1,
SC_WINKCHARM,
-1,-1,
SC_COMA,
-1,-1,-1,-1,-1,
/* 1020- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1030- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1040- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1050- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1060- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1070- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1080- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 1090- */
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
};
int StatusIconChangeTable[SC_MAX];
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][20];
#define MAX_REFINE_BONUS 5
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][20]; // ����ATK�T�C�Y�C��(size_fix.txt)
static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
//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
//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
//but it is much less prone to errors. [Skotlex]
void initStatusIconChangeTable(void) {
int i;
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = SI_BLANK;
StatusIconChangeTable[SC_PROVOKE] = SI_PROVOKE;
StatusIconChangeTable[SC_ENDURE] = SI_ENDURE;
StatusIconChangeTable[SC_TWOHANDQUICKEN] = SI_TWOHANDQUICKEN;
StatusIconChangeTable[SC_CONCENTRATE] = SI_CONCENTRATE;
StatusIconChangeTable[SC_HIDING] = SI_HIDING;
StatusIconChangeTable[SC_CLOAKING] = SI_CLOAKING;
StatusIconChangeTable[SC_ENCPOISON] = SI_ENCPOISON;
StatusIconChangeTable[SC_POISONREACT] = SI_POISONREACT;
StatusIconChangeTable[SC_QUAGMIRE] = SI_QUAGMIRE;
StatusIconChangeTable[SC_ANGELUS] = SI_ANGELUS;
StatusIconChangeTable[SC_BLESSING] = SI_BLESSING;
StatusIconChangeTable[SC_SIGNUMCRUCIS] = SI_SIGNUMCRUCIS;
StatusIconChangeTable[SC_INCREASEAGI] = SI_INCREASEAGI;
StatusIconChangeTable[SC_DECREASEAGI] = SI_DECREASEAGI;
StatusIconChangeTable[SC_SLOWPOISON] = SI_SLOWPOISON;
StatusIconChangeTable[SC_IMPOSITIO] = SI_IMPOSITIO;
StatusIconChangeTable[SC_SUFFRAGIUM] = SI_SUFFRAGIUM;
StatusIconChangeTable[SC_ASPERSIO] = SI_ASPERSIO;
StatusIconChangeTable[SC_BENEDICTIO] = SI_BENEDICTIO;
StatusIconChangeTable[SC_KYRIE] = SI_KYRIE;
StatusIconChangeTable[SC_MAGNIFICAT] = SI_MAGNIFICAT;
StatusIconChangeTable[SC_GLORIA] = SI_GLORIA;
StatusIconChangeTable[SC_AETERNA] = SI_AETERNA;
StatusIconChangeTable[SC_ADRENALINE] = SI_ADRENALINE;
StatusIconChangeTable[SC_WEAPONPERFECTION] = SI_WEAPONPERFECTION;
StatusIconChangeTable[SC_OVERTHRUST] = SI_OVERTHRUST;
StatusIconChangeTable[SC_MAXIMIZEPOWER] = SI_MAXIMIZEPOWER;
StatusIconChangeTable[SC_TRICKDEAD] = SI_TRICKDEAD;
StatusIconChangeTable[SC_LOUD] = SI_LOUD;
StatusIconChangeTable[SC_ENERGYCOAT] = SI_ENERGYCOAT;
StatusIconChangeTable[SC_BROKENARMOR] = SI_BROKENARMOR;
StatusIconChangeTable[SC_BROKENWEAPON] = SI_BROKENWEAPON;
StatusIconChangeTable[SC_HALLUCINATION] = SI_HALLUCINATION;
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_SPEEDPOTION;
StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
StatusIconChangeTable[SC_STRIPWEAPON] = SI_STRIPWEAPON;
StatusIconChangeTable[SC_STRIPSHIELD] = SI_STRIPSHIELD;
StatusIconChangeTable[SC_STRIPARMOR] = SI_STRIPARMOR;
StatusIconChangeTable[SC_STRIPHELM] = SI_STRIPHELM;
StatusIconChangeTable[SC_CP_WEAPON] = SI_CP_WEAPON;
StatusIconChangeTable[SC_CP_SHIELD] = SI_CP_SHIELD;
StatusIconChangeTable[SC_CP_ARMOR] = SI_CP_ARMOR;
StatusIconChangeTable[SC_CP_HELM] = SI_CP_HELM;
StatusIconChangeTable[SC_AUTOGUARD] = SI_AUTOGUARD;
StatusIconChangeTable[SC_REFLECTSHIELD] = SI_REFLECTSHIELD;
StatusIconChangeTable[SC_PROVIDENCE] = SI_PROVIDENCE;
StatusIconChangeTable[SC_DEFENDER] = SI_DEFENDER;
StatusIconChangeTable[SC_AUTOSPELL] = SI_AUTOSPELL;
StatusIconChangeTable[SC_SPEARSQUICKEN] = SI_SPEARQUICKEN;
StatusIconChangeTable[SC_EXPLOSIONSPIRITS] = SI_EXPLOSIONSPIRITS;
StatusIconChangeTable[SC_FURY] = SI_FURY;
StatusIconChangeTable[SC_FIREWEAPON] = SI_FIREWEAPON;
StatusIconChangeTable[SC_WATERWEAPON] = SI_WATERWEAPON;
StatusIconChangeTable[SC_WINDWEAPON] = SI_WINDWEAPON;
StatusIconChangeTable[SC_EARTHWEAPON] = SI_EARTHWEAPON;
StatusIconChangeTable[SC_AURABLADE] = SI_AURABLADE;
StatusIconChangeTable[SC_PARRYING] = SI_PARRYING;
StatusIconChangeTable[SC_CONCENTRATION] = SI_CONCENTRATION;
StatusIconChangeTable[SC_TENSIONRELAX] = SI_TENSIONRELAX;
StatusIconChangeTable[SC_BERSERK] = SI_BERSERK;
StatusIconChangeTable[SC_ASSUMPTIO] = SI_ASSUMPTIO;
StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
StatusIconChangeTable[SC_MAGICPOWER] = SI_MAGICPOWER;
StatusIconChangeTable[SC_EDP] = SI_EDP;
StatusIconChangeTable[SC_TRUESIGHT] = SI_TRUESIGHT;
StatusIconChangeTable[SC_WINDWALK] = SI_WINDWALK;
StatusIconChangeTable[SC_MELTDOWN] = SI_MELTDOWN;
StatusIconChangeTable[SC_CARTBOOST] = SI_CARTBOOST;
StatusIconChangeTable[SC_CHASEWALK] = SI_CHASEWALK;
StatusIconChangeTable[SC_REJECTSWORD] = SI_REJECTSWORD;
StatusIconChangeTable[SC_MARIONETTE] = SI_MARIONETTE;
StatusIconChangeTable[SC_MARIONETTE2] = SI_MARIONETTE2;
StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
StatusIconChangeTable[SC_MOONLIT] = SI_MOONLIT;
StatusIconChangeTable[SC_DEVOTION] = SI_DEVOTION;
StatusIconChangeTable[SC_STEELBODY] = SI_STEELBODY;
StatusIconChangeTable[SC_SPURT] = SI_SPURT;
StatusIconChangeTable[SC_SPIRIT] = SI_SPIRIT;
StatusIconChangeTable[SC_READYSTORM] = SI_READYSTORM;
StatusIconChangeTable[SC_READYDOWN] = SI_READYDOWN;
StatusIconChangeTable[SC_READYTURN] = SI_READYTURN;
StatusIconChangeTable[SC_READYCOUNTER] = SI_READYCOUNTER;
StatusIconChangeTable[SC_DODGE] = SI_DODGE;
StatusIconChangeTable[SC_SHADOWWEAPON] = SI_SHADOWWEAPON;
StatusIconChangeTable[SC_WARM] = SI_WARM;
StatusIconChangeTable[SC_SUN_COMFORT] = SI_SUN_COMFORT;
StatusIconChangeTable[SC_MOON_COMFORT] = SI_MOON_COMFORT;
StatusIconChangeTable[SC_STAR_COMFORT] = SI_STAR_COMFORT;
StatusIconChangeTable[SC_ADRENALINE2] = SI_ADRENALINE2;
StatusIconChangeTable[SC_GHOSTWEAPON] = SI_GHOSTWEAPON;
StatusIconChangeTable[SC_KAITE] = SI_KAITE;
StatusIconChangeTable[SC_KAIZEL] = SI_KAIZEL;
StatusIconChangeTable[SC_KAAHI] = SI_KAAHI;
StatusIconChangeTable[SC_KAUPE] = SI_KAUPE;
StatusIconChangeTable[SC_ONEHAND] = SI_ONEHAND;
StatusIconChangeTable[SC_PRESERVE] = SI_PRESERVE;
StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
StatusIconChangeTable[SC_DOUBLECAST] = SI_DOUBLECAST;
StatusIconChangeTable[SC_MAXOVERTHRUST] = SI_MAXOVERTHRUST;
StatusIconChangeTable[SC_SHRINK] = SI_SHRINK;
StatusIconChangeTable[SC_SIGHTBLASTER] = SI_SIGHTBLASTER;
StatusIconChangeTable[SC_WINKCHARM] = SI_WINKCHARM;
StatusIconChangeTable[SC_CLOSECONFINE] = SI_CLOSECONFINE;
StatusIconChangeTable[SC_CLOSECONFINE2] = SI_CLOSECONFINE2;
}
/*==========================================
* ���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;
}
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag: 1 to indicate this call is done after the casting (target already selected)
* 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)
{
int mode, race, hide_flag;
struct status_change *sc=NULL, *tsc;
if (src && status_isdead(src))
return 0;
if (target && status_isdead(target) && skill_num != ALL_RESURRECTION && skill_num != PR_REDEMPTIO)
return 0;
if (skill_num == PA_PRESSURE && flag)
return 1; //Once Gloria Domini has been casted, there's nothing you can do to stop it. [Skotlex]
mode = src?status_get_mode(src):MD_CANATTACK;
if (!skill_num && !(mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
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)))
&& !(mode&MD_BOSS))
{ //Basilica Check
if (!skill_num) return 0;
race = skill_get_inf(skill_num);
if (race&INF_ATTACK_SKILL)
return 0;
if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
return 0;
}
if (src) sc = status_get_sc(src);
if(sc && sc->opt1 >0)
return 0;
if(sc && sc->count)
{
if (
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && skill_num != KN_AUTOCOUNTER)
|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
|| sc->data[SC_GRAVITATION].timer != -1
)
return 0;
if (sc->data[SC_BLADESTOP].timer != -1) {
switch (sc->data[SC_BLADESTOP].val1)
{
case 1: return 0;
case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; break;
case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; break;
case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; break;
case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; break;
default: return 0;
}
}
if (skill_num)
{ //Skills blocked through status changes...
if ((sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
sc->data[SC_SILENCE].timer != -1 || sc->data[SC_STEELBODY].timer != -1 ||
sc->data[SC_BERSERK].timer != -1 || sc->data[SC_SKA].timer != -1 ||
sc->data[SC_NOCHAT].timer != -1
)
return 0;
if (sc->data[SC_DANCING].timer != -1)
{
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 == CG_HERMODE && skill_num == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
}
}
if (sc && sc->option)
{
if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
&& skill_num != RG_BACKSTAP && skill_num != RG_RAID)
return 0;
if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
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 (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
return 0;
if(skill_num == WZ_STORMGUST && 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->data[SC_STONE].val2 == 0)))
return 0;
}
race = src?status_get_race(src):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) == 2)
hide_flag &= ~OPTION_HIDE;
switch (target->type)
{
case BL_PC:
{
struct map_session_data *sd = (struct map_session_data*) target;
if (pc_isinvisible(sd))
return 0;
if ((tsc->option&hide_flag || sd->state.gangsterparadise)
&& (sd->state.perfect_hiding || !(race == 4 || race == 6 || mode&MD_DETECTOR))
&& !(mode&MD_BOSS))
return 0;
}
break;
case BL_PET:
return 0;
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 (mode&MD_LOOTER)
return 1;
else
return 0;
default:
//Check for chase-walk/hiding/cloaking opponents.
if (tsc && !(mode&MD_BOSS))
{
if (tsc->option&hide_flag && !(race == 4 || race == 6 || mode&MD_DETECTOR))
return 0;
}
}
return 1;
}
//Skotlex: Calculates the stats of the given pet.
int status_calc_pet(struct map_session_data *sd, int first)
{
struct pet_data *pd;
nullpo_retr(0, sd);
if (sd->status.pet_id == 0 || sd->pd == NULL)
return 1;
pd = sd->pd;
if (battle_config.pet_lv_rate && pd->status)
{
sd->pet.level = sd->status.base_level*battle_config.pet_lv_rate/100;
if (sd->pet.level < 0)
sd->pet.level = 1;
if (pd->status->level != sd->pet.level || first)
{
if (!first) //Lv Up animation
clif_misceffect(&pd->bl, 0);
pd->status->level = sd->pet.level;
pd->status->atk1 = (pd->db->atk1*pd->status->level)/pd->db->lv;
pd->status->atk2 = (pd->db->atk2*pd->status->level)/pd->db->lv;
pd->status->str = (pd->db->str*pd->status->level)/pd->db->lv;
pd->status->agi = (pd->db->agi*pd->status->level)/pd->db->lv;
pd->status->vit = (pd->db->vit*pd->status->level)/pd->db->lv;
pd->status->int_ = (pd->db->int_*pd->status->level)/pd->db->lv;
pd->status->dex = (pd->db->dex*pd->status->level)/pd->db->lv;
pd->status->luk = (pd->db->luk*pd->status->level)/pd->db->lv;
if (pd->status->atk1 > battle_config.pet_max_atk1) pd->status->atk1 = battle_config.pet_max_atk1;
if (pd->status->atk2 > battle_config.pet_max_atk2) pd->status->atk2 = battle_config.pet_max_atk2;
if (pd->status->str > battle_config.pet_max_stats) pd->status->str = battle_config.pet_max_stats;
else if (pd->status->str < 1) pd->status->str = 1;
if (pd->status->agi > battle_config.pet_max_stats) pd->status->agi = battle_config.pet_max_stats;
else if (pd->status->agi < 1) pd->status->agi = 1;
if (pd->status->vit > battle_config.pet_max_stats) pd->status->vit = battle_config.pet_max_stats;
else if (pd->status->vit < 1) pd->status->vit = 1;
if (pd->status->int_ > battle_config.pet_max_stats) pd->status->int_ = battle_config.pet_max_stats;
else if (pd->status->int_ < 1) pd->status->int_ = 1;
if (pd->status->dex > battle_config.pet_max_stats) pd->status->dex = battle_config.pet_max_stats;
else if (pd->status->dex < 1) pd->status->dex = 1;
if (pd->status->luk > battle_config.pet_max_stats) pd->status->luk = battle_config.pet_max_stats;
else if (pd->status->luk < 1) pd->status->luk = 1;
if (!first) //Not done the first time because the pet is not visible yet
clif_send_petstatus(sd);
}
}
//Support rate modifier (1000 = 100%)
pd->rate_fix = 1000*(sd->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 0;
}
/*==========================================
* �p�����[�^�v�Z
* first==0�̎��A�v�Z�Ώۂ̃p�����[�^���Ăяo���O����
* �� �������ꍇ������send���邪�A
* �\���I�ɕω��������p�����[�^�͎��O��send����悤��
*------------------------------------------
*/
int status_calc_pc(struct map_session_data* sd,int first)
{
static int calculating = 0; //Check for recursive call preemption. [Skotlex]
int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
int b_base_atk;
struct skill b_skill[MAX_SKILL];
int i,bl,index;
int skill,wele,wele_,def_ele,refinedef=0;
int pele=0,pdef_ele=0;
int str,dstr,dex;
nullpo_retr(0, sd);
if (++calculating > 10) //Too many recursive calls to status_calc_pc!
return -1;
b_speed = sd->speed;
b_max_hp = sd->status.max_hp;
b_max_sp = sd->status.max_sp;
b_hp = sd->status.hp;
b_sp = sd->status.sp;
b_weight = sd->weight;
b_max_weight = sd->max_weight;
memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
memcpy(b_parame,&sd->paramc,sizeof(b_parame));
memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
b_hit = sd->hit;
b_flee = sd->flee;
b_aspd = sd->aspd;
b_watk = sd->right_weapon.watk;
b_def = sd->def;
b_watk2 = sd->right_weapon.watk2;
b_def2 = sd->def2;
b_flee2 = sd->flee2;
b_critical = sd->critical;
b_attackrange = sd->attackrange;
b_matk1 = sd->matk1;
b_matk2 = sd->matk2;
b_mdef = sd->mdef;
b_mdef2 = sd->mdef2;
b_class = sd->view_class;
sd->view_class = sd->status.class_;
b_base_atk = sd->base_atk;
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) {
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++;
}
}
// these are not zeroed. [zzo]
sd->speed = DEFAULT_WALK_SPEED;
sd->hprate=battle_config.hp_rate;
sd->sprate=battle_config.sp_rate;
sd->castrate=100;
sd->delayrate=100;
sd->dsprate=100;
sd->aspd_rate = 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->speed_add_rate = sd->aspd_add_rate = 100;
// 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->paramb, 0, sizeof(sd->paramb)
+ sizeof(sd->parame)
+ sizeof(sd->subele)
+ sizeof(sd->subrace)
+ sizeof(sd->subrace2)
+ sizeof(sd->subsize)
+ sizeof(sd->addeff)
+ sizeof(sd->addeff2)
+ 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->arrow_addeff)
+ sizeof(sd->arrow_addeff2)
+ sizeof(sd->magic_addele)
+ sizeof(sd->magic_addrace)
+ sizeof(sd->magic_addsize)
+ sizeof(sd->critaddrace)
+ sizeof(sd->expaddrace)
+ sizeof(sd->itemhealrate)
+ sizeof(sd->addeff3)
+ sizeof(sd->addeff3_type)
+ sizeof(sd->sp_gain_race)
+ sizeof(sd->unequip_losehp)
+ sizeof(sd->unequip_losesp)
);
memset (&sd->right_weapon.watk, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
memset (&sd->left_weapon.watk, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
memset(&sd->special_state,0,sizeof(sd->special_state));
sd->status.max_hp = 0;
sd->status.max_sp = 0;
//zero up structures...
memset(&sd->autospell,0,sizeof(sd->autospell)
+ sizeof(sd->autospell2)
+ 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)
);
// vars zeroing. ints, shorts, chars. in that order.
memset (&sd->hit, 0, sizeof(sd->hit)
+ sizeof(sd->flee)
+ sizeof(sd->flee2)
+ sizeof(sd->critical)
+ sizeof(sd->aspd)
+ sizeof(sd->def)
+ sizeof(sd->mdef)
+ sizeof(sd->def2)
+ sizeof(sd->mdef2)
+ sizeof(sd->def_ele)
+ sizeof(sd->matk1)
+ sizeof(sd->matk2)
+ sizeof(sd->base_atk)
+ sizeof(sd->arrow_atk)
+ sizeof(sd->arrow_ele)
+ sizeof(sd->arrow_cri)
+ sizeof(sd->arrow_hit)
+ sizeof(sd->arrow_range)
+ sizeof(sd->nhealhp)
+ sizeof(sd->nhealsp)
+ sizeof(sd->nshealhp)
+ sizeof(sd->nshealsp)
+ 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->setitem_hash)
+ sizeof(sd->setitem_hash2)
// shorts
+ sizeof(sd->attackrange)
+ sizeof(sd->attackrange_)
+ 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->sp_drain_type)
+ sizeof(sd->hp_gain_value)
+ sizeof(sd->sp_gain_value)
+ sizeof(sd->add_drop_count)
+ sizeof(sd->unbreakable)
+ sizeof(sd->unbreakable_equip)
+ sizeof(sd->unstripable_equip)
+ sizeof(sd->no_regen)
+ sizeof(sd->add_def_count)
+ sizeof(sd->add_mdef_count)
+ sizeof(sd->add_dmg_count)
+ sizeof(sd->add_mdmg_count)
);
if(!sd->state.disguised && sd->disguise) {
pc_stop_walking(sd,0);
clif_clearchar(&sd->bl, 0);
sd->disguise=0;
clif_changeoption(&sd->bl);
clif_spawnpc(sd);
}
for(i=0;i<10;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 == 9 && sd->equip_index[8] == index)
continue;
if(i == 5 && sd->equip_index[4] == index)
continue;
if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
continue;
if(sd->inventory_data[index]) {
if(sd->inventory_data[index]->type == 4) { // Weapon cards
if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
int j;
for(j=0;j<sd->inventory_data[index]->slot;j++){ // �J?�h
int c=sd->status.inventory[index].card[j];
if(c>0){
if(i == 8 && sd->status.inventory[index].equip == 0x20)
sd->state.lr_flag = 1;
run_script(itemdb_equipscript(c),0,sd->bl.id,0);
sd->state.lr_flag = 0;
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
}
}
else if(sd->inventory_data[index]->type==5){ // Non-weapon equipment cards
if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
int j;
for(j=0;j<sd->inventory_data[index]->slot;j++){ // �J?�h
int c=sd->status.inventory[index].card[j];
if(c>0) {
run_script(itemdb_equipscript(c),0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
}
}
}
}
wele = sd->right_weapon.atk_ele;
wele_ = sd->left_weapon.atk_ele;
def_ele = sd->def_ele;
if(sd->status.pet_id > 0) { // Pet
struct pet_data *pd=sd->pd;
if((pd && battle_config.pet_status_support) && (!battle_config.pet_equip_required || pd->equip > 0)) {
if(sd->pet.intimate > 0 && pd->state.skillbonus == 1 && pd->bonus) { //Skotlex: Readjusted for pets
pc_bonus(sd,pd->bonus->type, pd->bonus->val);
}
pele = sd->right_weapon.atk_ele;
pdef_ele = sd->def_ele;
sd->right_weapon.atk_ele = sd->def_ele = 0;
}
}
memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
// ?���i�ɂ��X�e?�^�X?���͂�����?�s
for(i=0;i<10;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 == 9 && sd->equip_index[8] == index)
continue;
if(i == 5 && sd->equip_index[4] == index)
continue;
if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
continue;
if(sd->inventory_data[index]) {
sd->def += sd->inventory_data[index]->def;
if(sd->inventory_data[index]->type == 4) {
int r,wlv = sd->inventory_data[index]->wlv;
if (wlv >= MAX_REFINE_BONUS)
wlv = MAX_REFINE_BONUS - 1;
if(i == 8 && sd->status.inventory[index].equip == 0x20) { // Left-hand weapon
sd->left_weapon.watk += sd->inventory_data[index]->atk;
sd->left_weapon.watk2 = (r=sd->status.inventory[index].refine)* // ��?�U?��
refinebonus[wlv][0];
if( (r-=refinebonus[wlv][2])>0 ) // ��?��?�{?�i�X
sd->left_weapon.overrefine = r*refinebonus[wlv][1];
if(sd->status.inventory[index].card[0]==0x00ff){ // Forged weapon
sd->left_weapon.star = (sd->status.inventory[index].card[1]>>8); // ���̂�����
if(sd->left_weapon.star >= 15) sd->left_weapon.star = 40; // 3 Star Crumbs now give +40 dmg
if (pc_istop10fame( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
sd->left_weapon.star += 10;
wele_= (sd->status.inventory[index].card[1]&0x0f); // ? ��
}
sd->attackrange_ += sd->inventory_data[index]->range;
sd->state.lr_flag = 1;
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;
}
else { // Right-hand weapon
sd->right_weapon.watk += sd->inventory_data[index]->atk;
sd->right_weapon.watk2 += (r=sd->status.inventory[index].refine)* // ��?�U?��
refinebonus[wlv][0];
if( (r-=refinebonus[wlv][2])>0 ) // ��?��?�{?�i�X
sd->right_weapon.overrefine += r*refinebonus[wlv][1];
if(sd->status.inventory[index].card[0]==0x00ff){ // Forged weapon
sd->right_weapon.star += (sd->status.inventory[index].card[1]>>8); // ���̂�����
if(sd->right_weapon.star >= 15) sd->right_weapon.star = 40; // 3 Star Crumbs now give +40 dmg
if (pc_istop10fame( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
sd->right_weapon.star += 10;
wele = (sd->status.inventory[index].card[1]&0x0f); // ? ��
}
sd->attackrange += sd->inventory_data[index]->range;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
else if(sd->inventory_data[index]->type == 5) {
sd->right_weapon.watk += sd->inventory_data[index]->atk;
refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
}
if(sd->equip_index[10] >= 0){ // ��
index = sd->equip_index[10];
if(sd->inventory_data[index]){ // Arrows
sd->state.lr_flag = 2;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
sd->arrow_atk += sd->inventory_data[index]->atk;
}
}
sd->def += (refinedef+50)/100;
if(sd->attackrange < 1) sd->attackrange = 1;
if(sd->attackrange_ < 1) sd->attackrange_ = 1;
if(sd->attackrange < sd->attackrange_)
sd->attackrange = sd->attackrange_;
if(sd->status.weapon == 11)
sd->attackrange += sd->arrow_range;
if(wele > 0)
sd->right_weapon.atk_ele = wele;
if(wele_ > 0)
sd->left_weapon.atk_ele = wele_;
if(def_ele > 0)
sd->def_ele = def_ele;
if(battle_config.pet_status_support) {
if(pele > 0 && !sd->right_weapon.atk_ele)
sd->right_weapon.atk_ele = pele;
if(pdef_ele > 0 && !sd->def_ele)
sd->def_ele = pdef_ele;
}
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 != 100)
sd->aspd_rate += sd->aspd_add_rate-100;
if(sd->speed_add_rate != 100)
sd->speed_rate += sd->speed_add_rate-100;
// 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];
// ----- STATS CALCULATION -----
// Job bonuses
for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
if(job_bonus[sd->status.class_][i])
sd->paramb[job_bonus[sd->status.class_][i]-1]++;
}
// 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){
sd->paramb[0] += 10;
sd->paramb[1] += 10;
sd->paramb[2] += 10;
sd->paramb[3] += 10;
sd->paramb[4] += 10;
sd->paramb[5] += 10;
}
// Absolute modifiers from passive skills
if(pc_checkskill(sd,BS_HILTBINDING)>0)
sd->paramb[0] ++;
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
sd->paramb[3] += (skill+1)/2; // +1 INT / 2 lv
if((skill=pc_checkskill(sd,AC_OWL))>0)
sd->paramb[4] += skill;
// Improve Concentration adds a percentage of base stat + job bonus + equipment bonus, but not from card bonus nor status change bonus
if(sd->sc.count && sd->sc.data[SC_CONCENTRATE].timer!=-1 && sd->sc.data[SC_QUAGMIRE].timer == -1){
sd->paramb[1] += (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100;
sd->paramb[4] += (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100;
}
// Absolute modifiers from status changes (only for PC)
if(sd->sc.count){
if (sd->sc.data[SC_BATTLEORDERS].timer != -1) {
sd->paramb[0] += 5;
sd->paramb[3] += 5;
sd->paramb[4] += 5;
}
if (sd->sc.data[SC_GUILDAURA].timer != -1) {
int guildflag = sd->sc.data[SC_GUILDAURA].val4;
for (i = 12; i >= 0; i -= 4) {
skill = guildflag >> i;
switch (i) {
case 12: sd->paramb[0] += skill; break;
case 8: sd->paramb[2] += skill; break;
case 4: sd->paramb[1] += skill; break;
case 0: sd->paramb[4] += skill; break;
}
guildflag ^= skill << i;
}
}
}
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->paramb[0] = status_calc_str(&sd->bl,sd->paramb[0]);
sd->paramb[1] = status_calc_agi(&sd->bl,sd->paramb[1]);
sd->paramb[2] = status_calc_vit(&sd->bl,sd->paramb[2]);
sd->paramb[3] = status_calc_int(&sd->bl,sd->paramb[3]);
sd->paramb[4] = status_calc_dex(&sd->bl,sd->paramb[4]);
sd->paramb[5] = status_calc_luk(&sd->bl,sd->paramb[5]);
// Relative modifiers from status changes (only for PC)
if(sd->sc.count){
if(sd->sc.data[SC_MARIONETTE].timer!=-1){
sd->paramb[0]-= sd->status.str/2;
sd->paramb[1]-= sd->status.agi/2;
sd->paramb[2]-= sd->status.vit/2;
sd->paramb[3]-= sd->status.int_/2;
sd->paramb[4]-= sd->status.dex/2;
sd->paramb[5]-= sd->status.luk/2;
}
else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
if (psd) { // if partner is found
sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
}
}
}
// Calculate total stats
sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
if(sd->sc.count){
if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_HIGH)
{ //Ups any status under 50 to 50.
if (sd->paramc[0] < 50) {
sd->paramb[0] += 50-sd->paramc[0];
sd->paramc[0] = 50;
}
if (sd->paramc[1] < 50) {
sd->paramb[1] += 50-sd->paramc[1];
sd->paramc[1] = 50;
}
if (sd->paramc[2] < 50) {
sd->paramb[2] += 50-sd->paramc[2];
sd->paramc[2] = 50;
}
if (sd->paramc[3] < 50) {
sd->paramb[3] += 50-sd->paramc[3];
sd->paramc[3] = 50;
}
if (sd->paramc[4] < 50) {
sd->paramb[4] += 50-sd->paramc[4];
sd->paramc[4] = 50;
}
if (sd->paramc[5] < 50) {
sd->paramb[5] += 50-sd->paramc[5];
sd->paramc[5] = 50;
}
}
}
for(i=0;i<6;i++)
if(sd->paramc[i] < 0) sd->paramc[i] = 0;
if (sd->sc.count && sd->sc.data[SC_CURSE].timer!=-1)
sd->paramc[5] = 0;
// ------ BASE ATTACK CALCULATION ------
// Basic Base ATK value
switch(sd->status.weapon){
case 11: // Bows
case 13: // Musical Instruments
case 14: // Whips
str = sd->paramc[4];
dex = sd->paramc[0];
break;
default:
str = sd->paramc[0];
dex = sd->paramc[4];
break;
}
dstr = str/10;
sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
sd->base_atk += 4;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->base_atk = status_calc_batk(&sd->bl,sd->base_atk);
if(sd->base_atk < 1)
sd->base_atk = 1;
// ----- WEAPON ATK CALCULATION -----
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->right_weapon.watk = status_calc_watk(&sd->bl,sd->right_weapon.watk);
if((index= sd->equip_index[8]) >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
sd->left_weapon.watk = status_calc_watk(&sd->bl,sd->left_weapon.watk);
// ----- WEAPON UPGRADE ATK CALCULATION -----
// Absolute modifiers from status changes (only for PC)
if(sd->sc.count){
if(sd->sc.data[SC_NIBELUNGEN].timer!=-1){
index = sd->equip_index[9];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->right_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->left_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2;
}
}
// ----- MATK CALCULATION -----
// Basic MATK value
sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
if(sd->matk1 < sd->matk2) {
int temp = sd->matk2;
sd->matk2 = sd->matk1;
sd->matk1 = temp;
}
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->matk1 = status_calc_matk(&sd->bl,sd->matk1);
sd->matk2 = status_calc_matk(&sd->bl,sd->matk2);
// Apply relative modifiers from equipment
if(sd->matk_rate != 100){
sd->matk1 = sd->matk1 * sd->matk_rate/100;
sd->matk2 = sd->matk2 * sd->matk_rate/100;
}
// ----- CRIT CALCULATION -----
// Basic Crit value
sd->critical += (sd->paramc[5]*3)+10;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->critical = status_calc_critical(&sd->bl,sd->critical);
// Apply relative modifiers from equipment
if(sd->critical_rate != 100)
sd->critical = sd->critical * sd->critical_rate/100;
if(sd->critical < 10) sd->critical = 10;
// ----- HIT CALCULATION -----
// Basic Hit value
sd->hit += sd->paramc[4] + sd->status.base_level;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
sd->hit += skill*2;
if((skill=pc_checkskill(sd,AC_VULTURE))>0){
sd->hit += skill;
if(sd->status.weapon == 11)
sd->attackrange += skill;
}
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->hit = status_calc_hit(&sd->bl,sd->hit);
// Apply relative modifiers from equipment
if(sd->hit_rate != 100)
sd->hit = sd->hit * sd->hit_rate/100;
if(sd->hit < 1) sd->hit = 1;
// ----- FLEE CALCULATION -----
// Basic Flee value
sd->flee += sd->paramc[1] + sd->status.base_level;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,TF_MISS))>0)
sd->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
if((skill=pc_checkskill(sd,MO_DODGE))>0)
sd->flee += (skill*3)>>1;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->flee = status_calc_flee(&sd->bl,sd->flee);
// Apply relative modifiers from equipment
if(sd->flee_rate != 100)
sd->flee = sd->flee * sd->flee_rate/100;
if(sd->flee < 1) sd->flee = 1;
// ----- PERFECT DODGE CALCULATION -----
// Basic Perfect Dodge value
sd->flee2 += sd->paramc[5]+10;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->flee2 = status_calc_flee2(&sd->bl,sd->flee2);
// Apply relative modifiers from equipment
if(sd->flee2_rate != 100)
sd->flee2 = sd->flee2 * sd->flee2_rate/100;
if(sd->flee2 < 10) sd->flee2 = 10;
// ----- VIT-DEF CALCULATION -----
// Special fixed values from status changes
if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1)
sd->def2 = 0;
else if(sd->sc.count && sd->sc.data[SC_ETERNALCHAOS].timer!=-1)
sd->def2 = 0;
else {
// Basic VIT-DEF value
sd->def2 += sd->paramc[2];
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->def2 = status_calc_def2(&sd->bl,sd->def2);
// Apply relative modifiers from equipment
if(sd->def2_rate != 100)
sd->def2 = sd->def2 * sd->def2_rate/100;
if(sd->def2 < 1) sd->def2 = 1;
}
// ----- EQUIPMENT-DEF CALCULATION -----
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->def = status_calc_def(&sd->bl,sd->def);
// Apply relative modifiers from equipment
if(sd->def_rate != 100)
sd->def = sd->def * sd->def_rate/100;
if(sd->def < 0) sd->def = 0;
else if (!battle_config.player_defense_type && sd->def > battle_config.max_def)
{
sd->def2 += battle_config.over_def_bonus*(sd->def -battle_config.max_def);
sd->def = battle_config.max_def;
}
// ----- INT-MDEF CALCULATION -----
// Special fixed values from status changes
if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1)
sd->mdef2 = 0;
else {
// Basic INT-MDEF value
sd->mdef2 += sd->paramc[3];
// sd->mdef2 = status_calc_mdef2(&sd->bl,sd->mdef2);
// Apply relative modifiers from equipment
if(sd->mdef2_rate != 100)
sd->mdef2 = sd->mdef2 * sd->mdef2_rate/100;
if(sd->mdef2 < 1) sd->mdef2 = 1;
}
// ----- EQUIPMENT-MDEF CALCULATION -----
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->mdef = status_calc_mdef(&sd->bl,sd->mdef);
// Apply relative modifiers from equipment
if(sd->mdef_rate != 100)
sd->mdef = sd->mdef * sd->mdef_rate/100;
if(sd->mdef < 0) sd->mdef = 0;
else if (!battle_config.player_defense_type && sd->mdef > battle_config.max_def)
{
sd->mdef2 += battle_config.over_def_bonus*(sd->mdef -battle_config.max_def);
sd->mdef = battle_config.max_def;
}
// ----- WALKING SPEED CALCULATION -----
// Relative, then absolute modifiers from status changes (shared between PC and NPC)
sd->speed = status_calc_speed(&sd->bl,sd->speed);
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,TF_MISS))>0 && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && sd->sc.data[SC_CLOAKING].timer==-1)
sd->speed -= sd->speed * skill/100;
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
sd->speed -= sd->speed * 25/100;
if(pc_ishiding(sd) && (skill=pc_checkskill(sd,RG_TUNNELDRIVE))>0)
sd->speed += sd->speed * (100-16*skill)/100;
if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
sd->speed += sd->speed * (100-10*skill)/100;
if(sd->skilltimer != -1 && (skill=pc_checkskill(sd,SA_FREECAST))>0) {
sd->prev_speed = sd->speed; //Store previous speed to correctly restore it. [Skotlex]
sd->speed += sd->speed * (75-5*skill)/100;
}
if(sd->sc.count && sd->sc.data[SC_DANCING].timer!=-1){
int s_rate = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER)
s_rate -= 40; //TODO: Figure out real bonus rate.
if (sd->sc.data[SC_LONGING].timer!=-1)
s_rate -= 20 * sd->sc.data[SC_LONGING].val1;
sd->speed += sd->speed * s_rate/100;
}
if(sd->sc.data[SC_FUSION].timer != -1) //Additional movement speed from SG_FUSION [Komurka]
sd->speed -= sd->speed * 25/100;
// Apply relative modifiers from equipment
if(sd->speed_rate != 100)
sd->speed = sd->speed*sd->speed_rate/100;
if(sd->speed < battle_config.max_walk_speed)
sd->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 <= 16)
sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000;
else
sd->aspd += (
(aspd_base[sd->status.class_][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
(aspd_base[sd->status.class_][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*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]
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0)
sd->aspd_rate -= (skill/2);
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobafter(sd))
sd->aspd_rate -= (skill*3);
if(pc_isriding(sd))
sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
// Relative modifiers from status changes (shared between PC and NPC)
sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate);
// Apply all relative modifiers
if(sd->aspd_rate != 100)
sd->aspd = sd->aspd*sd->aspd_rate/100;
if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
sd->amotion = sd->aspd;
// ----- HP MAX AND REGEN CALCULATION -----
// Basic MaxHP value
// here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
bl = sd->status.base_level;
index = (3500 + bl*hp_coefficient2[sd->status.class_] +
hp_sigma_val[sd->status.class_][(bl > 0)? bl-1:0])/100 *
(100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
if (sd->class_&JOBL_UPPER)
index += index * 30/100;
else if (sd->class_&JOBL_BABY)
index -= index * 30/100;
if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON))
index *= 3; //Triple max HP for top ranking Taekwons over level 90.
sd->status.max_hp += index;
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
sd->status.max_hp = sd->status.max_hp + 2000;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,CR_TRUST))>0)
sd->status.max_hp += skill*200;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->status.max_hp = status_calc_maxhp(&sd->bl,sd->status.max_hp);
// Apply relative modifiers from equipment
if(sd->hprate!=100)
sd->status.max_hp = sd->status.max_hp * sd->hprate/100;
if(sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
if(sd->status.hp>sd->status.max_hp)
sd->status.hp=sd->status.max_hp;
if(sd->status.max_hp <= 0) sd->status.max_hp = 1;
// Basic natural HP regeneration value
sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
// Apply relative modifiers from equipment
if(sd->hprecov_rate != 100)
sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
if(sd->nhealhp < 1) sd->nhealhp = 1;
if(sd->nhealhp > 0x7fff) sd->nhealhp = 0x7fff;
// Skill-related HP recovery
if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
// Skill-related HP recovery (only when sit)
if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest == 1)
sd->nsshealhp = skill*30 + (sd->status.max_hp*skill/500);
if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
// ----- SP MAX AND REGEN CALCULATION -----
// Basic MaxSP value
// here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
index = ((sp_coefficient[sd->status.class_] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
if (sd->class_&JOBL_UPPER)
index += index * 30/100;
else if (sd->class_&JOBL_BABY)
index -= index * 30/100;
if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON))
index *= 3; //Triple max SP for top ranking Taekwons over level 90.
sd->status.max_sp += index;
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,SL_KAINA))>0)
sd->status.max_sp += 30*skill;
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
sd->status.max_sp += sd->status.max_sp * skill/100;
if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
sd->status.max_sp += sd->status.max_sp * 2*skill/100;
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
sd->status.max_sp = status_calc_maxsp(&sd->bl,sd->status.max_sp);
// Apply relative modifiers from equipment
if(sd->sprate!=100)
sd->status.max_sp = sd->status.max_sp * sd->sprate/100;
if(sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
if(sd->status.sp>sd->status.max_sp)
sd->status.sp=sd->status.max_sp;
if(sd->status.max_sp <= 0) sd->status.max_sp = 1;
if(sd->sc.data[SC_DANCING].timer==-1){
// Basic natural SP regeneration value
sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
if(sd->paramc[3] >= 120)
sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
sd->nhealsp += sd->nhealsp * 3*skill/100;
// Apply relative modifiers from equipment
if(sd->sprecov_rate != 100)
sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
if(sd->nhealsp < 1) sd->nhealsp = 1;
if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
// Skill-related SP recovery
if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
// Skill-related SP recovery (only when sit)
if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest == 1) {
sd->nsshealsp = skill*3 + (sd->status.max_sp*skill/500);
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
}
if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
}
// ----- MISC CALCULATIONS -----
//Even though people insist this is too slow, packet data reports this is the actual real equation.
sd->dmotion = 800-sd->paramc[1]*4;
if(sd->dmotion<400) sd->dmotion = 400;
// 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( (skill=pc_checkskill(sd,SG_KNOWLEDGE))>0) //SG skill [Komurka]
if(sd->bl.m == sd->feel_map[0].m || sd->bl.m == sd->feel_map[1].m || sd->bl.m == sd->feel_map[2].m)
sd->max_weight += sd->max_weight*skill/10;
// 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;
}
if(sd->dsprate < 0) sd->dsprate = 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[9]+=skill;
sd->left_weapon.addrace[9]+=skill;
sd->magic_addrace[9]+=skill;
sd->subrace[9]+=skill;
}
if(sd->sc.count){
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[6] += sd->sc.data[SC_PROVIDENCE].val2;
}
}
// ----- CLIENT-SIDE REFRESH -----
if(first&1) { //Since this is the initial loading, the Falcon and Peco icons must be loaded. [Skotlex]
if (sd->sc.option&OPTION_FALCON)
clif_status_load(&sd->bl, SI_FALCON, 1);
if (sd->sc.option&OPTION_RIDING)
clif_status_load(&sd->bl, SI_RIDING, 1);
}
if(first&4) {
calculating = 0;
return 0;
}
if(first&3) {
clif_updatestatus(sd,SP_SPEED);
clif_updatestatus(sd,SP_MAXHP);
clif_updatestatus(sd,SP_MAXSP);
if(first&1) {
clif_updatestatus(sd,SP_HP);
clif_updatestatus(sd,SP_SP);
}
calculating = 0;
return 0;
}
if(sd->sc.data[SC_WEDDING].timer != -1 && sd->view_class != JOB_WEDDING)
sd->view_class=JOB_WEDDING;
if(sd->sc.data[SC_XMAS].timer != -1 && sd->view_class != JOB_XMAS)
sd->view_class=JOB_XMAS;
if(b_class != sd->view_class) {
clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
#if PACKETVER < 4
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
clif_changelook(&sd->bl,LOOK_WEAPON,0);
#endif
//Restoring cloth dye color after the view class changes. [Skotlex]
// Added Xmas Suit [Valaris]
if(battle_config.save_clothcolor && sd->status.clothes_color > 0 &&
((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) ||
(sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette)))
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
}
if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
clif_skillinfoblock(sd);
if(b_speed != sd->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_checkweighticon(sd);
}
for(i=0;i<6;i++)
if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
clif_updatestatus(sd,SP_STR+i);
if(b_hit != sd->hit)
clif_updatestatus(sd,SP_HIT);
if(b_flee != sd->flee)
clif_updatestatus(sd,SP_FLEE1);
if(b_aspd != sd->aspd)
clif_updatestatus(sd,SP_ASPD);
if(b_watk != sd->right_weapon.watk || b_base_atk != sd->base_atk)
clif_updatestatus(sd,SP_ATK1);
if(b_def != sd->def)
clif_updatestatus(sd,SP_DEF1);
if(b_watk2 != sd->right_weapon.watk2)
clif_updatestatus(sd,SP_ATK2);
if(b_def2 != sd->def2)
clif_updatestatus(sd,SP_DEF2);
if(b_flee2 != sd->flee2)
clif_updatestatus(sd,SP_FLEE2);
if(b_critical != sd->critical)
clif_updatestatus(sd,SP_CRITICAL);
if(b_matk1 != sd->matk1)
clif_updatestatus(sd,SP_MATK1);
if(b_matk2 != sd->matk2)
clif_updatestatus(sd,SP_MATK2);
if(b_mdef != sd->mdef)
clif_updatestatus(sd,SP_MDEF1);
if(b_mdef2 != sd->mdef2)
clif_updatestatus(sd,SP_MDEF2);
if(b_attackrange != sd->attackrange)
clif_updatestatus(sd,SP_ATTACKRANGE);
if(b_max_hp != sd->status.max_hp)
clif_updatestatus(sd,SP_MAXHP);
if(b_max_sp != sd->status.max_sp)
clif_updatestatus(sd,SP_MAXSP);
if(b_hp != sd->status.hp)
clif_updatestatus(sd,SP_HP);
if(b_sp != sd->status.sp)
clif_updatestatus(sd,SP_SP);
/* I don't think there's a need for this here. It should be handled in pc_damage and pc_heal. [Skotlex]
if(sd->status.hp<sd->status.max_hp>>2 && sd->sc.data[SC_AUTOBERSERK].timer!=-1 &&
(sd->sc.data[SC_PROVOKE].timer==-1 || sd->sc.data[SC_PROVOKE].val2==0) && !pc_isdead(sd))
status_change_start(&sd->bl,SC_PROVOKE,100,10,1,0,0,0,0);
*/
calculating = 0;
return 0;
}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
*------------------------------------------
*/
int status_calc_str(struct block_list *bl, int str)
{
struct status_change *sc;
nullpo_retr(str,bl);
sc= status_get_sc(bl);
if(sc && sc->count){
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_LOUD].timer!=-1)
str += 4;
if(sc->data[SC_TRUESIGHT].timer!=-1)
str += 5;
if(sc->data[SC_SPURT].timer!=-1)
str += 10; //Bonus is +!0 regardless of skill level
if(sc->data[SC_BLESSING].timer != -1){
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
str >>= 1;
else str += sc->data[SC_BLESSING].val1;
}
}
return str;
}
int status_calc_agi(struct block_list *bl, int agi)
{
struct status_change *sc;
nullpo_retr(agi,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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_TRUESIGHT].timer!=-1)
agi += 5;
if(sc->data[SC_INCREASEAGI].timer!=-1)
agi += 2 + sc->data[SC_INCREASEAGI].val1;
if(sc->data[SC_DECREASEAGI].timer!=-1)
agi -= 2 + sc->data[SC_DECREASEAGI].val1;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
}
return agi;
}
int status_calc_vit(struct block_list *bl, int vit)
{
struct status_change *sc;
nullpo_retr(vit,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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_TRUESIGHT].timer!=-1)
vit += 5;
if(sc->data[SC_STRIPARMOR].timer!=-1 && bl->type != BL_PC)
vit -= vit * 8*sc->data[SC_STRIPARMOR].val1/100;
}
return vit;
}
int status_calc_int(struct block_list *bl, int int_)
{
struct status_change *sc;
nullpo_retr(int_,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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_TRUESIGHT].timer!=-1)
int_ += 5;
if(sc->data[SC_BLESSING].timer != -1){
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
int_ >>= 1;
else int_ += sc->data[SC_BLESSING].val1;
}
if(sc->data[SC_STRIPHELM].timer!=-1 && bl->type != BL_PC)
int_ -= int_ * 8*sc->data[SC_STRIPHELM].val1/100;
}
return int_;
}
int status_calc_dex(struct block_list *bl, int dex)
{
struct status_change *sc;
nullpo_retr(dex,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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_TRUESIGHT].timer!=-1)
dex += 5;
if(sc->data[SC_QUAGMIRE].timer!=-1)
dex -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
if(sc->data[SC_BLESSING].timer != -1){
int race = status_get_race(bl);
if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
dex >>= 1;
else dex += sc->data[SC_BLESSING].val1;
}
}
return dex;
}
int status_calc_luk(struct block_list *bl, int luk)
{
struct status_change *sc;
nullpo_retr(luk,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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;
}
return luk;
}
int status_calc_batk(struct block_list *bl, int batk)
{
struct status_change *sc;
nullpo_retr(batk,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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 * (2+3*sc->data[SC_PROVOKE].val1)/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
batk += batk * 5*sc->data[SC_CONCENTRATION].val1/100;
if(sc->data[SC_SKE].timer!=-1)
batk += batk * 3;
if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
batk -= batk * 25/100;
if(sc->data[SC_CURSE].timer!=-1)
batk -= batk * 25/100;
if(sc->data[SC_BLEEDING].timer != -1)
batk -= batk * 25/100;
}
return batk;
}
int status_calc_watk(struct block_list *bl, int watk)
{
struct status_change *sc;
nullpo_retr(watk,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
if(sc->data[SC_IMPOSITIO].timer!=-1)
watk += 5*sc->data[SC_IMPOSITIO].val1;
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 && status_get_elem_type(bl)==3)
watk += sc->data[SC_VOLCANO].val3;
if(sc->data[SC_INCATKRATE].timer!=-1)
watk += watk * sc->data[SC_INCATKRATE].val1/100;
if(sc->data[SC_PROVOKE].timer!=-1)
watk += watk * (2+3*sc->data[SC_PROVOKE].val1)/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
watk += watk * 5*sc->data[SC_CONCENTRATION].val1/100;
if(sc->data[SC_SKE].timer!=-1)
watk += watk * 3;
if(sc->data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8)
watk += sc->data[SC_NIBELUNGEN].val2;
if(sc->data[SC_CURSE].timer!=-1)
watk -= watk * 25/100;
if(sc->data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC)
watk -= watk * 5*sc->data[SC_STRIPWEAPON].val1/100;
}
return watk;
}
int status_calc_matk(struct block_list *bl, int matk)
{
struct status_change *sc;
nullpo_retr(matk,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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 * 20*sc->data[SC_MINDBREAKER].val1/100;
if(sc->data[SC_INCMATKRATE].timer!=-1)
matk += matk * sc->data[SC_INCMATKRATE].val1/100;
}
return matk;
}
int status_calc_critical(struct block_list *bl, int critical)
{
struct status_change *sc;
nullpo_retr(critical,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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*10;
if (sc->data[SC_TRUESIGHT].timer!=-1)
critical += sc->data[SC_TRUESIGHT].val1*10;
if(sc->data[SC_CLOAKING].timer!=-1)
critical += critical;
}
return critical;
}
int status_calc_hit(struct block_list *bl, int hit)
{
struct status_change *sc;
nullpo_retr(hit,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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 += 3*sc->data[SC_TRUESIGHT].val1;
if(sc->data[SC_HUMMING].timer!=-1)
hit += sc->data[SC_HUMMING].val2;
if(sc->data[SC_CONCENTRATION].timer != -1)
hit += 10*sc->data[SC_CONCENTRATION].val1;
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;
}
return hit;
}
int status_calc_flee(struct block_list *bl, int flee)
{
struct status_change *sc;
nullpo_retr(flee,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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 += flee * sc->data[SC_WINDWALK].val2/100;
if(sc->data[SC_INCFLEERATE].timer!=-1)
flee += flee * sc->data[SC_INCFLEERATE].val1/100;
if(sc->data[SC_VIOLENTGALE].timer!=-1 && status_get_elem_type(bl)==4)
flee += flee * sc->data[SC_VIOLENTGALE].val3/100;
if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
flee += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
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 (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;
return flee;
}
int status_calc_flee2(struct block_list *bl, int flee2)
{
struct status_change *sc;
nullpo_retr(flee2,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
if(sc->data[SC_WHISTLE].timer!=-1)
flee2 += sc->data[SC_WHISTLE].val3*10;
}
return flee2;
}
int status_calc_def(struct block_list *bl, int def)
{
struct status_change *sc;
nullpo_retr(def,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_KEEPING].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_DRUMBATTLE].timer!=-1)
def += sc->data[SC_DRUMBATTLE].val3;
if(sc->data[SC_INCDEFRATE].timer!=-1)
def += def * sc->data[SC_INCDEFRATE].val1/100;
if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
def -= def * 5*sc->data[SC_CONCENTRATION].val1/100;
if(sc->data[SC_SKE].timer!=-1)
def -= def * 50/100;
if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100;
if(sc->data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC)
def -= def * 3*sc->data[SC_STRIPSHIELD].val1/100;
}
return def;
}
int status_calc_def2(struct block_list *bl, int def2)
{
struct status_change *sc;
nullpo_retr(def2,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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 += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/2;
if(sc->data[SC_ANGELUS].timer!=-1)
def2 += def2 * (10+5*sc->data[SC_ANGELUS].val1)/100;
if(sc->data[SC_CONCENTRATION].timer!=-1)
def2 -= def2 * 5*sc->data[SC_CONCENTRATION].val1/100;
if(sc->data[SC_POISON].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 * (5+5*sc->data[SC_PROVOKE].val1)/100;
if(sc->data[SC_SKE].timer!=-1)
def2 /= 2;
if(sc->data[SC_JOINTBEAT].timer!=-1){
if(sc->data[SC_JOINTBEAT].val2==3)
def2 -= def2 * 50/100;
else if(sc->data[SC_JOINTBEAT].val2==4)
def2 -= def2 * 25/100;
}
}
return def2;
}
int status_calc_mdef(struct block_list *bl, int mdef)
{
struct status_change *sc;
nullpo_retr(mdef,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
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; // should it up mdef too?
if(sc->data[SC_ENDURE].timer!=-1)
mdef += sc->data[SC_ENDURE].val1;
}
return mdef;
}
int status_calc_mdef2(struct block_list *bl, int mdef2)
{
struct status_change *sc;
nullpo_retr(mdef2,bl);
sc = status_get_sc(bl);
if(sc && sc->count){
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_MINDBREAKER].timer!=-1)
mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100;
}
return mdef2;
}
int status_calc_speed(struct block_list *bl, int speed)
{
struct status_change *sc;
sc = status_get_sc(bl);
if(sc && sc->count) {
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_SPEEDUP1].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_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 * 4*sc->data[SC_WINDWALK].val2/100;
if(sc->data[SC_WEDDING].timer!=-1)
speed += speed * 50/100;
if(sc->data[SC_SLOWDOWN].timer!=-1)
speed += speed * 50/100;
if(sc->data[SC_DECREASEAGI].timer!=-1)
speed += speed * 25/100;
if(sc->data[SC_STEELBODY].timer!=-1)
speed += speed * 25/100;
if(sc->data[SC_SKA].timer!=-1)
speed += speed * 25/100;
if(sc->data[SC_QUAGMIRE].timer!=-1)
speed += speed * 50/100;
if(sc->data[SC_DONTFORGETME].timer!=-1)
speed += speed * sc->data[SC_DONTFORGETME].val3/100;
if(sc->data[SC_DEFENDER].timer!=-1)
speed += speed * (55-5*sc->data[SC_DEFENDER].val1)/100;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
speed += speed * 25/100;
if(sc->data[SC_JOINTBEAT].timer!=-1) {
if (sc->data[SC_JOINTBEAT].val2 == 0)
speed += speed * 50/100;
else if (sc->data[SC_JOINTBEAT].val2 == 2)
speed += speed * 30/100;
}
if(sc->data[SC_CLOAKING].timer!=-1)
speed = speed * (sc->data[SC_CLOAKING].val3-3*sc->data[SC_CLOAKING].val1) /100;
if(sc->data[SC_CHASEWALK].timer!=-1)
speed = speed * sc->data[SC_CHASEWALK].val3/100;
if(sc->data[SC_RUN].timer!=-1)/*�삯���ɂ�鑬�x�ω�*/
speed -= speed * 25/100;
}
return speed;
}
int status_calc_aspd_rate(struct block_list *bl, int aspd_rate)
{
struct status_change *sc;
sc = status_get_sc(bl);
if(sc && sc->count) {
int i;
if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1){
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1)
aspd_rate -= 30;
else if(sc->data[SC_ONEHAND].timer!=-1)
aspd_rate -= 30;
else if(sc->data[SC_ADRENALINE2].timer!=-1)
aspd_rate -= (sc->data[SC_ADRENALINE2].val2 || !battle_config.party_skill_penalty)?30:20;
else if(sc->data[SC_ADRENALINE].timer!=-1)
aspd_rate -= (sc->data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)?30:20;
else if(sc->data[SC_SPEARSQUICKEN].timer!=-1)
aspd_rate -= sc->data[SC_SPEARSQUICKEN].val2;
else if(sc->data[SC_ASSNCROS].timer!=-1 && (bl->type!=BL_PC || ((struct map_session_data*)bl)->status.weapon != 11))
aspd_rate -= sc->data[SC_ASSNCROS].val2;
}
if(sc->data[SC_BERSERK].timer!=-1)
aspd_rate -= 30;
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_STEELBODY].timer!=-1)
aspd_rate += 25;
if(sc->data[SC_SKA].timer!=-1)
aspd_rate += 25;
if(sc->data[SC_DEFENDER].timer != -1)
aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
aspd_rate += 25;
if(sc->data[SC_GRAVITATION].timer!=-1)
aspd_rate += sc->data[SC_GRAVITATION].val2;
if(sc->data[SC_BLEEDING].timer != -1)
aspd_rate += 25;
if(sc->data[SC_JOINTBEAT].timer!=-1) {
if (sc->data[SC_JOINTBEAT].val2 == 1)
aspd_rate += 25;
else if (sc->data[SC_JOINTBEAT].val2 == 2)
aspd_rate += 10;
}
if(sc->data[SC_STAR_COMFORT].timer!=-1)
aspd_rate -= (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
}
return aspd_rate;
}
int status_calc_maxhp(struct block_list *bl, int maxhp)
{
struct status_change *sc;
sc = status_get_sc(bl);
if(sc && sc->count) {
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 && status_get_elem_type(bl)==1)
maxhp += maxhp * deluge_eff[sc->data[SC_DELUGE].val1-1]/100;
if(sc->data[SC_BERSERK].timer!=-1)
maxhp += maxhp * 2;
}
return maxhp;
}
int status_calc_maxsp(struct block_list *bl, int maxsp)
{
struct status_change *sc;
sc = status_get_sc(bl);
if(sc && sc->count) {
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 maxsp;
}
/*==========================================
* For quick calculating [Celest] Adapted by [Skotlex]
*------------------------------------------
*/
int status_quick_recalc_speed(struct map_session_data *sd, int skill_num, int skill_lv, char start)
{
/* [Skotlex]
This function individually changes a character's speed upon a skill change and restores it upon it's ending.
Should only be used on non-inclusive skills to avoid exploits.
Currently used for freedom of cast
and when cloaking changes it's val3 (in which case the new val3 value comes in the level.
*/
int b_speed;
b_speed = sd->speed;
switch (skill_num)
{
case SA_FREECAST:
if (start)
{
sd->prev_speed = sd->speed;
sd->speed = sd->speed*(175 - skill_lv*5)/100;
}
else
sd->speed = sd->prev_speed;
break;
case AS_CLOAKING:
if (start && sd->sc.data[SC_CLOAKING].timer != -1)
{ //There shouldn't be an "stop" case here.
//If the previous upgrade was
//SPEED_ADD_RATE(3*sd->sc.data[SC_CLOAKING].val1 -sd->sc.data[SC_CLOAKING].val3);
//Then just changing val3 should be a net difference of....
if (3*sd->sc.data[SC_CLOAKING].val1 != sd->sc.data[SC_CLOAKING].val3) //This reverts the previous value.
sd->speed = sd->speed * 100 /(sd->sc.data[SC_CLOAKING].val3-3*sd->sc.data[SC_CLOAKING].val1);
sd->sc.data[SC_CLOAKING].val3 = skill_lv;
sd->speed = sd->speed * (sd->sc.data[SC_CLOAKING].val3-sd->sc.data[SC_CLOAKING].val1*3) /100;
}
break;
}
if(sd->speed < battle_config.max_walk_speed)
sd->speed = battle_config.max_walk_speed;
if(b_speed != sd->speed)
clif_updatestatus(sd,SP_SPEED);
return 0;
}
/*==========================================
* �Ώۂ�Class��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_class(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->class_;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.class_;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->class_;
return 0;
}
/*==========================================
* �Ώۂ̕�����Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_dir(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->dir;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->dir;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->dir;
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 ((struct mob_data *)bl)->level;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.base_level;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->msd->pet.level;
return 0;
}
/*==========================================
* �Ώۂ̎˒���Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_range(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->db->range;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->attackrange;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->range;
return 0;
}
/*==========================================
* �Ώۂ�HP��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_hp(struct block_list *bl)
{
nullpo_retr(1, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->hp;
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.hp;
return 1;
}
/*==========================================
* �Ώۂ�MHP��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_max_hp(struct block_list *bl)
{
nullpo_retr(1, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.max_hp;
else {
int max_hp = 1;
if(bl->type == BL_MOB) {
struct mob_data *md;
nullpo_retr(1, md = (struct mob_data *)bl);
max_hp = md->max_hp;
if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
max_hp += (md->level - md->db->lv) * status_get_vit(bl);
}
else if(bl->type == BL_PET) {
struct pet_data *pd;
nullpo_retr(1, pd = (struct pet_data*)bl);
max_hp = pd->db->max_hp;
}
max_hp = status_calc_maxhp(bl,max_hp);
if(max_hp < 1) max_hp = 1;
return max_hp;
}
}
/*==========================================
* �Ώۂ�Str��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_str(struct block_list *bl)
{
int str = 0;
nullpo_retr(0, bl);
if (bl->type == BL_PC)
return ((struct map_session_data *)bl)->paramc[0];
else {
if(bl->type == BL_MOB) {
str = ((struct mob_data *)bl)->db->str;
if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
str += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
str/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
str*=2;
} else if(bl->type == BL_PET){ //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
str = ((struct pet_data *)bl)->status->str;
else
str = ((struct pet_data *)bl)->db->str;
}
str = status_calc_str(bl,str);
}
if(str < 0) str = 0;
return str;
}
/*==========================================
* �Ώۂ�Agi��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_agi(struct block_list *bl)
{
int agi=0;
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->paramc[1];
else {
if(bl->type == BL_MOB) {
agi = ((struct mob_data *)bl)->db->agi;
if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
agi += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
agi/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
agi*=2;
} else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
agi = ((struct pet_data *)bl)->status->agi;
else
agi = ((struct pet_data *)bl)->db->agi;
}
agi = status_calc_agi(bl,agi);
}
if(agi < 0) agi = 0;
return agi;
}
/*==========================================
* �Ώۂ�Vit��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_vit(struct block_list *bl)
{
int vit = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->paramc[2];
else {
if(bl->type == BL_MOB) {
vit = ((struct mob_data *)bl)->db->vit;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
vit += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sizes monsters [Valaris]
vit/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
vit*=2;
} else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
vit = ((struct pet_data *)bl)->status->vit;
else
vit = ((struct pet_data *)bl)->db->vit;
}
vit = status_calc_vit(bl,vit);
}
if(vit < 0) vit = 0;
return vit;
}
/*==========================================
* �Ώۂ�Int��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_int(struct block_list *bl)
{
int int_=0;
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->paramc[3];
else {
if(bl->type == BL_MOB) {
int_ = ((struct mob_data *)bl)->db->int_;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
int_ += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
int_/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
int_*=2;
} else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
int_ = ((struct pet_data *)bl)->status->int_;
else
int_ = ((struct pet_data *)bl)->db->int_;
}
int_ = status_calc_int(bl,int_);
}
if(int_ < 0) int_ = 0;
return int_;
}
/*==========================================
* �Ώۂ�Dex��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_dex(struct block_list *bl)
{
int dex = 0;
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->paramc[4];
else {
if(bl->type == BL_MOB) {
dex = ((struct mob_data *)bl)->db->dex;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
dex += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
dex/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
dex*=2;
} else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
dex = ((struct pet_data *)bl)->status->dex;
else
dex = ((struct pet_data *)bl)->db->dex;
}
dex = status_calc_dex(bl,dex);
}
if(dex < 0) dex = 0;
return dex;
}
/*==========================================
* �Ώۂ�Luk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_luk(struct block_list *bl)
{
int luk = 0;
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->paramc[5];
else {
if(bl->type == BL_MOB) {
luk = ((struct mob_data *)bl)->db->luk;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
luk += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
luk/=2;
else if(((struct mob_data*)bl)->special_state.size==2)
luk*=2;
} else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
luk = ((struct pet_data *)bl)->status->luk;
else
luk = ((struct pet_data *)bl)->db->luk;
}
luk = status_calc_luk(bl,luk);
}
if(luk < 0) luk = 0;
return luk;
}
/*==========================================
* �Ώۂ�Flee��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_flee(struct block_list *bl)
{
int flee = 1;
nullpo_retr(1, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->flee;
flee = status_calc_flee(bl,status_get_agi(bl)+status_get_lv(bl));
if(flee < 1) flee = 1;
return flee;
}
/*==========================================
* �Ώۂ�Hit��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_hit(struct block_list *bl)
{
int hit = 1;
nullpo_retr(1, bl);
if (bl->type == BL_PC)
return ((struct map_session_data *)bl)->hit;
hit = status_calc_hit(bl,status_get_dex(bl)+status_get_lv(bl));
if(hit < 1) hit = 1;
return hit;
}
/*==========================================
* �Ώۂ̊��S�����Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_flee2(struct block_list *bl)
{
int flee2 = 1;
nullpo_retr(1, bl);
if (bl->type == BL_PC)
return ((struct map_session_data *)bl)->flee2;
flee2 = status_calc_flee2(bl,status_get_luk(bl)+10);
if (flee2 < 1) flee2 = 1;
return flee2;
}
/*==========================================
* �Ώۂ̃N���e�B�J����Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_critical(struct block_list *bl)
{
int critical = 1;
nullpo_retr(1, bl);
if (bl->type == BL_PC)
return ((struct map_session_data *)bl)->critical;
critical = status_get_luk(bl)*3+10;
if(battle_config.enemy_critical_rate != 100)
critical = critical*battle_config.enemy_critical_rate/100;
critical = status_calc_critical(bl,critical);
if (critical < 1) critical = 1;
return critical;
}
/*==========================================
* base_atk�̎擾
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_batk(struct block_list *bl)
{
int batk = 1;
nullpo_retr(1, bl);
if(bl->type==BL_PC) {
batk = ((struct map_session_data *)bl)->base_atk;
if (((struct map_session_data *)bl)->status.weapon < 16)
batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
} else {
int str,dstr;
str = status_get_str(bl); //STR
dstr = str/10;
batk = dstr*dstr + str; //base_atk���v�Z����
if(bl->type == BL_MOB && ((struct mob_data *)bl)->guardian_data)
batk += batk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
batk = status_calc_batk(bl,batk);
}
if(batk < 1) batk = 1; //base_atk�͍Œ�ł�1
return batk;
}
/*==========================================
* �Ώۂ�Atk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk(struct block_list *bl)
{
int atk=0;
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((struct map_session_data*)bl)->right_weapon.watk;
case BL_MOB:
atk = ((struct mob_data*)bl)->db->atk1;
if(((struct mob_data *)bl)->guardian_data)
atk += atk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
break;
case BL_PET: //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
atk = ((struct pet_data *)bl)->status->atk1;
else
atk = ((struct pet_data*)bl)->db->atk1;
break;
}
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
atk = status_calc_watk(bl,atk);
if(atk < 0) atk = 0;
return atk;
}
/*==========================================
* �Ώۂ̍���Atk��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk_(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC){
return ((struct map_session_data*)bl)->left_weapon.watk;
}
return 0;
}
/*==========================================
* �Ώۂ�Atk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk2(struct block_list *bl)
{
int atk2=0;
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((struct map_session_data*)bl)->right_weapon.watk2;
case BL_MOB:
atk2 = ((struct mob_data*)bl)->db->atk2;
if(((struct mob_data *)bl)->guardian_data)
atk2 += atk2 * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
break;
case BL_PET: //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
atk2 = ((struct pet_data *)bl)->status->atk2;
else
atk2 = ((struct pet_data*)bl)->db->atk2;
break;
}
// Absolute, then relative modifiers from status changes (shared between PC and NPC)
atk2 = status_calc_watk(bl,atk2);
if(atk2 < 0) atk2 = 0;
return atk2;
}
/*==========================================
* �Ώۂ̍���Atk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_atk_2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data*)bl)->left_weapon.watk2;
return 0;
}
/*==========================================
* �Ώۂ�MAtk1��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_matk1(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->matk1;
else {
int matk = 0;
int int_ = status_get_int(bl);
matk = status_calc_matk(bl,int_+(int_/5)*(int_/5));
return matk;
}
}
/*==========================================
* �Ώۂ�MAtk2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_matk2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->matk2;
else {
int matk = 0;
int int_ = status_get_int(bl);
matk = status_calc_matk(bl,int_+(int_/7)*(int_/7));
return matk;
}
}
/*==========================================
* �Ώۂ�Def��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_def(struct block_list *bl)
{
int def=0;
nullpo_retr(0, bl);
if(bl->type==BL_PC){
def = ((struct map_session_data *)bl)->def;
if(((struct map_session_data *)bl)->skilltimer != -1)
def -= def * skill_get_castdef(((struct map_session_data *)bl)->skillid)/100;
} else if(bl->type==BL_MOB) {
def = ((struct mob_data *)bl)->db->def;
def -= def * skill_get_castdef(((struct mob_data *)bl)->skillid)/100;
} else if(bl->type==BL_PET)
def = ((struct pet_data *)bl)->db->def;
def = status_calc_def(bl,def);
if(def < 0) def = 0;
return def;
}
/*==========================================
* �Ώۂ�Def2��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
*------------------------------------------
*/
int status_get_def2(struct block_list *bl)
{
int def2 = 1;
nullpo_retr(1, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->def2;
else if(bl->type==BL_MOB)
def2 = ((struct mob_data *)bl)->db->vit;
else if(bl->type==BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
def2 = ((struct pet_data *)bl)->status->vit;
else
def2 = ((struct pet_data *)bl)->db->vit;
}
def2 = status_calc_def2(bl,def2);
if(def2 < 1) def2 = 1;
return def2;
}
/*==========================================
* �Ώۂ�MDef��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_mdef(struct block_list *bl)
{
int mdef=0;
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->mdef;
else if(bl->type==BL_MOB)
mdef = ((struct mob_data *)bl)->db->mdef;
else if(bl->type==BL_PET)
mdef = ((struct pet_data *)bl)->db->mdef;
mdef = status_calc_mdef(bl,mdef);
if(mdef < 0) mdef = 0;
return mdef;
}
/*==========================================
* �Ώۂ�MDef2��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------
*/
int status_get_mdef2(struct block_list *bl)
{
int mdef2=0;
nullpo_retr(0, bl);
if(bl->type == BL_PC)
return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
else if(bl->type == BL_MOB)
mdef2 = ((struct mob_data *)bl)->db->int_ + (((struct mob_data *)bl)->db->vit>>1);
else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
mdef2 = ((struct pet_data *)bl)->status->int_ +(((struct pet_data *)bl)->status->vit>>1);
else
mdef2 = ((struct pet_data *)bl)->db->int_ + (((struct pet_data *)bl)->db->vit>>1);
}
mdef2 = status_calc_mdef2(bl,mdef2);
if(mdef2 < 0) mdef2 = 0;
return mdef2;
}
/*==========================================
* �Ώۂ�Speed(�ړ����x)��Ԃ�(�ėp)
* �߂�͐�����1�ȏ�
* Speed�͏������ق����ړ����x������
*------------------------------------------
*/
int status_get_speed(struct block_list *bl)
{
int speed = 1000;
nullpo_retr(1000, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->speed;
else if(bl->type==BL_MOB) {
speed = ((struct mob_data *)bl)->speed;
if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
speed-=((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
}
else if(bl->type==BL_PET)
speed = ((struct pet_data *)bl)->msd->petDB->speed;
else if(bl->type==BL_NPC) //Added BL_NPC (Skotlex)
speed = ((struct npc_data *)bl)->speed;
speed = status_calc_speed(bl,speed);
if(speed < 1) speed = 1;
return speed;
}
/*==========================================
* �Ώۂ�aDelay(�U�����f�B���C)��Ԃ�(�ėp)
* aDelay�͏������ق����U�����x������
*------------------------------------------
*/
int status_get_adelay(struct block_list *bl)
{
int adelay,aspd_rate;
nullpo_retr(4000, bl);
switch (bl->type) {
case BL_PC:
return (((struct map_session_data *)bl)->aspd<<1);
case BL_MOB:
adelay = ((struct mob_data *)bl)->db->adelay;
if(((struct mob_data *)bl)->guardian_data)
aspd_rate = 100 - 10*((struct mob_data *)bl)->guardian_data->guardup_lv; // Strengthen Guardians - custom value +10% ASPD / lv
else
aspd_rate = 100;
break;
case BL_PET:
adelay = ((struct pet_data *)bl)->db->adelay;
aspd_rate = 100;
break;
default:
adelay=4000;
aspd_rate = 100;
break;
}
aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
if(aspd_rate != 100)
adelay = adelay*aspd_rate/100;
if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
return adelay;
}
int status_get_amotion(struct block_list *bl)
{
nullpo_retr(2000, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->amotion;
else {
int amotion=2000,aspd_rate = 100;
if(bl->type==BL_MOB) {
amotion = ((struct mob_data *)bl)->db->amotion;
if(((struct mob_data *)bl)->guardian_data)
aspd_rate -= aspd_rate * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ASPD / lv
} else if(bl->type==BL_PET)
amotion = ((struct pet_data *)bl)->db->amotion;
aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
if(aspd_rate != 100)
amotion = amotion*aspd_rate/100;
if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
return amotion;
}
return 2000;
}
int status_get_dmotion(struct block_list *bl)
{
int ret;
struct status_change *sc;
nullpo_retr(0, bl);
sc = status_get_sc(bl);
if(bl->type==BL_MOB){
ret=((struct mob_data *)bl)->db->dmotion;
if(battle_config.monster_damage_delay_rate != 100)
ret = ret*battle_config.monster_damage_delay_rate/100;
}
else if(bl->type==BL_PC){
ret=((struct map_session_data *)bl)->dmotion;
if(battle_config.pc_damage_delay_rate != 100)
ret = ret*battle_config.pc_damage_delay_rate/100;
}
else if(bl->type==BL_PET)
ret=((struct pet_data *)bl)->db->dmotion;
else
return 2000;
if(sc && sc->count && (sc->data[SC_ENDURE].timer!=-1 || sc->data[SC_CONCENTRATION].timer!=-1 || sc->data[SC_BERSERK].timer!=-1))
if (!map_flag_gvg(bl->m)) //Only works on non-gvg grounds. [Skotlex]
return 0;
return ret;
}
int status_get_element(struct block_list *bl)
{
// removed redundant variable ret [zzo]
struct status_change *sc= status_get_sc(bl);
nullpo_retr(20, bl);
if(sc && sc->count) {
if( sc->data[SC_FREEZE].timer!=-1 ) // ����
return 21;
if( sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
return 22;
if( sc->data[SC_BENEDICTIO].timer!=-1 ) // ���̍~��
return 26;
}
if(bl->type==BL_MOB) // 10�̈ʁ�Lv*2�A�P�̈ʁ�����
return ((struct mob_data *)bl)->def_ele;
if(bl->type==BL_PC)
return 20+((struct map_session_data *)bl)->def_ele; // �h�䑮��Lv1
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->element;
return 20;
}
//Retrieves the object's element acquired by status changes only.
int status_get_attack_sc_element(struct block_list *bl)
{
struct status_change *sc =status_get_sc(bl);
if(sc && sc->count) {
if( sc->data[SC_WATERWEAPON].timer!=-1) // �t���X�g�E�F�|��
return 1;
if( sc->data[SC_EARTHWEAPON].timer!=-1) // �T�C�Y�~�b�N�E�F�|��
return 2;
if( sc->data[SC_FIREWEAPON].timer!=-1) // �t���[�������`���[
return 3;
if( sc->data[SC_WINDWEAPON].timer!=-1) // ���C�g�j���O���[�_�[
return 4;
if( sc->data[SC_ENCPOISON].timer!=-1) // �G���`�����g�|�C�Y��
return 5;
if( sc->data[SC_ASPERSIO].timer!=-1) // �A�X�y���V�I
return 6;
if( sc->data[SC_SHADOWWEAPON].timer!=-1)
return 7;
if( sc->data[SC_GHOSTWEAPON].timer!=-1)
return 8;
}
return 0;
}
int status_get_attack_element(struct block_list *bl)
{
int ret = status_get_attack_sc_element(bl);
nullpo_retr(0, bl);
if (ret) return ret;
if(bl->type==BL_MOB && (struct mob_data *)bl)
return 0;
if(bl->type==BL_PC && (struct map_session_data *)bl)
return ((struct map_session_data *)bl)->right_weapon.atk_ele;
if(bl->type==BL_PET && (struct pet_data *)bl)
return 0;
return 0;
}
int status_get_attack_element2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC) {
// removed redundant var, speeded up a bit [zzo]
int ret = status_get_attack_sc_element(bl);
if(ret) return ret;
return ((struct map_session_data *)bl)->left_weapon.atk_ele;
}
return 0;
}
int status_get_party_id(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.party_id;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->msd->status.party_id;
if(bl->type==BL_MOB){
struct mob_data *md=(struct mob_data *)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;
}
return 0; //No party.
}
if(bl->type==BL_SKILL)
return ((struct skill_unit *)bl)->group->party_id;
return 0;
}
int status_get_guild_id(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_PC)
return ((struct map_session_data *)bl)->status.guild_id;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->msd->status.guild_id;
if(bl->type==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]
return 0; //No guild.
}
if(bl->type==BL_SKILL)
return ((struct skill_unit *)bl)->group->guild_id;
return 0;
}
int status_get_race(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->db->race;
if(bl->type==BL_PC)
return 7;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->race;
return 0;
}
int status_get_size(struct block_list *bl)
{
nullpo_retr(1, bl);
switch (bl->type) {
case BL_MOB:
if (((struct mob_data *)bl)->sc.data[SC_SWOO].timer != -1) // [marquis007]
return 0;
return ((struct mob_data *)bl)->db->size;
case BL_PET:
return ((struct pet_data *)bl)->db->size;
case BL_PC:
{
struct map_session_data *sd = (struct map_session_data *)bl;
if (sd->sc.data[SC_SWOO].timer != -1)
return 0;
if (sd->class_&JOBL_BABY) //[Lupus]
return (pc_isriding(sd) && battle_config.character_size&2); //Baby Class Peco Rider + enabled option -> size = 1, else 0
return 1+(pc_isriding(sd) && battle_config.character_size&1); //Peco Rider + enabled option -> size = 2, else 1
}
}
return 1;
}
int status_get_mode(struct block_list *bl)
{
nullpo_retr(MD_CANMOVE, bl);
if(bl->type==BL_MOB)
{
if (((struct mob_data *)bl)->mode)
return ((struct mob_data *)bl)->mode;
return ((struct mob_data *)bl)->db->mode;
}
if(bl->type==BL_PC)
return (MD_CANMOVE|MD_LOOTER|MD_CANATTACK);
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->mode;
if (bl->type==BL_SKILL)
return (MD_CANATTACK|MD_CANMOVE); //Default mode for skills: Can attack, can move (think dances).
//Default universal mode, can move
return MD_CANMOVE; // �Ƃ肠���������Ƃ������Ƃ�1
}
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);
if(bl->type == BL_MOB)
return ((struct mob_data *)bl)->state.state == MS_DEAD;
if(bl->type==BL_PC)
return pc_isdead((struct map_session_data *)bl);
return 0;
}
int status_isimmune(struct block_list *bl)
{
struct map_session_data *sd = (struct map_session_data *)bl;
if (bl->type == BL_PC) {
if (sd->special_state.no_magic_damage)
return 1;
if (sd->sc.count && sd->sc.data[SC_HERMODE].timer != -1)
return 1;
}
return 0;
}
struct status_change *status_get_sc(struct block_list *bl)
{
nullpo_retr(NULL, bl);
if(bl->type==BL_MOB)
return &((struct mob_data*)bl)->sc;
if(bl->type==BL_PC)
return &((struct map_session_data*)bl)->sc;
return NULL;
}
//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_change* sc;
struct map_session_data *sd;
nullpo_retr(0, bl);
switch (type)
{
case SP_MDEF1: // mdef
case SC_STONE:
case SC_FREEZE:
case SC_DECREASEAGI:
sc_def = 3 + status_get_mdef(bl) + status_get_luk(bl)/3;
break;
case SP_MDEF2: // int
case SC_SLEEP:
case SC_CONFUSION:
sc_def = 3 + status_get_int(bl) + status_get_luk(bl)/3;
break;
case SP_DEF1: // def
sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
break;
case SP_DEF2: // vit
case SC_STAN:
case SC_POISON:
case SC_SILENCE:
case SC_STOP:
sc_def = 3 + status_get_vit(bl) + status_get_luk(bl)/3;
break;
case SP_LUK: // luck
sc_def = 3 + status_get_luk(bl);
break;
case SC_BLIND:
sc_def = 3 + status_get_int(bl) + status_get_vit(bl)/3;
break;
case SC_CURSE:
sc_def = 3 + status_get_luk(bl) + status_get_vit(bl)/3;
break;
case SC_COMA:
sc_def = 3 + status_get_mdef(bl);
default:
return 0; //Effect that cannot be reduced? Likely a buff.
}
sc = status_get_sc(bl);
if (sc && sc->count)
{
if (sc->data[SC_SCRESIST].timer != -1)
sc_def += sc->data[SC_SCRESIST].val1; //Status resist
else if (sc->data[SC_SIEGFRIED].timer != -1)
sc_def += sc->data[SC_SIEGFRIED].val2; //Status resistance.
}
sc_def*=100; //Send it on the interval 0->10000
if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data *)bl;
if (md->class_ == MOBID_EMPERIUM)
return 0;
if (sc_def > 5000)
sc_def = 5000;
}
sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
sd->reseff[type-SC_COMMON_MIN] > 0)
sc_def += sd->reseff[type-SC_COMMON_MIN];
return sc_def;
}
//Reduces tick delay based on type and character defenses.
int status_get_sc_tick(struct block_list *bl, int type, int tick)
{
struct map_session_data *sd;
sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
switch (type) {
case SC_DECREASEAGI: /* ���x���� */
if (sd) // Celest
tick>>=1;
break;
case SC_ADRENALINE: /* �A�h���i�������b�V�� */
case SC_ADRENALINE2:
case SC_WEAPONPERFECTION: /* �E�F�|���p?�t�F�N�V���� */
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
case SC_STONE: /* �Ή� */
tick = tick-status_get_mdef(bl)*200;
break;
case SC_FREEZE: /* ���� */
tick -= tick*status_get_mdef(bl)/100;
break;
case SC_STAN: /* �X�^���ival2�Ƀ~���b�Z�b�g�j */
tick -= tick*status_get_sc_def_vit(bl)/10000;
break;
case SC_DPOISON: /* �ғ� */
case SC_POISON: /* �� */
tick -= tick*(status_get_vit(bl) + status_get_luk(bl)/5)/100;
break;
case SC_SILENCE: /* ��?�i���b�N�X�f�r?�i�j */
case SC_CONFUSION:
case SC_CURSE:
tick -= tick * status_get_vit(bl)/100;
break;
case SC_BLIND: /* ��? */
if(tick < 1000)
tick = 30000;
tick -= tick*(status_get_lv(bl)/10 + status_get_int(bl)/15)/100;
if (tick < 5000) //Minimum 5 secs?
tick = 5000;
break;
case SC_BLEEDING:
tick -= tick*(status_get_lv(bl)/5 +status_get_vit(bl))/100;
if(tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
tick = 10000;
break;
case SC_SWOO:
if (status_get_mode(bl)&MD_BOSS)
tick /= 5; //Reduce skill's duration. But for how long?
break;
case SC_ANKLE:
tick -= status_get_agi(bl)*100;
if(status_get_mode(bl)&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_STOP:
// Unsure of this... but I get a feeling that agi reduces this
// (it was on Tiger Fist Code, but at -1 ms per 10 agi....
tick -= 100*status_get_agi(bl);
break;
}
return tick;
}
/*==========================================
* Starts a status change.
* type = type, val1~4 depend on the type.
* rate = base success rate. 100 = 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;
int opt_flag , calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
nullpo_retr(0, bl);
sc=status_get_sc(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&(4|1))) {
if (flag&8) {
race = status_get_sc_def(bl, type);
if (race)
rate -= rate*race/100;
} else
rate*=100; //Pass to 10000 = 100%
if (!(rand()%10000 < rate))
return 0;
}
race=status_get_race(bl);
mode=status_get_mode(bl);
elem=status_get_elem_type(bl);
undead_flag=battle_check_undead(race,elem);
//Check for inmunities / sc fails
switch (type) {
case SC_STONE:
case SC_FREEZE:
//I've been informed that undead chars are inmune to stone curse too. [Skotlex]
if (undead_flag && !(flag&1))
return 0;
case SC_SLEEP:
case SC_STAN:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
break;
case SC_CURSE:
//Dark Elementals are inmune to curse.
if (elem == 7 && !(flag&1))
return 0;
break;
case SC_COMA:
//Dark elementals and Demons are inmune to coma.
if((elem == 7 || race == 6) && !(flag&1))
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 && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
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 && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
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_SPEARSQUICKEN:
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 && skilllv < 3 && skill_check_cloaking(bl))
if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl))
return 0;
break;
}
//Check for BOSS resistnces
if(mode & MD_BOSS && !(flag&1)) {
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
case SC_BLESSING:
if (!undead_flag || race != 6)
break;
case SC_QUAGMIRE:
case SC_DECREASEAGI:
case SC_SIGNUMCRUCIS:
case SC_PROVOKE:
case SC_ROKISWEIL:
case SC_COMA:
case SC_GRAVITATION:
return 0;
}
}
//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_GOSPEL:
//Must not override a casting gospel char.
if (sc->data[type].val4 == BCT_SELF)
return 0;
case SC_STAN:
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_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
return 0;
case SC_DANCING:
case SC_DEVOTION:
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
case SC_ATKPOTION:
case SC_MATKPOTION:
break;
default:
if(sc->data[type].val1 > val1)
return 0;
}
(sc->count)--;
delete_timer(sc->data[type].timer, status_change_timer);
sc->data[type].timer = -1;
}
//SC duration reduction.
if(!(flag&(2|4)) && tick) {
tick = status_get_sc_tick(bl, type, tick);
if (tick < 0)
return 0;
}
switch(type){ /* �ُ�̎�ނ��Ƃ�?�� */
case SC_PROVOKE: /* �v���{�b�N */
calc_flag = 1;
if(tick <= 0) tick = 1000; /* (�I?�g�o?�T?�N) */
break;
case SC_ENDURE: /* �C���f���A */
if(tick <= 0) tick = 1000 * 60;
calc_flag = 1; // for updating mdef
val2 = 7; // [Celest]
break;
case SC_AUTOBERSERK:
{
if (!(flag&4))
tick = 60*1000;
if (sd && sd->status.hp<sd->status.max_hp>>2 &&
(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
status_change_start(bl,SC_PROVOKE,10,10000,1,0,0,0,0);
}
break;
case SC_INCREASEAGI: /* ���x�㏸ */
calc_flag = 1;
if(sc->data[SC_DECREASEAGI].timer!=-1 )
status_change_end(bl,SC_DECREASEAGI,-1);
break;
case SC_DECREASEAGI: /* ���x���� */
calc_flag = 1;
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_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-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_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
calc_flag = 1;
val2 = 10 + val1*2;
if (!(flag&4))
tick = 600*1000;
clif_emotion(bl,4);
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);
calc_flag = 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_MAXIMIZEPOWER: /* �}�L�V�}�C�Y�p��?(SP��1���鎞��,val2�ɂ�) */
if (!(flag&4))
{
if(bl->type != BL_PC)
tick = 5000;
val2 = tick;
}
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; /* �ғŕt?�m��(%) */
calc_flag = 1;
break;
case SC_POISONREACT: /* �|�C�Y�����A�N�g */
if (!(flag&4))
val2=val1/2 + val1%2; // [Celest]
break;
case SC_MAGICROD:
val2 = val1*20;
break;
case SC_KYRIE: /* �L���G�G���C�\�� */
if (!(flag&4))
{
val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* �ϋv�x */
val3 = (val1 / 2 + 5); /* ��? */
}
// -- 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_MINDBREAKER:
calc_flag = 1;
if(tick <= 0) tick = 1000; /* (�I?�g�o?�T?�N) */
break;
case SC_QUAGMIRE: /* �N�@�O�}�C�A */
calc_flag = 1;
if(sc->data[SC_CONCENTRATE].timer!=-1 ) /* �W���͌������ */
status_change_end(bl,SC_CONCENTRATE,-1);
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* ���x�㏸���� */
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-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_TRUESIGHT].timer!=-1 ) /* �g�D��?�T�C�g */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 ) /* �E�C���h�E�H?�N */
status_change_end(bl,SC_WINDWALK,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* �J?�g�u?�X�g */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_MAGICPOWER:
calc_flag = 1;
val2 = 1;
break;
case SC_SACRIFICE:
if (!(flag&4))
val2 = 5;
break;
case SC_ENCPOISON: /* �G���`�����g�|�C�Y�� */
calc_flag = 1;
val2=(((val1 - 1) / 2) + 3)*100; /* �ŕt?�m�� */
case SC_ASPERSIO: /* �A�X�y���V�I */
case SC_FIREWEAPON: /* �t��?�������`��? */
case SC_WATERWEAPON: /* �t���X�g�E�F�|�� */
case SC_WINDWEAPON: /* ���C�g�j���O��?�_? */
case SC_EARTHWEAPON: /* �T�C�Y�~�b�N�E�F�|�� */
case SC_SHADOWWEAPON:
case SC_GHOSTWEAPON:
skill_enchant_elemental_end(bl,type);
break;
case SC_PROVIDENCE: /* �v�����B�f���X */
calc_flag = 1;
val2=val1*5;
break;
case SC_REFLECTSHIELD:
val2=10+val1*3;
break;
case SC_STRIPWEAPON:
if (val2==0) val2=90;
break;
case SC_STRIPSHIELD:
if (val2==0) val2=85;
break;
case SC_AUTOSPELL: /* �I?�g�X�y�� */
val4 = 5 + val1*2;
break;
case SC_VOLCANO:
calc_flag = 1;
val3 = val1*10;
break;
case SC_DELUGE:
calc_flag = 1;
if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
status_change_end(bl,SC_BLIND,-1);
break;
case SC_VIOLENTGALE:
calc_flag = 1;
val3 = val1*3;
break;
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
calc_flag = 1;
val2 = 20+val1;
break;
case SC_BLADESTOP: /* ���n��� */
if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
break;
case SC_DONTFORGETME: /* ����Y��Ȃ��� */
calc_flag = 1;
if(sc->data[SC_INCREASEAGI].timer!=-1 ) /* ���x�㏸���� */
status_change_end(bl,SC_INCREASEAGI,-1);
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
if(sc->data[SC_ONEHAND].timer!=-1 )
status_change_end(bl,SC_ONEHAND,-1);
if(sc->data[SC_SPEARSQUICKEN].timer!=-1 )
status_change_end(bl,SC_SPEARSQUICKEN,-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_ASSNCROS].timer!=-1 )
status_change_end(bl,SC_ASSNCROS,-1);
if(sc->data[SC_TRUESIGHT].timer!=-1 ) /* �g�D��?�T�C�g */
status_change_end(bl,SC_TRUESIGHT,-1);
if(sc->data[SC_WINDWALK].timer!=-1 ) /* �E�C���h�E�H?�N */
status_change_end(bl,SC_WINDWALK,-1);
if(sc->data[SC_CARTBOOST].timer!=-1 ) /* �J?�g�u?�X�g */
status_change_end(bl,SC_CARTBOOST,-1);
break;
case SC_MOONLIT:
val2 = bl->id;
skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
break;
case SC_DANCING: /* �_���X/���t�� */
calc_flag = 1;
if (!(flag&4))
{
val3= tick / 1000;
tick = 1000;
}
break;
case SC_EXPLOSIONSPIRITS: // �����g��
calc_flag = 1;
val2 = 75 + 25*val1;
break;
case SC_AUTOCOUNTER:
val3 = val4 = 0;
break;
case SC_ASPDPOTION0: /* ?���|?�V���� */
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
calc_flag = 1;
if (!(flag&4))
val2 = 5*(2+type-SC_ASPDPOTION0);
break;
case SC_XMAS: // Xmas Suit [Valaris]
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
if (sd)
{ //Change look.
if(type==SC_WEDDING)
sd->view_class = JOB_WEDDING;
else if(type==SC_XMAS)
sd->view_class = JOB_XMAS;
clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
#if PACKETVER < 4
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
clif_changelook(&sd->bl,LOOK_WEAPON,0);
#endif
if(battle_config.save_clothcolor && sd->status.clothes_color > 0 &&
((type==SC_WEDDING && !battle_config.wedding_ignorepalette) ||
(type==SC_XMAS && !battle_config.xmas_ignorepalette)))
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
}
break;
case SC_NOCHAT: //�`���b�g�֎~?��
{
if(!battle_config.muting_players)
return 0;
if (!(flag&4))
tick = 60000;
updateflag = SP_MANNER;
save_flag = 1; // celest
}
break;
/* option1 */
case SC_STONE: /* �Ή� */
if (flag&4)
break;
val2 = 1;
val3 = tick/1000;
if(val3 < 1) val3 = 1;
tick = 5000;
break;
case SC_SLEEP: /* ���� */
if(!(flag&4))
tick = 30000;//�����̓X�e?�^�X�ϐ���?��炸30�b
break;
/* option2 */
case SC_DPOISON: /* �ғ� */
{
int hp = status_get_hp(bl);
int mhp = status_get_max_hp(bl);
// MHP?1/4????????
if (hp > mhp>>2) {
if(bl->type == BL_PC) {
int diff = mhp*10/100;
if (hp - diff < mhp>>2)
diff = hp - (mhp>>2);
pc_heal((struct map_session_data *)bl, -diff, 0);
} else if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data *)bl;
hp -= mhp*15/100;
if (hp > mhp>>2)
md->hp = hp;
else
md->hp = mhp>>2;
}
}
} // fall through
case SC_POISON: /* �� */
{
int mhp;
calc_flag = 1;
if (flag&4)
break;
val3 = tick/1000;
if(val3 < 1) val3 = 1;
tick = 1000;
mhp = status_get_max_hp(bl);
if (bl->type == BL_PC)
val4 = (type == SC_DPOISON) ? 3 + mhp/50 : 3 + mhp*3/200;
else
val4 = (type == SC_DPOISON) ? 3 + mhp/100 : 3 + mhp/200;
}
break;
case SC_SILENCE: /* ��?�i���b�N�X�f�r?�i�j */
if (sc->data[SC_GOSPEL].timer!=-1) {
if (sc->data[SC_GOSPEL].val4 == BCT_SELF) { //Clear Gospel [Skotlex]
status_change_end(bl,SC_GOSPEL,-1);
}
break;
}
break;
case SC_CONFUSION:
clif_emotion(bl,1);
break;
case SC_BLEEDING:
val4 = tick;
tick = 10000;
break;
/* option */
case SC_HIDING: /* �n�C�f�B���O */
calc_flag = 1;
if(bl->type == BL_PC && !(flag&4)) {
val2 = tick / 1000; /* ��?���� */
tick = 1000;
}
break;
case SC_CHASEWALK:
case SC_CLOAKING: /* �N��?�L���O */
if (flag&4)
break;
if(bl->type != BL_PC)
tick = 5000*val1;
calc_flag = 1; // [Celest]
val2 = tick;
val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
break;
case SC_SIGHT: /* �T�C�g/���A�t */
case SC_RUWACH:
case SC_SIGHTBLASTER:
if (flag&4)
break;
val2 = tick/250;
tick = 10;
break;
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:
if (flag&4)
break;
tick = 600*1000;
break;
case SC_AUTOGUARD:
if (!flag)
{
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,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
}
}
break;
case SC_DEFENDER:
calc_flag = 1;
if (!flag)
{
struct map_session_data *tsd;
int i;
val2 = 5 + val1*15;
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,SC_DEFENDER,10000,val1,val2,0,0,tick,1);
}
}
break;
case SC_TENSIONRELAX: /* �e���V���������b�N�X */
if (flag&4)
break;
if(bl->type == BL_PC) {
tick = 10000;
} else return 0;
break;
case SC_PARRYING: /* �p���C���O */
val2 = 20 + val1*3;
break;
case SC_WINDWALK: /* �E�C���h�E�H?�N */
calc_flag = 1;
val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5, movement speed % increase is 4 times that
break;
case SC_JOINTBEAT: // Random break [DracoRPG]
calc_flag = 1;
val2 = rand()%6;
if (val2 == 5) status_change_start(bl,SC_BLEEDING,10000,val1,0,0,0,skill_get_time2(type,val1),0);
break;
case SC_BERSERK: /* �o?�T?�N */
if(sd && !(flag&4)){
sd->status.hp = sd->status.max_hp * 3;
sd->status.sp = 0;
clif_updatestatus(sd,SP_HP);
clif_updatestatus(sd,SP_SP);
sd->canregen_tick = gettick() + 300000;
}
if (!(flag&4))
tick = 10000;
calc_flag = 1;
break;
case SC_ASSUMPTIO: /* �A�X���v�e�B�I */
if(sc->data[SC_KYRIE].timer!=-1)
status_change_end(bl,SC_KYRIE,-1);
break;
case SC_WARM: //SG skills [Komurka]
if (!(flag&4)) {
val2 = tick/1000;
tick = 1000;
}
break;
case SC_GOSPEL:
if (val4 == BCT_SELF) { // self effect
if (flag&4)
break;
val2 = tick;
tick = 1000;
status_change_clear_buffs(bl);
status_change_clear_debuffs(bl); //Gospel clears both types.
} else
calc_flag = 1;
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
if (flag&4)
break;
val2 = tick;
if (!val3)
return 0;
tick = 1000;
calc_flag = 1;
break;
case SC_REJECTSWORD: /* ���W�F�N�g�\?�h */
val2 = 3; //3��U?�˕Ԃ�
break;
case SC_MEMORIZE: /* �������C�Y */
val2 = 5; //��r����1/3�ɂ���
break;
case SC_GRAVITATION:
if (sd) {
if (val3 == BCT_SELF) {
sd->canmove_tick += tick;
sd->canact_tick += tick;
} else calc_flag = 1;
}
break;
case SC_HERMODE:
status_change_clear_buffs(bl);
break;
case SC_REGENERATION:
val1 = 2;
case SC_BATTLEORDERS:
if (!(flag&4))
tick = 60000; // 1 minute
calc_flag = 1;
break;
case SC_GUILDAURA:
calc_flag = 1;
if (!(flag&4))
tick = 1000;
break;
case SC_DEVOTION: /* �f�B�{?�V���� */
{
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.
if (src->sc.data[SC_AUTOGUARD].timer != -1)
status_change_start(bl,SC_AUTOGUARD,10000,
src->sc.data[SC_AUTOGUARD].val1,0,0,0,
skill_get_time(CR_AUTOGUARD,src->sc.data[SC_AUTOGUARD].val1),0);
if (src->sc.data[SC_DEFENDER].timer != -1)
status_change_start(bl,SC_DEFENDER,10000,
src->sc.data[SC_DEFENDER].val1,0,0,0,
skill_get_time(CR_DEFENDER,src->sc.data[SC_DEFENDER].val1),0);
}
break;
}
case SC_COMA: //Coma. Sends a char to 1HP
battle_damage(NULL, bl, status_get_hp(bl)-1, 0);
return 0;
case SC_CARTBOOST: /* �J?�g�u?�X�g */
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;
}
calc_flag = 1;
break;
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 && sc2->count) {
if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
status_change_start(src,SC_CLOSECONFINE,10000,1,0,0,0,tick+1000,0);
else { //Increase count of locked enemies and refresh time.
sc2->data[SC_CLOSECONFINE].val1++;
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);
}
}
}
break;
case SC_KAITE:
val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
break;
case SC_KAUPE:
if (flag&4)
break; //Do nothing when loading.
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:
switch (val1) { //Val1 contains the skill id
case TK_STORMKICK:
clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
if (sd) sd->attackabletime = gettick()+tick;
break;
case TK_DOWNKICK:
clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
if (sd) sd->attackabletime = gettick()+tick;
break;
case TK_TURNKICK:
clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
if (sd) sd->attackabletime = gettick()+tick;
break;
case TK_COUNTER:
clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
if (sd) sd->attackabletime = gettick()+tick;
break;
}
break;
case SC_TKDORI:
val2 = 11-val1; //Chance to consume: 11-skilllv%
break;
case SC_RUN:
if (!(flag&4))
val4 = gettick(); //Store time at which you started running.
calc_flag = 1;
break;
case SC_BLESSING:
if (bl->type==BL_PC || (!undead_flag && race!=6)) {
if (sc->data[SC_CURSE].timer!=-1)
status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
}
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */case SC_ETERNALCHAOS: /* �G�^?�i���J�I�X */
case SC_DRUMBATTLE: /* ?���ۂ̋��� */
case SC_NIBELUNGEN: /* �j?�x�����O�̎w�� */
case SC_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case SC_WHISTLE: /* ���J */
case SC_ASSNCROS: /* �[�z�̃A�T�V���N���X */
case SC_APPLEIDUN: /* �C�h�D���̗ь� */
case SC_HUMMING: /* �n�~���O */
case SC_ATKPOTION: // Valaris
case SC_MATKPOTION:
case SC_FORTUNE: /* �K�^�̃L�X */
case SC_SERVICE4U: /* �T?�r�X�t�H?��? */
case SC_ADRENALINE2:
case SC_ADRENALINE: /* �A�h���i�������b�V�� */
case SC_BLIND: /* ��? */
case SC_CURSE:
case SC_CONCENTRATE: /* �W���͌��� */
case SC_ANGELUS: /* �A���[���X */
case SC_IMPOSITIO: /* �C���|�V�e�B�I�}�k�X */
case SC_GLORIA: /* �O�����A */
case SC_LOUD: /* ���E�h�{�C�X */
case SC_KEEPING:
case SC_BARRIER:
case SC_MELTDOWN: /* �����g�_�E�� */
case SC_TRUESIGHT: /* �g�D��?�T�C�g */
case SC_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
case SC_SLOWDOWN:
case SC_SPEEDUP0:
case SC_SPEEDUP1:
case SC_INCALLSTATUS:
case SC_INCHIT: /* HIT�㏸ */
case SC_INCHITRATE: /* HIT%�㏸ */
case SC_INCFLEE: /* FLEE�㏸ */
case SC_INCFLEERATE: /* FLEE%�㏸ */
case SC_INCMHPRATE: /* MHP%�㏸ */
case SC_INCMSPRATE: /* MSP%�㏸ */
case SC_INCATKRATE: /* ATK%�㏸ */
case SC_INCMATKRATE:
case SC_INCDEFRATE:
case SC_INCSTR:
case SC_INCAGI:
case SC_INCVIT:
case SC_INCINT:
case SC_INCDEX:
case SC_INCLUK:
case SC_STRFOOD:
case SC_AGIFOOD:
case SC_VITFOOD:
case SC_INTFOOD:
case SC_DEXFOOD:
case SC_LUKFOOD:
case SC_FLEEFOOD:
case SC_HITFOOD:
case SC_BATKFOOD:
case SC_WATKFOOD:
case SC_MATKFOOD:
case SC_SPURT:
case SC_SPIRIT:
case SC_SUN_COMFORT:
case SC_MOON_COMFORT:
case SC_STAR_COMFORT:
case SC_FUSION:
case SC_SKE:
case SC_SWOO: // [marquis007]
case SC_STEELBODY: // ����
case SC_SKA:
case SC_TWOHANDQUICKEN: /* 2HQ */
calc_flag = 1;
break;
case SC_LULLABY: /* �q��S */
case SC_RICHMANKIM:
case SC_ROKISWEIL: /* ���L�̋��� */
case SC_INTOABYSS: /* �[���̒��� */
case SC_POEMBRAGI: /* �u���M�̎� */
case SC_UGLYDANCE: /* ��������ȃ_���X */
case SC_WEAPONPERFECTION: /* �E�F�|���p?�t�F�N�V���� */
case SC_TRICKDEAD: /* ���ӂ� */
case SC_FREEZE: /* ���� */
case SC_STAN: /* �X�^���ival2�Ƀ~���b�Z�b�g�j */
case SC_ENERGYCOAT: /* �G�i�W?�R?�g */
case SC_SAFETYWALL:
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
case SC_SLOWPOISON: //Slow potion can be activated even if not poisoned.
case SC_SUFFRAGIUM: /* �T�t���M�� */
case SC_BENEDICTIO: /* ��? */
case SC_MAGNIFICAT: /* �}�O�j�t�B�J?�g */
case SC_AETERNA: /* �G?�e���i */
case SC_STRIPARMOR:
case SC_STRIPHELM:
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
case SC_EXTREMITYFIST: /* ���C���e���� */
case SC_ANKLE: /* �A���N�� */
case SC_BLADESTOP_WAIT: /* ���n���(�҂�) */
case SC_HALLUCINATION:
case SC_SPLASHER: /* �x�i���X�v���b�V��? */
case SC_FOGWALL:
case SC_PRESERVE:
case SC_DOUBLECAST:
case SC_AURABLADE: /* �I?���u��?�h */
case SC_BABY:
case SC_WATK_ELEMENT:
case SC_ARMOR_ELEMENT:
case SC_LONGING:
case SC_ORCISH:
case SC_SHRINK:
case SC_WINKCHARM:
case SC_SCRESIST:
case SC_STOP:
case SC_CLOSECONFINE:
case SC_SKILLRATE_UP:
case SC_KAIZEL:
case SC_KAAHI:
case SC_INTRAVISION:
case SC_BASILICA:
break;
default:
if(battle_config.error_log)
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
//Those that make you stop attacking/walking....
switch (type) {
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
case SC_TRICKDEAD:
battle_stopattack(bl);
skill_stop_dancing(bl); /* ���t/�_���X�̒�? */
// Cancel cast when get status [LuzZza]
if (battle_config.sc_castcancel)
skill_castcancel(bl, 0);
case SC_STOP:
case SC_CONFUSION:
case SC_CLOSECONFINE:
case SC_CLOSECONFINE2:
battle_stopwalking(bl,1);
break;
case SC_HIDING:
case SC_CLOAKING:
case SC_CHASEWALK:
battle_stopattack(bl); /* �U?��~ */
break;
}
if (bl->type == BL_PC && (battle_config.display_hallucination || type != SC_HALLUCINATION))
{
if (flag&4)
clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex]
clif_status_change(bl,StatusIconChangeTable[type],1);
}
// Set option as needed.
opt_flag = 1;
switch(type){
//OPT1
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
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: // �b��œł̃G�t�F�N�g���g�p
sc->opt2 |= OPT2_DPOISON;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 |= OPT2_SIGNUMCRUCIS;
break;
//OPT3
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
sc->opt3 |= 1;
opt_flag = 0;
break;
case SC_MAXOVERTHRUST:
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
sc->opt3 |= 2;
opt_flag = 0;
break;
case SC_ENERGYCOAT: /* �G�i�W?�R?�g */
sc->opt3 |= 4;
opt_flag = 0;
break;
case SC_INCATKRATE: /* ATK%�㏸ */
//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS: // �����g��
sc->opt3 |= 8;
opt_flag = 0;
break;
case SC_STEELBODY: // ����
case SC_SKA:
sc->opt3 |= 16;
opt_flag = 0;
break;
case SC_BLADESTOP: /* ���n��� */
sc->opt3 |= 32;
opt_flag = 0;
break;
case SC_BERSERK: /* �o?�T?�N */
sc->opt3 |= 128;
opt_flag = 0;
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
sc->opt3 |= 1024;
opt_flag = 0;
break;
case SC_ASSUMPTIO: /* �A�X���v�e�B�I */
sc->opt3 |= 2048;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 |= 4096;
opt_flag = 0;
break;
// case SC_SWOO: // [marquis007]
// sc->opt3 |= 8192; //We haven't figured out this value yet...
// 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_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;
}
if(opt_flag) /* option��?�X */
clif_changeoption(bl);
(sc->count)++; /* �X�e?�^�X�ُ��? */
sc->data[type].val1 = val1;
sc->data[type].val2 = val2;
sc->data[type].val3 = val3;
sc->data[type].val4 = val4;
/* �^�C�}?�ݒ� */
sc->data[type].timer = add_timer(
gettick() + tick, status_change_timer, bl->id, type);
if(sd) {
if (calc_flag)
status_calc_pc(sd,0); /* �X�e?�^�X�Čv�Z */
if(save_flag)
chrif_save(sd,0); // save the player status
if(updateflag)
clif_updatestatus(sd,updateflag); /* �X�e?�^�X���N���C�A���g�ɑ��� */
if (sd->pd)
pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
if (type==SC_RUN)
pc_run(sd,val1,val2);
}
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�S����
*------------------------------------------
*/
int status_change_clear(struct block_list *bl,int type)
{
struct status_change* sc;
int i;
nullpo_retr(0, sc = status_get_sc(bl));
if (sc->count == 0)
return 0;
for(i = 0; i < SC_MAX; i++)
{
//Type 0: PC killed -> EDP and Meltdown must not be dispelled. [Skotlex]
// Do not reset Xmas status when killed. [Valaris]
if(sc->data[i].timer == -1 ||
(type == 0 && (i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS)))
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 0;
}
/*==========================================
* �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;
int opt_flag=0, calc_flag = 0;
nullpo_retr(0, bl);
sc = status_get_sc(bl);
if(!sc) {
if(battle_config.error_log)
ShowError("status_change_end: BL type %d doesn't has sc data!\n", bl->type);
return 0;
}
if(type < 0 || type >= SC_MAX)
return 0;
sd = bl->type==BL_PC?(struct map_session_data *)bl:NULL;
if (sc->data[type].timer != -1 && (sc->data[type].timer == tid || tid == -1)) {
if (tid == -1) // �^�C�}����Ă�Ă��Ȃ��Ȃ�^�C�}�폜������
delete_timer(sc->data[type].timer,status_change_timer);
/* �Y?�ُ̈�𐳏��?�� */
sc->data[type].timer=-1;
(sc->count)--;
switch(type){ /* �ُ�̎�ނ��Ƃ�?�� */
case SC_PROVOKE: /* �v���{�b�N */
case SC_ENDURE: // celest
case SC_CONCENTRATE: /* �W���͌��� */
case SC_BLESSING: /* �u���b�V���O */
case SC_ANGELUS: /* �A���[���X */
case SC_INCREASEAGI: /* ���x�㏸ */
case SC_DECREASEAGI: /* ���x���� */
case SC_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
case SC_HIDING:
case SC_ONEHAND:
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_ADRENALINE2:
case SC_ADRENALINE: /* �A�h���i�������b�V�� */
case SC_ENCPOISON: /* �G���`�����g�|�C�Y�� */
case SC_IMPOSITIO: /* �C���|�V�e�B�I�}�k�X */
case SC_GLORIA: /* �O�����A */
case SC_LOUD: /* ���E�h�{�C�X */
case SC_QUAGMIRE: /* �N�@�O�}�C�A */
case SC_PROVIDENCE: /* �v�����B�f���X */
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
case SC_VOLCANO:
case SC_DELUGE:
case SC_VIOLENTGALE:
case SC_ETERNALCHAOS: /* �G�^?�i���J�I�X */
case SC_DRUMBATTLE: /* ?���ۂ̋��� */
case SC_NIBELUNGEN: /* �j?�x�����O�̎w�� */
case SC_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case SC_WHISTLE: /* ���J */
case SC_ASSNCROS: /* �[�z�̃A�T�V���N���X */
case SC_HUMMING: /* �n�~���O */
case SC_DONTFORGETME: /* ����Y��Ȃ��� */
case SC_FORTUNE: /* �K�^�̃L�X */
case SC_SERVICE4U: /* �T?�r�X�t�H?��? */
case SC_EXPLOSIONSPIRITS: // �����g��
case SC_STEELBODY: // ����
case SC_APPLEIDUN: /* �C�h�D���̗ь� */
case SC_BLADESTOP_WAIT:
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
case SC_ASSUMPTIO: /* �A�V�����v�e�B�I */
case SC_WINDWALK: /* �E�C���h�E�H?�N */
case SC_TRUESIGHT: /* �g�D��?�T�C�g */
case SC_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
case SC_MAGICPOWER: /* ���@��?�� */
case SC_CHASEWALK:
case SC_ATKPOTION: // [Valaris]
case SC_MATKPOTION: // [Valaris]
case SC_MELTDOWN: /* �����g�_�E�� */
case SC_CARTBOOST:
case SC_MINDBREAKER: /* �}�C���h�u���[�J�[ */
case SC_EDP: // Celest
case SC_SLOWDOWN:
case SC_ASPDPOTION0: /* ?���|?�V���� */
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
case SC_SPEEDUP0:
case SC_SPEEDUP1:
case SC_INCALLSTATUS:
case SC_INCHIT: /* HIT�㏸ */
case SC_INCHITRATE: /* HIT%�㏸ */
case SC_INCFLEE: /* FLEE�㏸ */
case SC_INCFLEERATE: /* FLEE%�㏸ */
case SC_INCMHPRATE: /* MHP%�㏸ */
case SC_INCMSPRATE: /* MSP%�㏸ */
case SC_INCATKRATE: /* ATK%�㏸ */
case SC_INCMATKRATE:
case SC_INCDEFRATE:
case SC_INCSTR:
case SC_INCAGI:
case SC_INCVIT:
case SC_INCINT:
case SC_INCDEX:
case SC_INCLUK:
case SC_STRFOOD:
case SC_AGIFOOD:
case SC_VITFOOD:
case SC_INTFOOD:
case SC_DEXFOOD:
case SC_LUKFOOD:
case SC_FLEEFOOD:
case SC_HITFOOD:
case SC_BATKFOOD:
case SC_WATKFOOD:
case SC_MATKFOOD:
case SC_BATTLEORDERS:
case SC_REGENERATION:
case SC_GUILDAURA:
case SC_SPURT:
case SC_SPIRIT:
case SC_SUN_COMFORT:
case SC_MOON_COMFORT:
case SC_STAR_COMFORT:
case SC_FUSION:
case SC_SKE:
case SC_SWOO: // [marquis007]
case SC_SKA: // [marquis007]
calc_flag = 1;
break;
case SC_XMAS: // Xmas Suit [Valaris]
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
if (sd) {
//Restore look
sd->view_class = sd->status.class_;
clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
#if PACKETVER < 4
clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
clif_changelook(&sd->bl,LOOK_WEAPON,0);
#endif
if(battle_config.save_clothcolor && sd->status.clothes_color > 0)
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
}
break;
case SC_RUN://�삯��
if (sd && sd->walktimer != -1)
pc_stop_walking(sd,1);
if (sc->data[type].val1 >= 7 &&
DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
status_change_start(bl,SC_SPURT,10000,sc->data[type].val1,0,0,0,skill_get_time2(TK_RUN, sc->data[type].val1),0);
calc_flag = 1;
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:
calc_flag = 1;
case SC_AUTOGUARD:
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: /* �f�B�{?�V���� */
{
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 AutoGuard and Defender [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);
}
break;
case SC_BLADESTOP:
{
struct status_change *tsc = status_get_sc((struct block_list *)sc->data[type].val4);
//�Е����ꂽ�̂ő���̔��n?�Ԃ���ĂȂ��̂Ȃ����
if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
status_change_end((struct block_list *)sc->data[type].val4,SC_BLADESTOP,-1);
if(sc->data[type].val2==2)
clif_bladestop((struct block_list *)sc->data[type].val3,(struct block_list *)sc->data[type].val4,0);
}
break;
case SC_DANCING:
{
struct map_session_data *dsd;
struct status_change *dsc;
if(sc->data[type].val2)
{
skill_delunitgroup((struct skill_unit_group *)sc->data[type].val2);
sc->data[type].val2 = 0;
}
if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
dsc = &dsd->sc;
//���t�ő��肪����ꍇ�����val4��0�ɂ���
if(dsc && dsc->data[type].timer!=-1)
{
dsc->data[type].val2 = dsc->data[type].val4 = 0; //This will prevent recursive loops.
status_change_end(&dsd->bl, type, -1);
}
}
if(sc->data[type].val1 == CG_MOONLIT) //Only dance that doesn't has ground tiles... [Skotlex]
status_change_end(bl, SC_MOONLIT, -1);
}
if (sc->data[SC_LONGING].timer!=-1)
status_change_end(bl,SC_LONGING,-1);
calc_flag = 1;
break;
case SC_NOCHAT: //�`���b�g�֎~?��
if (sd) {
if(battle_config.manner_system){
if (sd->status.manner >= 0) // weeee ^^ [celest]
sd->status.manner = 0;
clif_updatestatus(sd,SP_MANNER);
}
}
break;
case SC_SPLASHER: /* �x�i���X�v���b�V��? */
{
struct block_list *src=map_id2bl(sc->data[type].val3);
if(src && tid!=-1){
//�����Ƀ_��?�W����?3*3�Ƀ_��?�W
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 (sc2->data[SC_CLOSECONFINE].timer != -1) //If status was already ended, do nothing.
{ //Decrease count
if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
status_change_end(src, SC_CLOSECONFINE, -1);
}
}
}
break;
case SC_CLOSECONFINE:
if (sc->data[type].val1 > 0) { //Caster has been unlocked... nearby chars need to be unlocked.
int range = 2*skill_get_range2(bl, RG_CLOSECONFINE, 1);
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;
/* option1 */
case SC_FREEZE:
sc->data[type].val3 = 0;
break;
/* option2 */
case SC_POISON: /* �� */
case SC_BLIND: /* ��? */
case SC_CURSE:
calc_flag = 1;
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2: /// Marionette target
{
// 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].val3);
struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
if (pbl && sc2 && sc2->count && sc2->data[type2].timer != -1)
status_change_end(pbl, type2, -1);
if (type == SC_MARIONETTE)
clif_marionette(bl, 0);
calc_flag = 1;
}
break;
case SC_BERSERK: //val4 indicates if the skill was dispelled. [Skotlex]
if (sd && sd->status.hp > 100 && !sc->data[type].val4) {
sd->status.hp = 100;
clif_updatestatus(sd,SP_HP);
}
calc_flag = 1;
break;
case SC_GRAVITATION:
if (sd) {
if (sc->data[type].val3 == BCT_SELF) {
unsigned int tick = gettick();
sd->canmove_tick = tick;
sd->canact_tick = tick;
} else calc_flag = 1;
}
break;
case SC_GOSPEL: //Clear the buffs from other chars.
if(sc->data[type].val4 != BCT_SELF)
calc_flag = 1;
else 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(group);
}
break;
case SC_HERMODE:
case SC_BASILICA: //Clear the skill area. [Skotlex]
if(sc->data[type].val3 == BCT_SELF)
skill_clear_unitgroup(bl);
break;
case SC_MOONLIT: //Clear the unit effect. [Skotlex]
skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
break;
}
if (sd && (battle_config.display_hallucination || type != SC_HALLUCINATION))
clif_status_change(bl,StatusIconChangeTable[type],0);
switch(type){ /* �����?��Ƃ��Ȃɂ�?�����K�v */
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
sc->opt1 = 0;
opt_flag = 1;
break;
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 &= ~(1<<(type-SC_POISON));
opt_flag = 1;
break;
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON; // ��?�ԉ���
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
opt_flag = 1;
break;
case SC_HIDING:
sc->option &= ~OPTION_HIDE;
opt_flag = 1 ;
break;
case SC_CLOAKING:
sc->option &= ~OPTION_CLOAK;
calc_flag = 1; // orn
opt_flag = 1 ;
break;
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag = 1 ;
break;
case SC_SIGHT:
sc->option &= ~OPTION_SIGHT;
opt_flag = 1;
break;
case SC_WEDDING: //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
sc->option &= ~OPTION_WEDDING;
opt_flag = 1;
break;
case SC_ORCISH:
sc->option &= ~OPTION_ORCISH;
opt_flag = 1;
break;
case SC_RUWACH:
sc->option &= ~OPTION_RUWACH;
opt_flag = 1;
break;
case SC_SIGHTTRASHER:
sc->option &= ~OPTION_SIGHTTRASHER;
opt_flag = 1;
break;
case SC_FUSION:
sc->option &= ~OPTION_FLYING;
opt_flag = 1;
break;
//opt3
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_ONEHAND: /* 1HQ */
case SC_SPEARSQUICKEN: /* �X�s�A�N�C�b�P�� */
case SC_CONCENTRATION: /* �R���Z���g��?�V���� */
sc->opt3 &= ~1;
break;
case SC_OVERTHRUST: /* �I?�o?�X���X�g */
sc->opt3 &= ~2;
break;
case SC_ENERGYCOAT: /* �G�i�W?�R?�g */
sc->opt3 &= ~4;
break;
case SC_INCATKRATE: //Simulated Explosion spirits effect.
if (bl->type != BL_MOB)
break;
case SC_EXPLOSIONSPIRITS: // �����g��
sc->opt3 &= ~8;
break;
case SC_STEELBODY: // ����
case SC_SKA:
sc->opt3 &= ~16;
break;
case SC_BLADESTOP: /* ���n��� */
sc->opt3 &= ~32;
break;
case SC_BERSERK: /* �o?�T?�N */
sc->opt3 &= ~128;
break;
case SC_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
sc->opt3 &= ~1024;
break;
case SC_ASSUMPTIO: /* �A�X���v�e�B�I */
sc->opt3 &= ~2048;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 &= ~4096;
break;
}
if(opt_flag) /* option��?�X��?���� */
clif_changeoption(bl);
if (sd && calc_flag)
status_calc_pc((struct map_session_data *)bl,0); /* �X�e?�^�X�Čv�Z */
}
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_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
nullpo_retr(0, sc=status_get_sc(bl));
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 %d != %d\n",tid,sc->data[type].timer);
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(!sd || sd->status.sp > 0)
{
if (sd)
{
sd->status.sp--;
clif_updatestatus(sd,SP_SP);
}
sc->data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
sc->data[type].val2+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_CHASEWALK:
if(sd){
int sp = 10+sc->data[SC_CHASEWALK].val1*2;
if (map_flag_gvg(sd->bl.m)) sp *= 5;
if (sd->status.sp > sp){
sd->status.sp -= sp; // update sp cost [Celest]
clif_updatestatus(sd,SP_SP);
if ((++sc->data[SC_CHASEWALK].val4) == 1) {
status_change_start(bl, SC_INCSTR,10000,
1<<(sc->data[SC_CHASEWALK].val1-1), 0, 0, 0,
(sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
*skill_get_time2(ST_CHASEWALK,sc->data[SC_CHASEWALK].val1), 0);
}
sc->data[type].timer = add_timer( /* �^�C�}?�Đݒ� */
sc->data[type].val2+tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_HIDING: /* �n�C�f�B���O */
if(sd){ /* SP�������āA���Ԑ����̊Ԃ͎�? */
if( sd->status.sp > 0 && (--sc->data[type].val2)>0 ){
if(sc->data[type].val2 % (sc->data[type].val1+3) ==0 ){
sd->status.sp--;
clif_updatestatus(sd,SP_SP);
}
sc->data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
1000+tick, status_change_timer,
bl->id, data);
return 0;
}
}
break;
case SC_SIGHT: /* �T�C�g */
case SC_RUWACH: /* ���A�t */
case SC_SIGHTBLASTER:
{
int range = skill_get_range2(bl, type==SC_SIGHT?MG_SIGHT:(type==SC_RUWACH?AL_RUWACH:WZ_SIGHTBLASTER), sc->data[type].val1);
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,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_SIGNUMCRUCIS: /* �V�O�i���N���V�X */
{
int race = status_get_race(bl);
if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
sc->data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
return 0;
}
}
break;
case SC_WARM: //SG skills [Komurka]
if( (--sc->data[type].val2)>0){
map_foreachinarea( status_change_timer_sub,
bl->m, bl->x-sc->data[type].val4, bl->y-sc->data[type].val4, bl->x+sc->data[type].val4,bl->y+sc->data[type].val4,BL_CHAR,
bl,sc,type,tick);
sc->data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
return 0;
}
break;
case SC_PROVOKE: /* �v���{�b�N/�I?�g�o?�T?�N */
if(sc->data[type].val2!=0){ /* �I?�g�o?�T?�N�i�P�b���Ƃ�HP�`�F�b�N�j */
if(sd && sd->status.hp>sd->status.max_hp>>2) /* ��~ */
break;
sc->data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_ENDURE: /* �C���f���A */
if(sd && sd->special_state.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->data[type].val2 != 0) {
sc->data[type].val2 = 0;
sc->data[type].val4 = 0;
battle_stopwalking(bl,1);
sc->opt1 = OPT1_STONE;
clif_changeoption(bl);
sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
return 0;
}
else if( (--sc->data[type].val3) > 0) {
int hp = status_get_max_hp(bl);
if((++sc->data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
hp = hp/100;
if(hp < 1) hp = 1;
if(sd)
pc_heal(sd,-hp,0);
else if(bl->type == BL_MOB){
struct mob_data *md;
if((md=((struct mob_data *)bl)) == NULL)
break;
md->hp -= hp;
}
}
sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_POISON:
if (status_get_hp(bl) <= status_get_max_hp(bl)>>2) //Stop damaging after 25% HP left.
break;
case SC_DPOISON:
if ((--sc->data[type].val3) > 0 && sc->data[SC_SLOWPOISON].timer == -1) {
if(sd) {
pc_heal(sd, -sc->data[type].val4, 0);
} else if (bl->type == BL_MOB) {
((struct mob_data*)bl)->hp -= sc->data[type].val4;
if (battle_config.show_mob_hp)
clif_charnameack (0, bl);
} else
battle_heal(NULL, bl, -sc->data[type].val4, 0, 1);
}
if (sc->data[type].val3 > 0 && !status_isdead(bl))
{
sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
return 0;
}
break;
case SC_TENSIONRELAX: /* �e���V���������b�N�X */
if(sd){ /* SP�������āAHP��?�^���łȂ����?? */
if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
sc->data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
if(sd->status.max_hp <= sd->status.hp)
{
status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
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 -= 10000) >= 0) {
int hp = rand()%300 + 400;
if(sd) {
pc_heal(sd,-hp,0);
} else if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data *)bl;
if (md) md->hp -= hp;
}
if (!status_isdead(bl)) {
// walking and casting effect is lost
battle_stopwalking (bl, 1);
skill_castcancel (bl, 0);
sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
}
return 0;
}
break;
// Status changes that don't have a time limit
case SC_AETERNA:
case SC_TRICKDEAD:
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]
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;
if(sd && (--sc->data[type].val3) > 0) {
switch(sc->data[type].val1){
case BD_RICHMANKIM: /* �j�����h�̉� 3�b��SP1 */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� 3�b��SP1 */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� 3�b��SP1 */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h 3�b��SP1 */
case BA_DISSONANCE: /* �s���a�� 3�b��SP1 */
case BA_ASSASSINCROSS: /* �[�z�̃A�T�V���N���X 3�b��SP1 */
case DC_UGLYDANCE: /* ��������ȃ_���X 3�b��SP1 */
s=3;
break;
case BD_LULLABY: /* �q��� 4�b��SP1 */
case BD_ETERNALCHAOS: /* �i���̍��� 4�b��SP1 */
case BD_ROKISWEIL: /* ���L�̋��� 4�b��SP1 */
case DC_FORTUNEKISS: /* �K�^�̃L�X 4�b��SP1 */
s=4;
break;
case CG_HERMODE: // Wand of Hermod
sp=5; //Upkeep = 5
case BD_INTOABYSS: /* �[���̒��� 5�b��SP1 */
case BA_WHISTLE: /* ���J 5�b��SP1 */
case DC_HUMMING: /* �n�~���O 5�b��SP1 */
case BA_POEMBRAGI: /* �u���M�̎� 5�b��SP1 */
case DC_SERVICEFORYOU: /* �T?�r�X�t�H?��? 5�b��SP1 */
s=5;
break;
case BA_APPLEIDUN: /* �C�h�D���̗ь� 6�b��SP1 */
s=6;
break;
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� 10�b��SP1�H */
sp= 4*sc->data[type].val2; //Moonlit's cost is 4sp*skill_lv [Skotlex]
//Upkeep is also every 10 secs.
case DC_DONTFORGETME: /* ����Y��Ȃ��Łc 10�b��SP1 */
s=10;
break;
}
if (s && ((sc->data[type].val3 % s) == 0)) {
if (sc->data[SC_LONGING].timer != -1)
sp = s;
if (sp > sd->status.sp)
sp = sd->status.sp;
sd->status.sp -= sp;
clif_updatestatus(sd,SP_SP);
if (sd->status.sp <= 0)
break;
}
sc->data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
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_id2sd
struct map_session_data *md = map_id2sd(sc->data[type].val1);
if (md && battle_check_range(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: /* �o?�T?�N */
if(sd){ /* HP��100�ȏ�Ȃ�?? */
if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
clif_updatestatus(sd,SP_HP);
sc->data[type].timer = add_timer( /* �^�C�}?�Đݒ� */
10000+tick, status_change_timer,
bl->id, data);
return 0;
}
else
sd->canregen_tick = gettick() + 300000;
}
break;
case SC_NOCHAT: //�`���b�g�֎~?��
if(sd && battle_config.manner_system){
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[2];
sprintf (timer, "%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: /* �}���I�l�b�g�R���g��?�� */
case SC_MARIONETTE2:
{
struct block_list *pbl = map_id2bl(sc->data[type].val3);
if (pbl && battle_check_range(bl, pbl, 7) &&
(sc->data[type].val2 -= 1000)>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){
int hp, sp;
hp = (sc->data[type].val1 > 5) ? 45 : 30;
sp = (sc->data[type].val1 > 5) ? 35 : 20;
if(status_get_hp(bl) - hp > 0 &&
(sd == NULL || sd->status.sp - sp> 0))
{
if (sd)
pc_heal(sd,-hp,-sp);
else if (bl->type == BL_MOB)
mob_heal((struct mob_data *)bl,-hp);
if ((sc->data[type].val2 -= 10000) > 0) {
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;
}
// 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 (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
{ //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
sc->data[type].val2 = 0; //This signals it to end.
}
}
break;
case SC_WARM: //SG skills [Komurka]
if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
if(sd){
if(sd->status.sp<2) {
sd->sc.data[type].val2 = 0; //Makes it end on the next tick.
break;
}
sd->status.sp -= 2;
clif_updatestatus(sd,SP_SP);
}
skill_attack(BF_WEAPON,src,src,bl,
sc?sc->data[type].val3:SG_SUN_WARM,sc?sc->data[type].val1:1,
tick,0);
}
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;
}
int status_change_clear_buffs (struct block_list *bl)
{
int i;
struct status_change *sc= status_get_sc(bl);
if (!sc || !sc->count)
return 0;
for (i = 20; i < SC_MAX; i++) {
if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
|| i == SC_QUAGMIRE || i == SC_SIGNUMCRUCIS || i == SC_DECREASEAGI
|| i == SC_SLOWDOWN || i == SC_ANKLE|| i == SC_BLADESTOP
|| i == SC_MINDBREAKER || i == SC_WINKCHARM
|| i == SC_STOP || i == SC_NOCHAT || i == SC_ORCISH
|| i == SC_STRIPWEAPON || i == SC_STRIPSHIELD || i == SC_STRIPARMOR || i == SC_STRIPHELM
|| i == SC_COMBO || i == SC_DANCING || i == SC_GUILDAURA
)
continue;
if(sc->data[i].timer != -1)
status_change_end(bl,i,-1);
}
return 0;
}
int status_change_clear_debuffs (struct block_list *bl)
{
int i;
struct status_change *sc = status_get_sc(bl);
if (!sc || !sc->count)
return 0;
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
if(sc->data[i].timer != -1)
status_change_end(bl,i,-1);
}
//Other ailments not in the common range.
if(sc->data[SC_HALLUCINATION].timer != -1)
status_change_end(bl,SC_HALLUCINATION,-1);
if(sc->data[SC_QUAGMIRE].timer != -1)
status_change_end(bl,SC_QUAGMIRE,-1);
if(sc->data[SC_SIGNUMCRUCIS].timer != -1)
status_change_end(bl,SC_SIGNUMCRUCIS,-1);
if(sc->data[SC_DECREASEAGI].timer != -1)
status_change_end(bl,SC_DECREASEAGI,-1);
if(sc->data[SC_SLOWDOWN].timer != -1)
status_change_end(bl,SC_SLOWDOWN,-1);
if(sc->data[SC_MINDBREAKER].timer != -1)
status_change_end(bl,SC_MINDBREAKER,-1);
if(sc->data[SC_WINKCHARM].timer != -1)
status_change_end(bl,SC_WINKCHARM,-1);
if(sc->data[SC_STOP].timer != -1)
status_change_end(bl,SC_STOP,-1);
if(sc->data[SC_ORCISH].timer != -1)
status_change_end(bl,SC_ORCISH,-1);
if(sc->data[SC_STRIPWEAPON].timer != -1)
status_change_end(bl,SC_STRIPWEAPON,-1);
if(sc->data[SC_STRIPSHIELD].timer != -1)
status_change_end(bl,SC_STRIPSHIELD,-1);
if(sc->data[SC_STRIPARMOR].timer != -1)
status_change_end(bl,SC_STRIPARMOR,-1);
if(sc->data[SC_STRIPHELM].timer != -1)
status_change_end(bl,SC_STRIPHELM,-1);
return 0;
}
static int status_calc_sigma(void)
{
int i,j,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;
}
}
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;
}
while(fgets(line, sizeof(line)-1, fp)){
char *split[23];
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line;j<22 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(j<22)
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<17;j++)
aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","job_db1.txt");
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<20;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[20];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<20 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
for(j=0;j<20 && split[j];j++)
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[16];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<16 && 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");
initStatusIconChangeTable();
status_readdb();
status_calc_sigma();
return 0;
}