// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/malloc.h"
#include "../common/utils.h"
#include "../common/ers.h"
#include "map.h"
#include "path.h"
#include "pc.h"
#include "pet.h"
#include "npc.h"
#include "mob.h"
#include "clif.h"
#include "guild.h"
#include "skill.h"
#include "itemdb.h"
#include "battle.h"
#include "chrif.h"
#include "skill.h"
#include "status.h"
#include "script.h"
#include "unit.h"
#include "homunculus.h"
#include "mercenary.h"
#include "vending.h"
#include <time.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <string.h>
//Regen related flags.
#define RGN_HP 0x01
#define RGN_SP 0x02
#define RGN_SHP 0x04
#define RGN_SSP 0x08
static int max_weight_base[CLASS_COUNT];
static int hp_coefficient[CLASS_COUNT];
static int hp_coefficient2[CLASS_COUNT];
static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
static int sp_coefficient[CLASS_COUNT];
static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
static int refinebonus[MAX_REFINE_BONUS][3]; // ���B�{�[�i�X�e�[�u��(refine_db.txt)
int percentrefinery[5][MAX_REFINE+1]; // ���B������(refine_db.txt)
static int atkmods[3][MAX_WEAPON_TYPE]; // ����ATK�T�C�Y�C��(size_fix.txt)
static char job_bonus[CLASS_COUNT][MAX_LEVEL];
static struct eri *sc_data_ers; //For sc_data entries
static struct status_data dummy_status;
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
static int StatusIconChangeTable[SC_MAX]; // status -> icon
unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
static int StatusSkillChangeTable[SC_MAX]; // status -> skill
sc_type status_skill2sc(int skill)
{
int sk = skill_get_index(skill);
if( sk == 0 ) {
ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
return SC_NONE;
}
return SkillStatusChangeTable[sk];
}
int status_sc2skill(sc_type sc)
{
if( sc < 0 || sc >= SC_MAX ) {
ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
return 0;
}
return StatusSkillChangeTable[sc];
}
#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
{
int sk = skill_get_index(skill);
if( sk == 0 ) {
ShowError("set_sc: Unsupported skill id %d\n", skill);
return;
}
if( sc < 0 || sc >= SC_MAX ) {
ShowError("set_sc: Unsupported status change id %d\n", sc);
return;
}
if( StatusSkillChangeTable[sc] == 0 )
StatusSkillChangeTable[sc] = skill;
if( StatusIconChangeTable[sc] == SI_BLANK )
StatusIconChangeTable[sc] = icon;
StatusChangeFlagTable[sc] |= flag;
if( SkillStatusChangeTable[sk] == SC_NONE )
SkillStatusChangeTable[sk] = sc;
}
void initChangeTables(void)
{
int i;
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = SI_BLANK;
for (i = 0; i < MAX_SKILL; i++)
SkillStatusChangeTable[i] = SC_NONE;
memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
//First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
//The main status definitions
add_sc( SM_BASH , SC_STUN );
set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
add_sc( MG_SIGHT , SC_SIGHT );
add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
add_sc( MG_FROSTDIVER , SC_FREEZE );
add_sc( MG_STONECURSE , SC_STONE );
add_sc( AL_RUWACH , SC_RUWACH );
add_sc( AL_PNEUMA , SC_PNEUMA );
set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
add_sc( TF_POISON , SC_POISON );
set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
add_sc( PR_LEXDIVINA , SC_SILENCE );
set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
add_sc( WZ_METEOR , SC_STUN );
add_sc( WZ_VERMILION , SC_BLIND );
add_sc( WZ_FROSTNOVA , SC_FREEZE );
add_sc( WZ_STORMGUST , SC_FREEZE );
set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
add_sc( HT_LANDMINE , SC_STUN );
add_sc( HT_ANKLESNARE , SC_ANKLE );
add_sc( HT_SANDMAN , SC_SLEEP );
add_sc( HT_FLASHER , SC_BLIND );
add_sc( HT_FREEZINGTRAP , SC_FREEZE );
set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
add_sc( AS_SONICBLOW , SC_STUN );
set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
add_sc( AS_VENOMDUST , SC_POISON );
add_sc( AS_SPLASHER , SC_SPLASHER );
set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
add_sc( TF_SPRINKLESAND , SC_BLIND );
add_sc( TF_THROWSTONE , SC_STUN );
set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
add_sc( NPC_POISON , SC_POISON );
add_sc( NPC_BLINDATTACK , SC_BLIND );
add_sc( NPC_SILENCEATTACK , SC_SILENCE );
add_sc( NPC_STUNATTACK , SC_STUN );
add_sc( NPC_PETRIFYATTACK , SC_STONE );
add_sc( NPC_CURSEATTACK , SC_CURSE );
add_sc( NPC_SLEEPATTACK , SC_SLEEP );
add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
add_sc( NPC_DARKBLESSING , SC_COMA );
set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
add_sc( NPC_DEFENDER , SC_ARMOR );
add_sc( NPC_LICK , SC_STUN );
set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
add_sc( NPC_REBIRTH , SC_REBIRTH );
add_sc( RG_RAID , SC_STUN );
set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
add_sc( AM_ACIDTERROR , SC_BLEEDING );
set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
add_sc( CR_SHIELDCHARGE , SC_STUN );
set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
add_sc( CR_HOLYCROSS , SC_BLIND );
add_sc( CR_GRANDCROSS , SC_BLIND );
add_sc( CR_DEVOTION , SC_DEVOTION );
set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
add_sc( MO_BLADESTOP , SC_BLADESTOP );
set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
add_sc( SA_MAGICROD , SC_MAGICROD );
set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
add_sc( SA_REVERSEORCISH , SC_ORCISH );
add_sc( SA_COMA , SC_COMA );
set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
add_sc( BD_INTOABYSS , SC_INTOABYSS );
set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
add_sc( BA_FROSTJOKER , SC_FREEZE );
set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
add_sc( DC_SCREAM , SC_STUN );
set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
add_sc( NPC_DARKCROSS , SC_BLIND );
add_sc( NPC_GRANDDARKNESS , SC_BLIND );
set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
add_sc( NPC_INVISIBLE , SC_CLOAKING );
set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
add_sc( HP_BASILICA , SC_BASILICA );
set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
add_sc( PA_SACRIFICE , SC_SACRIFICE );
set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
add_sc( PA_GOSPEL , SC_SCRESIST );
add_sc( CH_TIGERFIST , SC_STOP );
set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
add_sc( LK_SPIRALPIERCE , SC_STOP );
add_sc( LK_HEADCRUSH , SC_BLEEDING );
set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
add_sc( HW_NAPALMVULCAN , SC_CURSE );
set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
add_sc( PF_MEMORIZE , SC_MEMORIZE );
add_sc( PF_FOGWALL , SC_FOGWALL );
set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
add_sc( TK_DOWNKICK , SC_STUN );
set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
add_sc( TK_SPTIME , SC_EARTHSCROLL );
add_sc( TK_SEVENWIND , SC_SEVENWIND );
set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
add_sc( SG_MOON_WARM , SC_WARM );
add_sc( SG_STAR_WARM , SC_WARM );
set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
add_sc( SG_FRIEND , SC_SKILLRATE_UP );
set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
add_sc( SL_STUN , SC_STUN );
set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
add_sc( WS_CARTTERMINATION , SC_STUN );
set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
add_sc( CG_HERMODE , SC_HERMODE );
set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
add_sc( GS_CRACKER , SC_STUN );
add_sc( GS_DISARM , SC_STRIPWEAPON );
add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
add_sc( NPC_ICEBREATH , SC_FREEZE );
add_sc( NPC_ACIDBREATH , SC_POISON );
add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
add_sc( NPC_WIDESILENCE , SC_SILENCE );
add_sc( NPC_WIDEFREEZE , SC_FREEZE );
add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
add_sc( NPC_WIDESTONE , SC_STONE );
add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
add_sc( NPC_WIDESLEEP , SC_SLEEP );
add_sc( NPC_WIDESIGHT , SC_SIGHT );
add_sc( NPC_EVILLAND , SC_BLIND );
add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
add_sc( NPC_WIDECURSE , SC_CURSE );
add_sc( NPC_WIDESTUN , SC_STUN );
set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
add_sc( MO_BALKYOUNG , SC_STUN );
add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
add_sc( MER_CRASH , SC_STUN );
set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
add_sc( MER_SIGHT , SC_SIGHT );
set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
add_sc( MER_LEXDIVINA , SC_SILENCE );
add_sc( MA_LANDMINE , SC_STUN );
add_sc( MA_SANDMAN , SC_SLEEP );
add_sc( MA_FREEZINGTRAP , SC_FREEZE );
set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
add_sc( ML_SPIRALPIERCE , SC_STOP );
set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
add_sc( ML_DEVOTION , SC_DEVOTION );
set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
//Status that don't have a skill associated.
StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
//Cash Items
StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
// Mercenary Bonus Effects
StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
//Other SC which are not necessarily associated to skills.
StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
// Mercenary Bonus Effects
StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
if( !battle_config.display_hallucination ) //Disable Hallucination.
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}
static void initDummyData(void)
{
memset(&dummy_status, 0, sizeof(dummy_status));
dummy_status.hp =
dummy_status.max_hp =
dummy_status.max_sp =
dummy_status.str =
dummy_status.agi =
dummy_status.vit =
dummy_status.int_ =
dummy_status.dex =
dummy_status.luk =
dummy_status.hit = 1;
dummy_status.speed = 2000;
dummy_status.adelay = 4000;
dummy_status.amotion = 2000;
dummy_status.dmotion = 2000;
dummy_status.ele_lv = 1; //Min elemental level.
dummy_status.mode = MD_CANMOVE;
}
/*==========================================
* ���B�{�[�i�X
*------------------------------------------*/
int status_getrefinebonus(int lv,int type)
{
if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
return refinebonus[lv][type];
return 0;
}
//Sets HP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display
//on players) It will always succeed (overrides Berserk block), but it can't kill.
int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
{
struct status_data *status;
if (hp < 1) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (hp > status->max_hp) hp = status->max_hp;
if (hp == status->hp) return 0;
if (hp > status->hp)
return status_heal(bl, hp - status->hp, 0, 1|flag);
return status_zap(bl, status->hp - hp, 0);
}
//Sets SP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display
//on players)
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
{
struct status_data *status;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (sp > status->max_sp) sp = status->max_sp;
if (sp == status->sp) return 0;
if (sp > status->sp)
return status_heal(bl, 0, sp - status->sp, 1|flag);
return status_zap(bl, 0, status->sp - sp);
}
int status_charge(struct block_list* bl, int hp, int sp)
{
if(!(bl->type&BL_CONSUME))
return hp+sp; //Assume all was charged so there are no 'not enough' fails.
return status_damage(NULL, bl, hp, sp, 0, 3);
}
//Inflicts damage on the target with the according walkdelay.
//If flag&1, damage is passive and does not triggers cancelling status changes.
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
struct status_data *status;
struct status_change *sc;
if(sp && !(target->type&BL_CONSUME))
sp = 0; //Not a valid SP target.
if (hp < 0) { //Assume absorbed damage.
status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1);
hp = 0;
}
if (sp < 0) {
status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1);
sp = 0;
}
if (!hp && !sp)
return 0;
if (target->type == BL_SKILL)
return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
status = status_get_status_data(target);
if (status == &dummy_status || !status->hp)
return 0; //Invalid targets: no damage or dead
// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
// if (!target->prev && !(flag&2))
// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
sc = status_get_sc(target);
if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
{
if( !sp )
return 0;
hp = 0;
}
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
{ // Devotion prevents any of the other ailments from ending.
struct block_list *d_bl = map_id2bl(sce->val1);
if( d_bl && (
(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
) && check_distance_bl(target, d_bl, sce->val3) )
{
clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0);
status_fix_damage(NULL, d_bl, hp, 0);
return 0;
}
status_change_end(target, SC_DEVOTION, -1);
}
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target,SC_STONE,-1);
status_change_end(target,SC_FREEZE,-1);
status_change_end(target,SC_SLEEP,-1);
status_change_end(target,SC_WINKCHARM,-1);
status_change_end(target,SC_CONFUSION,-1);
status_change_end(target,SC_TRICKDEAD,-1);
status_change_end(target,SC_HIDING,-1);
status_change_end(target,SC_CLOAKING,-1);
status_change_end(target,SC_CHASEWALK,-1);
if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
//Endure count is only reduced by non-players on non-gvg maps.
//val4 signals infinite endure. [Skotlex]
if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
status_change_end(target, SC_ENDURE, -1);
}
if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
{
struct skill_unit_group* sg = skill_id2group(sce->val4);
if (sg) {
skill_delunitgroup(sg);
sce->val4 = 0;
status_change_end(target, SC_GRAVITATION, -1);
}
}
if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
status_change_end(target, SC_DANCING, -1);
}
unit_skillcastcancel(target, 2);
}
if ((unsigned int)hp >= status->hp) {
if (flag&2) return 0;
hp = status->hp;
}
if ((unsigned int)sp > status->sp) {
if (flag&2) return 0;
sp = status->sp;
}
status->hp-= hp;
status->sp-= sp;
if (sc && hp && status->hp) {
if (sc->data[SC_AUTOBERSERK] &&
(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
status->hp < status->max_hp>>2)
sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
if (sc->data[SC_BERSERK] && status->hp <= 100)
status_change_end(target, SC_BERSERK, -1);
}
switch (target->type)
{
case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
}
if (status->hp)
{ //Still lives!
if (walkdelay)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
return hp+sp;
}
status->hp = 1; //To let the dead function cast skills and all that.
//NOTE: These dead functions should return: [Skotlex]
//0: Death cancelled, auto-revived.
//Non-zero: Standard death. Clear status, cancel move/attack, etc
//&2: Also remove object from map.
//&4: Also delete object from memory.
switch (target->type) {
case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
if(!flag) //Death cancelled.
return hp+sp;
//Normal death
status->hp = 0;
if (battle_config.clear_unit_ondeath &&
battle_config.clear_unit_ondeath&target->type)
skill_clear_unitgroup(target);
if(target->type&BL_REGEN)
{ //Reset regen ticks.
struct regen_data *regen = status_get_regen_data(target);
if (regen) {
memset(®en->tick, 0, sizeof(regen->tick));
if (regen->sregen)
memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
if (regen->ssregen)
memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
}
}
if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
{ //flag&8 = disable Kaizel
int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
status_revive(target, 100, 100);
else
status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
status_change_clear(target,0);
clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
if( target->type == BL_MOB )
((TBL_MOB*)target)->state.rebirth = 1;
return hp+sp;
}
if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
{// Ensure the monster has not already rebirthed before doing so.
status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
status_change_clear(target,0);
((TBL_MOB*)target)->state.rebirth = 1;
return hp+sp;
}
status_change_clear(target,0);
if(flag&4) //Delete from memory. (also invokes map removal code)
unit_free(target,1);
else
if(flag&2) //remove from map
unit_remove_map(target,1);
else
{ //Some death states that would normally be handled by unit_remove_map
unit_stop_attack(target);
unit_stop_walking(target,1);
unit_skillcastcancel(target,0);
clif_clearunit_area(target,1);
skill_unit_move(target,gettick(),4);
skill_cleartimerskill(target);
}
return hp+sp;
}
//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
//If flag&2, when the player is healed, show the HP/SP heal effect.
int status_heal(struct block_list *bl,int hp,int sp, int flag)
{
struct status_data *status;
struct status_change *sc;
status = status_get_status_data(bl);
if (status == &dummy_status || !status->hp)
return 0;
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
if (hp < 0) {
status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1);
hp = 0;
}
if(hp) {
if (!(flag&1) && sc && sc->data[SC_BERSERK])
hp = 0;
if((unsigned int)hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
}
if(sp < 0) {
status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1);
sp = 0;
}
if(sp) {
if((unsigned int)sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
}
if(!sp && !hp) return 0;
status->hp+= hp;
status->sp+= sp;
if(hp && sc &&
sc->data[SC_AUTOBERSERK] &&
sc->data[SC_PROVOKE] &&
sc->data[SC_PROVOKE]->val2==1 &&
status->hp>=status->max_hp>>2
) //End auto berserk.
status_change_end(bl,SC_PROVOKE,-1);
// send hp update to client
switch(bl->type) {
case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
}
return hp+sp;
}
//Does percentual non-flinching damage/heal. If mob is killed this way,
//no exp/drops will be awarded if there is no src (or src is target)
//If rates are > 0, percent is of current HP/SP
//If rates are < 0, percent is of max HP/SP
//If !flag, this is heal, otherwise it is damage.
//Furthermore, if flag==2, then the target must not die from the substraction.
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
{
struct status_data *status;
unsigned int hp =0, sp = 0;
status = status_get_status_data(target);
//Change the equation when the values are high enough to discard the
//imprecision in exchange of overflow protection [Skotlex]
//Also add 100% checks since those are the most used cases where we don't
//want aproximation errors.
if (hp_rate > 99)
hp = status->hp;
else if (hp_rate > 0)
hp = status->hp>10000?
hp_rate*(status->hp/100):
(hp_rate*status->hp)/100;
else if (hp_rate < -99)
hp = status->max_hp;
else if (hp_rate < 0)
hp = status->max_hp>10000?
(-hp_rate)*(status->max_hp/100):
(-hp_rate*status->max_hp)/100;
if (hp_rate && !hp)
hp = 1;
if (flag == 2 && hp >= status->hp)
hp = status->hp-1; //Must not kill target.
//Should be safe to not do overflow protection here, noone should have
//millions upon millions of SP
if (sp_rate > 99)
sp = status->sp;
else if (sp_rate > 0)
sp = (sp_rate*status->sp)/100;
else if (sp_rate < -99)
sp = status->max_sp;
else if (sp_rate < 0)
sp = (-sp_rate)*status->max_sp/100;
if (sp_rate && !sp)
sp = 1;
//Ugly check in case damage dealt is too much for the received args of
//status_heal / status_damage. [Skotlex]
if (hp > INT_MAX) {
hp -= INT_MAX;
if (flag)
status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
else
status_heal(target, INT_MAX, 0, 0);
}
if (sp > INT_MAX) {
sp -= INT_MAX;
if (flag)
status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
else
status_heal(target, 0, INT_MAX, 0);
}
if (flag)
return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
return status_heal(target, hp, sp, 0);
}
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
struct status_data *status;
unsigned int hp, sp;
if (!status_isdead(bl)) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0; //Invalid target.
hp = status->max_hp * per_hp/100;
sp = status->max_sp * per_sp/100;
if(hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
else if (per_hp && !hp)
hp = 1;
if(sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
else if (per_sp && !sp)
sp = 1;
status->hp += hp;
status->sp += sp;
if (bl->prev) //Animation only if character is already on a map.
clif_resurrection(bl, 1);
switch (bl->type) {
case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
}
return 1;
}
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag:
* 0 - Trying to use skill on target.
* 1 - Cast bar is done.
* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
*------------------------------------------*/
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
{
struct status_data *status;
struct status_change *sc=NULL, *tsc;
int hide_flag;
status = src?status_get_status_data(src):&dummy_status;
if (src && status_isdead(src))
return 0;
if (!skill_num) { //Normal attack checks.
if (!(status->mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
//Dead state is not checked for skills as some skills can be used
//on dead characters, said checks are left to skill.c [Skotlex]
if (target && status_isdead(target))
return 0;
}
if (skill_num == PA_PRESSURE && flag && target) {
//Gloria Avoids pretty much everything....
tsc = status_get_sc(target);
if(tsc && tsc->option&OPTION_HIDE)
return 0;
return 1;
}
//Should fail when used on top of Land Protector [Skotlex]
if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(status->mode&MD_BOSS)
&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
return 0;
if (src) sc = status_get_sc(src);
if(sc && sc->count)
{
if(sc->opt1 >0)
{ //Stuned/Frozen/etc
if (flag != 1) //Can't cast, casted stuff can't damage.
return 0;
if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
return 0; //Targetted spells can't come off.
}
if (
(sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER] && !flag)
|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
)
return 0;
if (sc->data[SC_WINKCHARM] && target && !flag)
{ //Prevents skill usage
clif_emotion(src, 3);
return 0;
}
if (sc->data[SC_BLADESTOP]) {
switch (sc->data[SC_BLADESTOP]->val1)
{
case 5: if (skill_num == MO_EXTREMITYFIST) break;
case 4: if (skill_num == MO_CHAINCOMBO) break;
case 3: if (skill_num == MO_INVESTIGATE) break;
case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
default: return 0;
}
}
if (sc->data[SC_DANCING] && flag!=2)
{
if(sc->data[SC_LONGING])
{ //Allow everything except dancing/re-dancing. [Skotlex]
if (skill_num == BD_ENCORE ||
skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
)
return 0;
} else
switch (skill_num) {
case BD_ADAPTATION:
case CG_LONGINGFREEDOM:
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
break;
default:
return 0;
}
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_num && //Do not block item-casted skills.
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
) { //Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->data[SC_SILENCE] ||
(sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
(sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
sc->data[SC_STEELBODY] ||
sc->data[SC_BERSERK]
))
return 0;
//Skill blocking.
if (
(sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
(sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
)
return 0;
}
}
if (sc && sc->option)
{
if (sc->option&OPTION_HIDE)
switch (skill_num) { //Usable skills while hiding.
case TF_HIDING:
case AS_GRIMTOOTH:
case RG_BACKSTAP:
case RG_RAID:
case NJ_SHADOWJUMP:
case NJ_KIRIKAGE:
break;
default:
//Non players can use all skills while hidden.
if (!skill_num || src->type == BL_PC)
return 0;
}
if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
return 0;
}
if (target == NULL || target == src) //No further checking needed.
return 1;
tsc = status_get_sc(target);
if(tsc && tsc->count)
{
if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
return 0;
if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
&& tsc->data[SC_FREEZE])
return 0;
if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return 0;
}
//If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
//You cannot hide from ground skills.
if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
hide_flag &= ~OPTION_HIDE;
switch( target->type )
{
case BL_PC:
{
struct map_session_data *sd = (TBL_PC*) target;
if (pc_isinvisible(sd))
return 0;
if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
(sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
return 0;
}
break;
case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
if (status->mode&MD_LOOTER)
return 1;
return 0;
case BL_HOM:
case BL_MER:
if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
return 0; // Can't use support skills on Homunculus (only Master/Self)
if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
return 0; // Can't use Weapon endow skills on Mercenary (only Master)
if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
return 0; // Can't use Potion Pitcher on Mercenaries
default:
//Check for chase-walk/hiding/cloaking opponents.
if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
return 0;
}
return 1;
}
//Checks whether the source can see and chase target.
int status_check_visibility(struct block_list *src, struct block_list *target)
{
int view_range;
struct status_data* status = status_get_status_data(src);
struct status_change* tsc = status_get_sc(target);
switch (src->type) {
case BL_MOB:
view_range = ((TBL_MOB*)src)->min_chase;
break;
case BL_PET:
view_range = ((TBL_PET*)src)->db->range2;
break;
default:
view_range = AREA_SIZE;
}
if (src->m != target->m || !check_distance_bl(src, target, view_range))
return 0;
switch (target->type)
{ //Check for chase-walk/hiding/cloaking opponents.
case BL_PC:
if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
!(status->mode&MD_BOSS) &&
(
((TBL_PC*)target)->special_state.perfect_hiding ||
!(status->mode&MD_DETECTOR)
))
return 0;
break;
default:
if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
!(status->mode&(MD_BOSS|MD_DETECTOR)))
return 0;
}
return 1;
}
// Basic ASPD value
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
int amotion;
// base weapon delay
amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
: (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
// percentual delay reduction from stats
amotion-= amotion * (4*status->agi + status->dex)/1000;
// raw delay adjustment from bAspd bonus
amotion+= sd->aspd_add;
return amotion;
}
static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
{
int flag = 0, str, dex, dstr;
if(!(bl->type&battle_config.enable_baseatk))
return 0;
if (bl->type == BL_PC)
switch(((TBL_PC*)bl)->status.weapon){
case W_BOW:
case W_MUSICAL:
case W_WHIP:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
flag = 1;
}
if (flag) {
str = status->dex;
dex = status->str;
} else {
str = status->str;
dex = status->dex;
}
//Normally only players have base-atk, but homunc have a different batk
// equation, hinting that perhaps non-players should use this for batk.
// [Skotlex]
dstr = str/10;
str += dstr*dstr;
if (bl->type == BL_PC)
str+= dex/5 + status->luk/5;
return cap_value(str, 0, USHRT_MAX);
}
#define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
#define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
//Fills in the misc data that can be calculated from the other status info (except for level)
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
{
//Non players get the value set, players need to stack with previous bonuses.
if( bl->type != BL_PC )
status->batk =
status->hit = status->flee =
status->def2 = status->mdef2 =
status->cri = status->flee2 = 0;
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
status->hit += level + status->dex;
status->flee += level + status->agi;
status->def2 += status->vit;
status->mdef2 += status->int_ + (status->vit>>1);
if( bl->type&battle_config.enable_critical )
status->cri += status->luk*3 + 10;
else
status->cri = 0;
if (bl->type&battle_config.enable_perfect_flee)
status->flee2 += status->luk + 10;
else
status->flee2 = 0;
if (status->batk) {
int temp = status->batk + status_base_atk(bl, status);
status->batk = cap_value(temp, 0, USHRT_MAX);
} else
status->batk = status_base_atk(bl, status);
if (status->cri)
switch (bl->type) {
case BL_MOB:
if(battle_config.mob_critical_rate != 100)
status->cri = status->cri*battle_config.mob_critical_rate/100;
if(!status->cri && battle_config.mob_critical_rate)
status->cri = 10;
break;
case BL_PC:
//Players don't have a critical adjustment setting as of yet.
break;
default:
if(battle_config.critical_rate != 100)
status->cri = status->cri*battle_config.critical_rate/100;
if (!status->cri && battle_config.critical_rate)
status->cri = 10;
}
if(bl->type&BL_REGEN)
status_calc_regen(bl, status, status_get_regen_data(bl));
}
//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
int status_calc_mob_(struct mob_data* md, bool first)
{
struct status_data *status;
struct block_list *mbl = NULL;
int flag=0;
if(first)
{ //Set basic level on respawn.
md->level = md->db->lv;
}
//Check if we need custom base-status
if (battle_config.mobs_level_up && md->level > md->db->lv)
flag|=1;
if (md->special_state.size)
flag|=2;
if (md->guardian_data && md->guardian_data->guardup_lv)
flag|=4;
if (battle_config.slaves_inherit_speed && md->master_id)
flag|=8;
if (md->master_id && md->special_state.ai>1)
flag|=16;
if (!flag)
{ //No special status required.
if (md->base_status) {
aFree(md->base_status);
md->base_status = NULL;
}
if(first)
memcpy(&md->status, &md->db->status, sizeof(struct status_data));
return 0;
}
if (!md->base_status)
md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
status = md->base_status;
memcpy(status, &md->db->status, sizeof(struct status_data));
if (flag&(8|16))
mbl = map_id2bl(md->master_id);
if (flag&8 && mbl) {
struct status_data *mstatus = status_get_base_status(mbl);
if (mstatus &&
battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
status->speed = mstatus->speed;
}
if (flag&16 && mbl)
{ //Max HP setting from Summon Flora/marine Sphere
struct unit_data *ud = unit_bl2ud(mbl);
//Remove special AI when this is used by regular mobs.
if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
md->special_state.ai = 0;
if (ud)
{ // different levels of HP according to skill level
if (ud->skillid == AM_SPHEREMINE) {
status->max_hp = 2000 + 400*ud->skilllv;
} else { //AM_CANNIBALIZE
status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
status->hp = status->max_hp;
}
}
if (flag&1)
{ // increase from mobs leveling up [Valaris]
int diff = md->level - md->db->lv;
status->str+= diff;
status->agi+= diff;
status->vit+= diff;
status->int_+= diff;
status->dex+= diff;
status->luk+= diff;
status->max_hp += diff*status->vit;
status->max_sp += diff*status->int_;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->speed -= diff;
}
if (flag&2)
{ // change for sized monsters [Valaris]
if (md->special_state.size==1) {
status->max_hp>>=1;
status->max_sp>>=1;
if (!status->max_hp) status->max_hp = 1;
if (!status->max_sp) status->max_sp = 1;
status->hp=status->max_hp;
status->sp=status->max_sp;
status->str>>=1;
status->agi>>=1;
status->vit>>=1;
status->int_>>=1;
status->dex>>=1;
status->luk>>=1;
if (!status->str) status->str = 1;
if (!status->agi) status->agi = 1;
if (!status->vit) status->vit = 1;
if (!status->int_) status->int_ = 1;
if (!status->dex) status->dex = 1;
if (!status->luk) status->luk = 1;
} else if (md->special_state.size==2) {
status->max_hp<<=1;
status->max_sp<<=1;
status->hp=status->max_hp;
status->sp=status->max_sp;
status->str<<=1;
status->agi<<=1;
status->vit<<=1;
status->int_<<=1;
status->dex<<=1;
status->luk<<=1;
}
}
status_calc_misc(&md->bl, status, md->level);
if(flag&4)
{ // Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
gc=guild_mapname2gc(map[md->bl.m].name);
if (!gc)
ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
else {
status->max_hp += 2000 * gc->defense;
status->max_sp += 200 * gc->defense;
status->hp = status->max_hp;
status->sp = status->max_sp;
}
status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
status->aspd_rate -= 100*md->guardian_data->guardup_lv;
}
if( first ) //Initial battle status
memcpy(&md->status, status, sizeof(struct status_data));
return 1;
}
//Skotlex: Calculates the stats of the given pet.
int status_calc_pet_(struct pet_data *pd, bool first)
{
nullpo_retr(0, pd);
if (first) {
memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
pd->status.mode|= MD_CANMOVE; //so they can chase their master!
pd->status.speed = pd->petDB->speed;
}
if (battle_config.pet_lv_rate && pd->msd)
{
struct map_session_data *sd = pd->msd;
int lv;
lv =sd->status.base_level*battle_config.pet_lv_rate/100;
if (lv < 0)
lv = 1;
if (lv != pd->pet.level || first)
{
struct status_data *bstat = &pd->db->status, *status = &pd->status;
pd->pet.level = lv;
if (!first) //Lv Up animation
clif_misceffect(&pd->bl, 0);
status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
status->str = (bstat->str*lv)/pd->db->lv;
status->agi = (bstat->agi*lv)/pd->db->lv;
status->vit = (bstat->vit*lv)/pd->db->lv;
status->int_ = (bstat->int_*lv)/pd->db->lv;
status->dex = (bstat->dex*lv)/pd->db->lv;
status->luk = (bstat->luk*lv)/pd->db->lv;
status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
status->str = cap_value(status->str,1,battle_config.pet_max_stats);
status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
status_calc_misc(&pd->bl, &pd->status, lv);
if (!first) //Not done the first time because the pet is not visible yet
clif_send_petstatus(sd);
}
} else if (first) {
status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
pd->pet.level = pd->db->lv;
}
//Support rate modifier (1000 = 100%)
pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
if(battle_config.pet_support_rate != 100)
pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
return 1;
}
/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
static void status_calc_sigma(void)
{
int i,j;
for(i = 0; i < CLASS_COUNT; i++)
{
unsigned int k = 0;
hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
for(j = 2; j <= MAX_LEVEL; j++)
{
k += (hp_coefficient[i]*j + 50) / 100;
hp_sigma_val[i][j] = k;
if (k >= INT_MAX)
break; //Overflow protection. [Skotlex]
}
for(; j <= MAX_LEVEL; j++)
hp_sigma_val[i][j] = INT_MAX;
}
}
/// Calculates base MaxHP value according to class and base level
/// The recursive equation used to calculate level bonus is (using integer operations)
/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
/// which reduces to something close to
/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
{
unsigned int val = pc_class2idx(sd->status.class_);
val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
val += 100; //Since their HP can't be approximated well enough without this.
if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
val *= 3; //Triple max HP for top ranking Taekwons over level 90.
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
val += 2000; //Supernovice lvl99 hp bonus.
val += val * status->vit/100; // +1% per each point of VIT
if (sd->class_&JOBL_UPPER)
val += val * 25/100; //Trans classes get a 25% hp bonus
else if (sd->class_&JOBL_BABY)
val -= val * 30/100; //Baby classes get a 30% hp penalty
return val;
}
static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
unsigned int val;
val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
val += val * status->int_/100;
if (sd->class_&JOBL_UPPER)
val += val * 25/100;
else if (sd->class_&JOBL_BABY)
val -= val * 30/100;
if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
val *= 3; //Triple max SP for top ranking Taekwons over level 90.
return val;
}
//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
int status_calc_pc_(struct map_session_data* sd, bool first)
{
static int calculating = 0; //Check for recursive call preemption. [Skotlex]
struct status_data *status; // pointer to the player's base status
const struct status_change *sc = &sd->sc;
struct s_skill b_skill[MAX_SKILL]; // previous skill tree
int b_weight, b_max_weight; // previous weight
int i,index;
int skill,refinedef=0;
if (++calculating > 10) //Too many recursive calls!
return -1;
// remember player-specific values that are currently being shown to the client (for refresh purposes)
memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
b_weight = sd->weight;
b_max_weight = sd->max_weight;
pc_calc_skilltree(sd); // �X�L���c��?�̌v�Z
sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
if(first) {
//Load Hp/SP from char-received data.
sd->battle_status.hp = sd->status.hp;
sd->battle_status.sp = sd->status.sp;
sd->regen.sregen = &sd->sregen;
sd->regen.ssregen = &sd->ssregen;
sd->weight=0;
for(i=0;i<MAX_INVENTORY;i++){
if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
continue;
sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
}
sd->cart_weight=0;
sd->cart_num=0;
for(i=0;i<MAX_CART;i++){
if(sd->status.cart[i].nameid==0)
continue;
sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
sd->cart_num++;
}
}
status = &sd->base_status;
// these are not zeroed. [zzo]
sd->hprate=100;
sd->sprate=100;
sd->castrate=100;
sd->delayrate=100;
sd->dsprate=100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->atk_rate = sd->matk_rate = 100;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->regen.state.block = 0;
// zeroed arrays, order follows the order in map.h.
// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ sizeof(sd->param_equip)
+ sizeof(sd->subele)
+ sizeof(sd->subrace)
+ sizeof(sd->subrace2)
+ sizeof(sd->subsize)
+ sizeof(sd->reseff)
+ sizeof(sd->weapon_coma_ele)
+ sizeof(sd->weapon_coma_race)
+ sizeof(sd->weapon_atk)
+ sizeof(sd->weapon_atk_rate)
+ sizeof(sd->arrow_addele)
+ sizeof(sd->arrow_addrace)
+ sizeof(sd->arrow_addsize)
+ sizeof(sd->magic_addele)
+ sizeof(sd->magic_addrace)
+ sizeof(sd->magic_addsize)
+ sizeof(sd->critaddrace)
+ sizeof(sd->expaddrace)
+ sizeof(sd->ignore_mdef)
+ sizeof(sd->ignore_def)
+ sizeof(sd->itemgrouphealrate)
+ sizeof(sd->sp_gain_race)
);
memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
if (sd->special_state.intravision) //Clear status change.
clif_status_load(&sd->bl, SI_INTRAVISION, 0);
memset(&sd->special_state,0,sizeof(sd->special_state));
memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
status->speed = DEFAULT_WALK_SPEED;
//Give them all modes except these (useful for clones)
status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
status->size = (sd->class_&JOBL_BABY)?0:1;
if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
if (sd->class_&JOBL_BABY) {
if (battle_config.character_size&2)
status->size++;
} else
if(battle_config.character_size&1)
status->size++;
}
status->aspd_rate = 1000;
status->ele_lv = 1;
status->race = RC_DEMIHUMAN;
//zero up structures...
memset(&sd->autospell,0,sizeof(sd->autospell)
+ sizeof(sd->autospell2)
+ sizeof(sd->autospell3)
+ sizeof(sd->addeff)
+ sizeof(sd->addeff2)
+ sizeof(sd->addeff3)
+ sizeof(sd->skillatk)
+ sizeof(sd->skillheal)
+ sizeof(sd->skillheal2)
+ sizeof(sd->hp_loss)
+ sizeof(sd->sp_loss)
+ sizeof(sd->hp_regen)
+ sizeof(sd->sp_regen)
+ sizeof(sd->skillblown)
+ sizeof(sd->skillcast)
+ sizeof(sd->add_def)
+ sizeof(sd->add_mdef)
+ sizeof(sd->add_mdmg)
+ sizeof(sd->add_drop)
+ sizeof(sd->itemhealrate)
);
// vars zeroing. ints, shorts, chars. in that order.
memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
+ sizeof(sd->arrow_ele)
+ sizeof(sd->arrow_cri)
+ sizeof(sd->arrow_hit)
+ sizeof(sd->nsshealhp)
+ sizeof(sd->nsshealsp)
+ sizeof(sd->critical_def)
+ sizeof(sd->double_rate)
+ sizeof(sd->long_attack_atk_rate)
+ sizeof(sd->near_attack_def_rate)
+ sizeof(sd->long_attack_def_rate)
+ sizeof(sd->magic_def_rate)
+ sizeof(sd->misc_def_rate)
+ sizeof(sd->ignore_mdef_ele)
+ sizeof(sd->ignore_mdef_race)
+ sizeof(sd->perfect_hit)
+ sizeof(sd->perfect_hit_add)
+ sizeof(sd->get_zeny_rate)
+ sizeof(sd->get_zeny_num)
+ sizeof(sd->double_add_rate)
+ sizeof(sd->short_weapon_damage_return)
+ sizeof(sd->long_weapon_damage_return)
+ sizeof(sd->magic_damage_return)
+ sizeof(sd->random_attack_increase_add)
+ sizeof(sd->random_attack_increase_per)
+ sizeof(sd->break_weapon_rate)
+ sizeof(sd->break_armor_rate)
+ sizeof(sd->crit_atk_rate)
+ sizeof(sd->classchange)
+ sizeof(sd->speed_rate)
+ sizeof(sd->speed_add_rate)
+ sizeof(sd->aspd_add)
+ sizeof(sd->setitem_hash)
+ sizeof(sd->setitem_hash2)
// shorts
+ sizeof(sd->splash_range)
+ sizeof(sd->splash_add_range)
+ sizeof(sd->add_steal_rate)
+ sizeof(sd->add_heal_rate)
+ sizeof(sd->add_heal2_rate)
+ sizeof(sd->hp_gain_value)
+ sizeof(sd->sp_gain_value)
+ sizeof(sd->magic_hp_gain_value)
+ sizeof(sd->magic_sp_gain_value)
+ sizeof(sd->sp_vanish_rate)
+ sizeof(sd->sp_vanish_per)
+ sizeof(sd->unbreakable)
+ sizeof(sd->unbreakable_equip)
+ sizeof(sd->unstripable_equip)
);
// Autobonus
pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus),true);
pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus),true);
// Parse equipment.
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(!sd->inventory_data[index])
continue;
status->def += sd->inventory_data[index]->def;
if(first && sd->inventory_data[index]->equip_script)
{ //Execute equip-script on login
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
if(sd->inventory_data[index]->type == IT_WEAPON) {
int r,wlv = sd->inventory_data[index]->wlv;
struct weapon_data *wd;
struct weapon_atk *wa;
if (wlv >= MAX_REFINE_BONUS)
wlv = MAX_REFINE_BONUS - 1;
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
wd = &sd->left_weapon; // Left-hand weapon
wa = &status->lhw;
} else {
wd = &sd->right_weapon;
wa = &status->rhw;
}
wa->atk += sd->inventory_data[index]->atk;
wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
wd->overrefine = r*refinebonus[wlv][1];
wa->range += sd->inventory_data[index]->range;
if(sd->inventory_data[index]->script) {
if (wd == &sd->left_weapon) {
sd->state.lr_flag = 1;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered this. [Skotlex]
return 1;
}
if(sd->status.inventory[index].card[0]==CARD0_FORGE)
{ // Forged weapon
wd->star += (sd->status.inventory[index].card[1]>>8);
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
wd->star += 10;
if (!wa->ele) //Do not overwrite element from previous bonuses.
wa->ele = (sd->status.inventory[index].card[1]&0x0f);
}
}
else if(sd->inventory_data[index]->type == IT_ARMOR) {
refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
if(sd->inventory_data[index]->script) {
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script retriggered this. [Skotlex]
return 1;
}
}
}
if(sd->equip_index[EQI_AMMO] >= 0){
index = sd->equip_index[EQI_AMMO];
if(sd->inventory_data[index]){ // Arrows
sd->arrow_atk += sd->inventory_data[index]->atk;
sd->state.lr_flag = 2;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
//Store equipment script bonuses
memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
status->def += (refinedef+50)/100;
//Parse Cards
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
continue;
if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
continue;
if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
continue;
if(sd->inventory_data[index]) {
int j,c;
struct item_data *data;
//Card script execution.
if(itemdb_isspecial(sd->status.inventory[index].card[0]))
continue;
for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
current_equip_card_id= c= sd->status.inventory[index].card[j];
if(!c)
continue;
data = itemdb_exists(c);
if(!data)
continue;
if(first && data->equip_script)
{ //Execute equip-script on login
run_script(data->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
if(!data->script)
continue;
if(data->flag.no_equip) { //Card restriction checks.
if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
continue;
if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
continue;
if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
continue;
}
if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
{ //Left hand status.
sd->state.lr_flag = 1;
run_script(data->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(data->script,0,sd->bl.id,0);
if (!calculating) //Abort, run_script his function. [Skotlex]
return 1;
}
}
}
if( sc->count && sc->data[SC_ITEMSCRIPT] )
{
struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
if( data && data->script )
run_script(data->script,0,sd->bl.id,0);
}
if( sd->pd )
{ // Pet Bonus
struct pet_data *pd = sd->pd;
if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
run_script(pd->petDB->equip_script,0,sd->bl.id,0);
if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
pc_bonus(sd,pd->bonus->type, pd->bonus->val);
}
//param_bonus now holds card bonuses.
if(status->rhw.range < 1) status->rhw.range = 1;
if(status->lhw.range < 1) status->lhw.range = 1;
if(status->rhw.range < status->lhw.range)
status->rhw.range = status->lhw.range;
sd->double_rate += sd->double_add_rate;
sd->perfect_hit += sd->perfect_hit_add;
sd->splash_range += sd->splash_add_range;
// Damage modifiers from weapon type
sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
if(pc_isriding(sd) &&
(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
{ //When Riding with spear, damage modifier to mid-class becomes
//same as versus large size.
sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
}
// ----- STATS CALCULATION -----
// Job bonuses
index = pc_class2idx(sd->status.class_);
for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
if(!job_bonus[index][i])
continue;
switch(job_bonus[index][i]) {
case 1: status->str++; break;
case 2: status->agi++; break;
case 3: status->vit++; break;
case 4: status->int_++; break;
case 5: status->dex++; break;
case 6: status->luk++; break;
}
}
// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
status->str += 10;
status->agi += 10;
status->vit += 10;
status->int_+= 10;
status->dex += 10;
status->luk += 10;
}
// Absolute modifiers from passive skills
if(pc_checkskill(sd,BS_HILTBINDING)>0)
status->str++;
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
status->int_ += (skill+1)/2; // +1 INT / 2 lv
if((skill=pc_checkskill(sd,AC_OWL))>0)
status->dex += skill;
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
status->str = cap_value(i,0,USHRT_MAX);
i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
status->agi = cap_value(i,0,USHRT_MAX);
i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
status->vit = cap_value(i,0,USHRT_MAX);
i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
status->int_ = cap_value(i,0,USHRT_MAX);
i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
status->dex = cap_value(i,0,USHRT_MAX);
i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
status->luk = cap_value(i,0,USHRT_MAX);
// ------ BASE ATTACK CALCULATION ------
// Base batk value is set on status_calc_misc
// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
status->batk += sd->weapon_atk[sd->status.weapon];
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
status->batk += 4;
// ----- HP MAX CALCULATION -----
// Basic MaxHP value
//We hold the standard Max HP here to make it faster to recalculate on vit changes.
sd->status.max_hp = status_base_pc_maxhp(sd,status);
//This is done to handle underflows from negative Max HP bonuses
i = sd->status.max_hp + (int)status->max_hp;
status->max_hp = cap_value(i, 0, INT_MAX);
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,CR_TRUST))>0)
status->max_hp += skill*200;
// Apply relative modifiers from equipment
if(sd->hprate < 0)
sd->hprate = 0;
if(sd->hprate!=100)
status->max_hp = status->max_hp * sd->hprate/100;
if(battle_config.hp_rate != 100)
status->max_hp = status->max_hp * battle_config.hp_rate/100;
if(status->max_hp > (unsigned int)battle_config.max_hp)
status->max_hp = battle_config.max_hp;
else if(!status->max_hp)
status->max_hp = 1;
// ----- SP MAX CALCULATION -----
// Basic MaxSP value
sd->status.max_sp = status_base_pc_maxsp(sd,status);
//This is done to handle underflows from negative Max SP bonuses
i = sd->status.max_sp + (int)status->max_sp;
status->max_sp = cap_value(i, 0, INT_MAX);
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,SL_KAINA))>0)
status->max_sp += 30*skill;
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
status->max_sp += status->max_sp * skill/100;
if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
status->max_sp += status->max_sp * 2*skill/100;
// Apply relative modifiers from equipment
if(sd->sprate < 0)
sd->sprate = 0;
if(sd->sprate!=100)
status->max_sp = status->max_sp * sd->sprate/100;
if(battle_config.sp_rate != 100)
status->max_sp = status->max_sp * battle_config.sp_rate/100;
if(status->max_sp > (unsigned int)battle_config.max_sp)
status->max_sp = battle_config.max_sp;
else if(!status->max_sp)
status->max_sp = 1;
// ----- RESPAWN HP/SP -----
//
//Calc respawn hp and store it on base_status
if (sd->special_state.restart_full_recover)
{
status->hp = status->max_hp;
status->sp = status->max_sp;
} else {
if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
&& battle_config.restart_hp_rate < 50)
status->hp=status->max_hp>>1;
else
status->hp=status->max_hp * battle_config.restart_hp_rate/100;
if(!status->hp)
status->hp = 1;
status->sp = status->max_sp * battle_config.restart_sp_rate /100;
}
// ----- MISC CALCULATION -----
status_calc_misc(&sd->bl, status, sd->status.base_level);
//Equipment modifiers for misc settings
if(sd->matk_rate < 0)
sd->matk_rate = 0;
if(sd->matk_rate != 100){
status->matk_max = status->matk_max * sd->matk_rate/100;
status->matk_min = status->matk_min * sd->matk_rate/100;
}
if(sd->hit_rate < 0)
sd->hit_rate = 0;
if(sd->hit_rate != 100)
status->hit = status->hit * sd->hit_rate/100;
if(sd->flee_rate < 0)
sd->flee_rate = 0;
if(sd->flee_rate != 100)
status->flee = status->flee * sd->flee_rate/100;
if(sd->def2_rate < 0)
sd->def2_rate = 0;
if(sd->def2_rate != 100)
status->def2 = status->def2 * sd->def2_rate/100;
if(sd->mdef2_rate < 0)
sd->mdef2_rate = 0;
if(sd->mdef2_rate != 100)
status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
if(sd->critical_rate < 0)
sd->critical_rate = 0;
if(sd->critical_rate != 100)
status->cri = status->cri * sd->critical_rate/100;
if(sd->flee2_rate < 0)
sd->flee2_rate = 0;
if(sd->flee2_rate != 100)
status->flee2 = status->flee2 * sd->flee2_rate/100;
// ----- HIT CALCULATION -----
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
status->hit += skill*2;
if((skill=pc_checkskill(sd,AC_VULTURE))>0){
status->hit += skill;
if(sd->status.weapon == W_BOW)
status->rhw.range += skill;
}
if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
{
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
status->hit += 2*skill;
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
status->hit += skill;
status->rhw.range += skill;
}
}
// ----- FLEE CALCULATION -----
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,TF_MISS))>0)
status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
if((skill=pc_checkskill(sd,MO_DODGE))>0)
status->flee += (skill*3)>>1;
// ----- EQUIPMENT-DEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->def_rate < 0)
sd->def_rate = 0;
if(sd->def_rate != 100) {
i = status->def * sd->def_rate/100;
status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
}
if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
{
status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
status->def = (unsigned char)battle_config.max_def;
}
// ----- EQUIPMENT-MDEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->mdef_rate < 0)
sd->mdef_rate = 0;
if(sd->mdef_rate != 100) {
i = status->mdef * sd->mdef_rate/100;
status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
}
if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
{
status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
status->mdef = (signed char)battle_config.max_def;
}
// ----- 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
i = status_base_amotion_pc(sd,status);
status->amotion = cap_value(i,battle_config.max_aspd,2000);
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
status->aspd_rate -= 5*skill;
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
status->aspd_rate -= 30*skill;
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
status->aspd_rate -= ((skill+1)/2) * 10;
if(pc_isriding(sd))
status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
status->adelay = 2*status->amotion;
// ----- DMOTION -----
//
i = 800-status->agi*4;
status->dmotion = cap_value(i, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
// ----- MISC CALCULATIONS -----
// Weight
if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
sd->max_weight += 2000*skill;
if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
sd->max_weight += 10000;
if(sc->data[SC_KNOWLEDGE])
sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
sd->max_weight += 2000*skill;
if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
sd->regen.state.walk = 1;
else
sd->regen.state.walk = 0;
// Skill SP cost
if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill;
if(sc->data[SC_SERVICE4U])
sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
if(sc->data[SC_SPCOST_RATE])
sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
//Underflow protections.
if(sd->dsprate < 0)
sd->dsprate = 0;
if(sd->castrate < 0)
sd->castrate = 0;
if(sd->delayrate < 0)
sd->delayrate = 0;
if(sd->hprecov_rate < 0)
sd->hprecov_rate = 0;
if(sd->sprecov_rate < 0)
sd->sprecov_rate = 0;
// Anti-element and anti-race
if((skill=pc_checkskill(sd,CR_TRUST))>0)
sd->subele[ELE_HOLY] += skill*5;
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[ELE_NEUTRAL] += skill;
sd->subele[ELE_FIRE] += skill*4;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
skill = skill*4;
sd->right_weapon.addrace[RC_DRAGON]+=skill;
sd->left_weapon.addrace[RC_DRAGON]+=skill;
sd->magic_addrace[RC_DRAGON]+=skill;
sd->subrace[RC_DRAGON]+=skill;
}
if(sc->count){
if(sc->data[SC_CONCENTRATE])
{ //Update the card-bonus data
sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
}
if(sc->data[SC_SIEGFRIED]){
i = sc->data[SC_SIEGFRIED]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if(sc->data[SC_PROVIDENCE]){
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
if(sc->data[SC_ARMOR_ELEMENT])
{ //This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
}
if(sc->data[SC_ARMOR_RESIST])
{ // Undead Scroll
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
}
}
status_cpy(&sd->battle_status, status);
// ----- CLIENT-SIDE REFRESH -----
if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
clif_skillinfoblock(sd);
if(b_weight != sd->weight)
clif_updatestatus(sd,SP_WEIGHT);
if(b_max_weight != sd->max_weight) {
clif_updatestatus(sd,SP_MAXWEIGHT);
pc_updateweightstatus(sd);
}
calculating = 0;
return 0;
}
int status_calc_mercenary_(struct mercenary_data *md, bool first)
{
struct status_data *status = &md->base_status;
struct s_mercenary *merc = &md->mercenary;
if( first )
{
memcpy(status, &md->db->status, sizeof(struct status_data));
status->mode = MD_CANMOVE|MD_CANATTACK;
status->hp = status->max_hp;
status->sp = status->max_sp;
md->battle_status.hp = merc->hp;
md->battle_status.sp = merc->sp;
}
status_calc_misc(&md->bl, status, md->db->lv);
status_cpy(&md->battle_status, status);
return 0;
}
int status_calc_homunculus_(struct homun_data *hd, bool first)
{
struct status_data *status = &hd->base_status;
struct s_homunculus *hom = &hd->homunculus;
int skill;
int amotion;
status->str = hom->str / 10;
status->agi = hom->agi / 10;
status->vit = hom->vit / 10;
status->dex = hom->dex / 10;
status->int_ = hom->int_ / 10;
status->luk = hom->luk / 10;
if (first) { //[orn]
const struct s_homunculus_db *db = hd->homunculusDB;
status->def_ele = db->element;
status->ele_lv = 1;
status->race = db->race;
status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
status->rhw.range = 1 + status->size;
status->mode = MD_CANMOVE|MD_CANATTACK;
status->speed = DEFAULT_WALK_SPEED;
if (battle_config.hom_setting&0x8 && hd->master)
status->speed = status_get_speed(&hd->master->bl);
status->hp = 1;
status->sp = 1;
}
skill = hom->level/10 + status->vit/5;
status->def = cap_value(skill, 0, 99);
skill = hom->level/10 + status->int_/5;
status->mdef = cap_value(skill, 0, 99);
status->max_hp = hom->max_hp ;
status->max_sp = hom->max_sp ;
merc_hom_calc_skilltree(hd);
if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
status->def += skill * 4;
if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
{
status->int_ += 1 +skill/2 +skill/4 +skill/5;
status->str += 1 +skill/3 +skill/3 +skill/4;
}
if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
status->max_hp += skill * 2 * status->max_hp / 100;
if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
if (first) {
hd->battle_status.hp = hom->hp ;
hd->battle_status.sp = hom->sp ;
}
status->rhw.atk = status->dex;
status->rhw.atk2 = status->str + hom->level;
status->aspd_rate = 1000;
amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
status_calc_misc(&hd->bl, status, hom->level);
status_cpy(&hd->battle_status, status);
return 1;
}
static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static signed char status_calc_def(struct block_list *,struct status_change *,int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
struct map_session_data *sd;
int val, skill;
if( !(bl->type&BL_REGEN) || !regen )
return;
sd = BL_CAST(BL_PC,bl);
val = 1 + (status->vit/5) + (status->max_hp/200);
if( sd && sd->hprecov_rate != 100 )
val = val*sd->hprecov_rate/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = 1 + (status->int_/6) + (status->max_sp/100);
if( status->int_ >= 120 )
val += ((status->int_-120)>>1) + 4;
if( sd && sd->sprecov_rate != 100 )
val = val*sd->sprecov_rate/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
if( sd )
{
struct regen_data_sub *sregen;
if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
//Only players have skill/sitting skill regen for now.
sregen = regen->sregen;
val = 0;
if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
val += skill*5 + skill*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
val += skill*3 + skill*status->max_sp/500;
if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
val += skill*3 + skill*status->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
// Skill-related recovery (only when sit)
sregen = regen->ssregen;
val = 0;
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
val += skill*4 + skill*status->max_hp/500;
if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
val += skill*30 + skill*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
{
val += skill*3 + skill*status->max_sp/500;
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
val += (30+10*skill)*val/100;
}
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
val += skill*2 + skill*status->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
}
if( bl->type == BL_HOM )
{
struct homun_data *hd = (TBL_HOM*)bl;
if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
{
val = regen->hp*(100+5*skill)/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
}
if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
}
else if( bl->type == BL_MER )
{
val = (status->max_hp * status->vit / 10000 + 1) * 6;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = (status->max_sp * (status->int_ + 10) / 750) + 1;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
}
//Calculates SC related regen rates.
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
{
if (!(bl->type&BL_REGEN) || !regen)
return;
regen->flag = RGN_HP|RGN_SP;
if(regen->sregen)
{
if (regen->sregen->hp)
regen->flag|=RGN_SHP;
if (regen->sregen->sp)
regen->flag|=RGN_SSP;
regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
}
if (regen->ssregen)
{
if (regen->ssregen->hp)
regen->flag|=RGN_SHP;
if (regen->ssregen->sp)
regen->flag|=RGN_SSP;
regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
}
regen->rate.hp = regen->rate.sp = 1;
if (!sc || !sc->count)
return;
if (
(sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
|| (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
|| sc->data[SC_BERSERK]
|| sc->data[SC_TRICKDEAD]
|| sc->data[SC_BLEEDING]
) //No regen
regen->flag = 0;
if (
sc->data[SC_DANCING]
|| (
(((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
(sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
)
) //No natural SP regen
regen->flag &=~RGN_SP;
if(
sc->data[SC_TENSIONRELAX]
) {
regen->rate.hp += 2;
if (regen->sregen)
regen->sregen->rate.hp += 3;
}
if (sc->data[SC_MAGNIFICAT])
{
regen->rate.hp += 1;
regen->rate.sp += 1;
}
if (sc->data[SC_REGENERATION])
{
const struct status_change_entry *sce = sc->data[SC_REGENERATION];
if (!sce->val4)
{
regen->rate.hp += sce->val2;
regen->rate.sp += sce->val3;
} else
regen->flag&=~sce->val4; //Remove regen as specified by val4
}
}
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from enum scb_flag
void status_calc_bl_main(struct block_list *bl, enum scb_flag flag)
{
const struct status_data *b_status = status_get_base_status(bl);
struct status_data *status = status_get_status_data(bl);
struct status_change *sc = status_get_sc(bl);
TBL_PC *sd = BL_CAST(BL_PC,bl);
int temp;
if (!b_status || !status)
return;
if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
status_cpy(status, b_status);
return;
}
if(flag&SCB_STR) {
status->str = status_calc_str(bl, sc, b_status->str);
flag|=SCB_BATK;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_AGI) {
status->agi = status_calc_agi(bl, sc, b_status->agi);
flag|=SCB_FLEE;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD|SCB_DSPD;
}
if(flag&SCB_VIT) {
status->vit = status_calc_vit(bl, sc, b_status->vit);
flag|=SCB_DEF2|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER) )
flag |= SCB_MAXHP;
if( bl->type&BL_HOM )
flag |= SCB_DEF;
}
if(flag&SCB_INT) {
status->int_ = status_calc_int(bl, sc, b_status->int_);
flag|=SCB_MATK|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER) )
flag |= SCB_MAXSP;
if( bl->type&BL_HOM )
flag |= SCB_MDEF;
}
if(flag&SCB_DEX) {
status->dex = status_calc_dex(bl, sc, b_status->dex);
flag|=SCB_BATK|SCB_HIT;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_LUK) {
status->luk = status_calc_luk(bl, sc, b_status->luk);
flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
}
if(flag&SCB_BATK && b_status->batk) {
status->batk = status_base_atk(bl,status);
temp = b_status->batk - status_base_atk(bl,b_status);
if (temp)
{
temp += status->batk;
status->batk = cap_value(temp, 0, USHRT_MAX);
}
status->batk = status_calc_batk(bl, sc, status->batk);
}
if(flag&SCB_WATK) {
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
if (!sd) //Should not affect weapon refine bonus
status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
if(b_status->lhw.atk) {
if (sd) {
sd->state.lr_flag = 1;
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
sd->state.lr_flag = 0;
} else {
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
}
}
if( bl->type&BL_HOM )
{
status->rhw.atk += (status->dex - b_status->dex);
status->rhw.atk2 += (status->str - b_status->str);
if( status->rhw.atk2 < status->rhw.atk )
status->rhw.atk2 = status->rhw.atk;
}
}
if(flag&SCB_HIT) {
if (status->dex == b_status->dex)
status->hit = status_calc_hit(bl, sc, b_status->hit);
else
status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
}
if(flag&SCB_FLEE) {
if (status->agi == b_status->agi)
status->flee = status_calc_flee(bl, sc, b_status->flee);
else
status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
}
if(flag&SCB_DEF)
{
status->def = status_calc_def(bl, sc, b_status->def);
if( bl->type&BL_HOM )
status->def += (status->vit/5 - b_status->vit/5);
}
if(flag&SCB_DEF2) {
if (status->vit == b_status->vit)
status->def2 = status_calc_def2(bl, sc, b_status->def2);
else
status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
}
if(flag&SCB_MDEF)
{
status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
if( bl->type&BL_HOM )
status->mdef += (status->int_/5 - b_status->int_/5);
}
if(flag&SCB_MDEF2) {
if (status->int_ == b_status->int_ && status->vit == b_status->vit)
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
else
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
}
if(flag&SCB_SPEED) {
struct unit_data *ud = unit_bl2ud(bl);
status->speed = status_calc_speed(bl, sc, b_status->speed);
//Re-walk to adjust speed (we do not check if walktimer != -1
//because if you step on something while walking, the moment this
//piece of code triggers the walk-timer is set on -1) [Skotlex]
if (ud)
ud->state.change_walk_target = ud->state.speed_changed = 1;
if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
status->speed = battle_config.max_walk_speed;
if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
}
if(flag&SCB_CRI && b_status->cri) {
if (status->luk == b_status->luk)
status->cri = status_calc_critical(bl, sc, b_status->cri);
else
status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
}
if(flag&SCB_FLEE2 && b_status->flee2) {
if (status->luk == b_status->luk)
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
else
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
}
if(flag&SCB_ATK_ELE) {
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
if (sd) sd->state.lr_flag = 1;
status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
if (sd) sd->state.lr_flag = 0;
}
if(flag&SCB_DEF_ELE) {
status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
}
if(flag&SCB_MODE)
{
status->mode = status_calc_mode(bl, sc, b_status->mode);
//Since mode changed, reset their state.
if (!(status->mode&MD_CANATTACK))
unit_stop_attack(bl);
if (!(status->mode&MD_CANMOVE))
unit_stop_walking(bl,1);
}
// No status changes alter these yet.
// if(flag&SCB_SIZE)
// if(flag&SCB_RACE)
// if(flag&SCB_RANGE)
if(flag&SCB_MAXHP) {
if( bl->type&BL_PC )
{
status->max_hp = status_base_pc_maxhp(sd,status);
status->max_hp += b_status->max_hp - sd->status.max_hp;
status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
if( status->max_hp > (unsigned int)battle_config.max_hp )
status->max_hp = (unsigned int)battle_config.max_hp;
}
else
{
status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
}
if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
{
status->hp = status->max_hp;
if( sd ) clif_updatestatus(sd,SP_HP);
}
}
if(flag&SCB_MAXSP) {
if( bl->type&BL_PC )
{
status->max_sp = status_base_pc_maxsp(sd,status);
status->max_sp += b_status->max_sp - sd->status.max_sp;
status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
if( status->max_sp > (unsigned int)battle_config.max_sp )
status->max_sp = (unsigned int)battle_config.max_sp;
}
else
{
status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
}
if( status->sp > status->max_sp )
{
status->sp = status->max_sp;
if( sd ) clif_updatestatus(sd,SP_SP);
}
}
if(flag&SCB_MATK) {
//New matk
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
if( bl->type&BL_PC && sd->matk_rate != 100 )
{
//Bonuses from previous matk
status->matk_max = status->matk_max * sd->matk_rate/100;
status->matk_min = status->matk_min * sd->matk_rate/100;
}
status->matk_min = status_calc_matk(bl, sc, status->matk_min);
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
if(sc->data[SC_MAGICPOWER]) { //Store current matk values
sc->mp_matk_min = status->matk_min;
sc->mp_matk_max = status->matk_max;
}
if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
status->matk_min = status->matk_max;
}
if(flag&SCB_ASPD) {
int amotion;
if( bl->type&BL_PC )
{
amotion = status_base_amotion_pc(sd,status);
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
if(status->aspd_rate != 1000)
amotion = amotion*status->aspd_rate/1000;
status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
status->adelay = 2*status->amotion;
}
else
if( bl->type&BL_HOM )
{
amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
if(status->aspd_rate != 1000)
amotion = amotion*status->aspd_rate/1000;
status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
status->adelay = status->amotion;
}
else // mercenary and mobs
{
amotion = b_status->amotion;
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
if(status->aspd_rate != 1000)
amotion = amotion*status->aspd_rate/1000;
status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
temp = b_status->adelay*status->aspd_rate/1000;
status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
}
}
if(flag&SCB_DSPD) {
int dmotion;
if( bl->type&BL_PC )
{
if (b_status->agi == status->agi)
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
else {
dmotion = 800-status->agi*4;
status->dmotion = cap_value(dmotion, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
//It's safe to ignore b_status->dmotion since no bonus affects it.
status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
}
}
else
if( bl->type&BL_HOM )
{
dmotion = 800-status->agi*4;
status->dmotion = cap_value(dmotion, 400, 800);
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
}
else // mercenary and mobs
{
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
}
}
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
status_calc_regen(bl, status, status_get_regen_data(bl));
if(flag&SCB_REGEN && bl->type&BL_REGEN)
status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
}
/// Recalculates parts of an object's base status and battle status according to the specified flags.
/// Also sends updates to the client wherever applicable.
/// @param flag bitfield of values from enum scb_flag
/// @param first if true, will cause status_calc_* functions to run their base status initialization code
void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
{
struct status_data b_status; // previous battle status
struct status_data* status; // pointer to current battle status
// remember previous values
status = status_get_status_data(bl);
memcpy(&b_status, status, sizeof(struct status_data));
if( flag&SCB_BASE )
{// calculate the object's base status too
switch( bl->type )
{
case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
}
}
if( first && bl->type == BL_MOB )
return; // assume there will be no statuses active
status_calc_bl_main(bl, flag);
if( first && bl->type == BL_HOM )
return; // client update handled by caller
// compare against new values and send client updates
if( bl->type == BL_PC )
{
TBL_PC* sd = BL_CAST(BL_PC, bl);
if(b_status.str != status->str)
clif_updatestatus(sd,SP_STR);
if(b_status.agi != status->agi)
clif_updatestatus(sd,SP_AGI);
if(b_status.vit != status->vit)
clif_updatestatus(sd,SP_VIT);
if(b_status.int_ != status->int_)
clif_updatestatus(sd,SP_INT);
if(b_status.dex != status->dex)
clif_updatestatus(sd,SP_DEX);
if(b_status.luk != status->luk)
clif_updatestatus(sd,SP_LUK);
if(b_status.hit != status->hit)
clif_updatestatus(sd,SP_HIT);
if(b_status.flee != status->flee)
clif_updatestatus(sd,SP_FLEE1);
if(b_status.amotion != status->amotion)
clif_updatestatus(sd,SP_ASPD);
if(b_status.speed != status->speed)
clif_updatestatus(sd,SP_SPEED);
if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
clif_updatestatus(sd,SP_ATK1);
if(b_status.def != status->def)
clif_updatestatus(sd,SP_DEF1);
if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
clif_updatestatus(sd,SP_ATK2);
if(b_status.def2 != status->def2)
clif_updatestatus(sd,SP_DEF2);
if(b_status.flee2 != status->flee2)
clif_updatestatus(sd,SP_FLEE2);
if(b_status.cri != status->cri)
clif_updatestatus(sd,SP_CRITICAL);
if(b_status.matk_max != status->matk_max)
clif_updatestatus(sd,SP_MATK1);
if(b_status.matk_min != status->matk_min)
clif_updatestatus(sd,SP_MATK2);
if(b_status.mdef != status->mdef)
clif_updatestatus(sd,SP_MDEF1);
if(b_status.mdef2 != status->mdef2)
clif_updatestatus(sd,SP_MDEF2);
if(b_status.rhw.range != status->rhw.range)
clif_updatestatus(sd,SP_ATTACKRANGE);
if(b_status.max_hp != status->max_hp)
clif_updatestatus(sd,SP_MAXHP);
if(b_status.max_sp != status->max_sp)
clif_updatestatus(sd,SP_MAXSP);
if(b_status.hp != status->hp)
clif_updatestatus(sd,SP_HP);
if(b_status.sp != status->sp)
clif_updatestatus(sd,SP_SP);
}
else
if( bl->type == BL_HOM )
{
TBL_HOM* hd = BL_CAST(BL_HOM, bl);
if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
clif_hominfo(hd->master,hd,0);
}
else
if( bl->type == BL_MER )
{
TBL_MER* md = BL_CAST(BL_MER, bl);
if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
clif_mercenary_updatestatus(md->master, SP_ATK1);
if( b_status.matk_max != status->matk_max )
clif_mercenary_updatestatus(md->master, SP_MATK1);
if( b_status.hit != status->hit )
clif_mercenary_updatestatus(md->master, SP_HIT);
if( b_status.cri != status->cri )
clif_mercenary_updatestatus(md->master, SP_CRITICAL);
if( b_status.def != status->def )
clif_mercenary_updatestatus(md->master, SP_DEF1);
if( b_status.mdef != status->mdef )
clif_mercenary_updatestatus(md->master, SP_MDEF1);
if( b_status.flee != status->flee )
clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
if( b_status.amotion != status->amotion )
clif_mercenary_updatestatus(md->master, SP_ASPD);
if( b_status.max_hp != status->max_hp )
clif_mercenary_updatestatus(md->master, SP_MAXHP);
if( b_status.max_sp != status->max_sp )
clif_mercenary_updatestatus(md->master, SP_MAXSP);
if( b_status.hp != status->hp )
clif_mercenary_updatestatus(md->master, SP_HP);
if( b_status.sp != status->sp )
clif_mercenary_updatestatus(md->master, SP_SP);
}
}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
*------------------------------------------*/
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
{
if(!sc || !sc->count)
return cap_value(str,0,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS])
str += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCSTR])
str += sc->data[SC_INCSTR]->val1;
if(sc->data[SC_STRFOOD])
str += sc->data[SC_STRFOOD]->val1;
if(sc->data[SC_BATTLEORDERS])
str += 5;
if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
str += (sc->data[SC_GUILDAURA]->val3)>>16;
if(sc->data[SC_LOUD])
str += 4;
if(sc->data[SC_TRUESIGHT])
str += 5;
if(sc->data[SC_SPURT])
str += 10;
if(sc->data[SC_NEN])
str += sc->data[SC_NEN]->val1;
if(sc->data[SC_BLESSING]){
if(sc->data[SC_BLESSING]->val2)
str += sc->data[SC_BLESSING]->val2;
else
str >>= 1;
}
if(sc->data[SC_MARIONETTE])
str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
if(sc->data[SC_MARIONETTE2])
str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
str = 50;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
{
if(!sc || !sc->count)
return cap_value(agi,0,USHRT_MAX);
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
if(sc->data[SC_INCALLSTATUS])
agi += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCAGI])
agi += sc->data[SC_INCAGI]->val1;
if(sc->data[SC_AGIFOOD])
agi += sc->data[SC_AGIFOOD]->val1;
if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
agi += (sc->data[SC_GUILDAURA]->val4)>>16;
if(sc->data[SC_TRUESIGHT])
agi += 5;
if(sc->data[SC_INCREASEAGI])
agi += sc->data[SC_INCREASEAGI]->val2;
if(sc->data[SC_INCREASING])
agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DECREASEAGI])
agi -= sc->data[SC_DECREASEAGI]->val2;
if(sc->data[SC_QUAGMIRE])
agi -= sc->data[SC_QUAGMIRE]->val2;
if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
agi -= sc->data[SC_SUITON]->val2;
if(sc->data[SC_MARIONETTE])
agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
if(sc->data[SC_MARIONETTE2])
agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
agi = 50;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
{
if(!sc || !sc->count)
return cap_value(vit,0,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS])
vit += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCVIT])
vit += sc->data[SC_INCVIT]->val1;
if(sc->data[SC_VITFOOD])
vit += sc->data[SC_VITFOOD]->val1;
if(sc->data[SC_CHANGE])
vit += sc->data[SC_CHANGE]->val2;
if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
if(sc->data[SC_TRUESIGHT])
vit += 5;
if(sc->data[SC_STRIPARMOR])
vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
if(sc->data[SC_MARIONETTE])
vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
if(sc->data[SC_MARIONETTE2])
vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
vit = 50;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
{
if(!sc || !sc->count)
return cap_value(int_,0,USHRT_MAX);
if(sc->data[SC_INCALLSTATUS])
int_ += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCINT])
int_ += sc->data[SC_INCINT]->val1;
if(sc->data[SC_INTFOOD])
int_ += sc->data[SC_INTFOOD]->val1;
if(sc->data[SC_CHANGE])
int_ += sc->data[SC_CHANGE]->val3;
if(sc->data[SC_BATTLEORDERS])
int_ += 5;
if(sc->data[SC_TRUESIGHT])
int_ += 5;
if(sc->data[SC_BLESSING]){
if (sc->data[SC_BLESSING]->val2)
int_ += sc->data[SC_BLESSING]->val2;
else
int_ >>= 1;
}
if(sc->data[SC_STRIPHELM])
int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
if(sc->data[SC_NEN])
int_ += sc->data[SC_NEN]->val1;
if(sc->data[SC_MARIONETTE])
int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
if(sc->data[SC_MARIONETTE2])
int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
int_ = 50;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
{
if(!sc || !sc->count)
return cap_value(dex,0,USHRT_MAX);
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
if(sc->data[SC_INCALLSTATUS])
dex += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCDEX])
dex += sc->data[SC_INCDEX]->val1;
if(sc->data[SC_DEXFOOD])
dex += sc->data[SC_DEXFOOD]->val1;
if(sc->data[SC_BATTLEORDERS])
dex += 5;
if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
if(sc->data[SC_TRUESIGHT])
dex += 5;
if(sc->data[SC_QUAGMIRE])
dex -= sc->data[SC_QUAGMIRE]->val2;
if(sc->data[SC_BLESSING]){
if (sc->data[SC_BLESSING]->val2)
dex += sc->data[SC_BLESSING]->val2;
else
dex >>= 1;
}
if(sc->data[SC_INCREASING])
dex += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE])
dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
if(sc->data[SC_MARIONETTE2])
dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
dex = 50;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
if(!sc || !sc->count)
return cap_value(luk,0,USHRT_MAX);
if(sc->data[SC_CURSE])
return 0;
if(sc->data[SC_INCALLSTATUS])
luk += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCLUK])
luk += sc->data[SC_INCLUK]->val1;
if(sc->data[SC_LUKFOOD])
luk += sc->data[SC_LUKFOOD]->val1;
if(sc->data[SC_TRUESIGHT])
luk += 5;
if(sc->data[SC_GLORIA])
luk += 30;
if(sc->data[SC_MARIONETTE])
luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
if(sc->data[SC_MARIONETTE2])
luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
luk = 50;
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
{
if(!sc || !sc->count)
return cap_value(batk,0,USHRT_MAX);
if(sc->data[SC_ATKPOTION])
batk += sc->data[SC_ATKPOTION]->val1;
if(sc->data[SC_BATKFOOD])
batk += sc->data[SC_BATKFOOD]->val1;
if(sc->data[SC_INCATKRATE])
batk += batk * sc->data[SC_INCATKRATE]->val1/100;
if(sc->data[SC_PROVOKE])
batk += batk * sc->data[SC_PROVOKE]->val3/100;
if(sc->data[SC_CONCENTRATION])
batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
if(sc->data[SC_SKE])
batk += batk * 3;
if(sc->data[SC_BLOODLUST])
batk += batk * sc->data[SC_BLOODLUST]->val2/100;
if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
batk -= batk * 25/100;
if(sc->data[SC_CURSE])
batk -= batk * 25/100;
//Curse shouldn't effect on this? <- Curse OR Bleeding??
// if(sc->data[SC_BLEEDING])
// batk -= batk * 25/100;
if(sc->data[SC_FLEET])
batk += batk * sc->data[SC_FLEET]->val3/100;
if(sc->data[SC_GATLINGFEVER])
batk += sc->data[SC_GATLINGFEVER]->val3;
if(sc->data[SC_MADNESSCANCEL])
batk += 100;
return (unsigned short)cap_value(batk,0,USHRT_MAX);
}
static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
{
if(!sc || !sc->count)
return cap_value(watk,0,USHRT_MAX);
if(sc->data[SC_IMPOSITIO])
watk += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_WATKFOOD])
watk += sc->data[SC_WATKFOOD]->val1;
if(sc->data[SC_DRUMBATTLE])
watk += sc->data[SC_DRUMBATTLE]->val2;
if(sc->data[SC_VOLCANO])
watk += sc->data[SC_VOLCANO]->val2;
if(sc->data[SC_INCATKRATE])
watk += watk * sc->data[SC_INCATKRATE]->val1/100;
if(sc->data[SC_PROVOKE])
watk += watk * sc->data[SC_PROVOKE]->val3/100;
if(sc->data[SC_CONCENTRATION])
watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
if(sc->data[SC_SKE])
watk += watk * 3;
if(sc->data[SC_NIBELUNGEN]) {
if (bl->type != BL_PC)
watk += sc->data[SC_NIBELUNGEN]->val2;
else {
TBL_PC *sd = (TBL_PC*)bl;
int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
watk += sc->data[SC_NIBELUNGEN]->val2;
}
}
if(sc->data[SC_BLOODLUST])
watk += watk * sc->data[SC_BLOODLUST]->val2/100;
if(sc->data[SC_FLEET])
watk += watk * sc->data[SC_FLEET]->val3/100;
if(sc->data[SC_CURSE])
watk -= watk * 25/100;
if(sc->data[SC_STRIPWEAPON])
watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
if(sc->data[SC_MERC_ATKUP])
watk += sc->data[SC_MERC_ATKUP]->val2;
return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
if(!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
if(sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if(sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if(sc->data[SC_MAGICPOWER])
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if(sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
if(sc->data[SC_INCMATKRATE])
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
{
if(!sc || !sc->count)
return cap_value(critical,10,SHRT_MAX);
if (sc->data[SC_INCCRI])
critical += sc->data[SC_INCCRI]->val2;
if (sc->data[SC_EXPLOSIONSPIRITS])
critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
if (sc->data[SC_FORTUNE])
critical += sc->data[SC_FORTUNE]->val2;
if (sc->data[SC_TRUESIGHT])
critical += sc->data[SC_TRUESIGHT]->val2;
if(sc->data[SC_CLOAKING])
critical += critical;
return (short)cap_value(critical,10,SHRT_MAX);
}
static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
{
if(!sc || !sc->count)
return cap_value(hit,1,SHRT_MAX);
if(sc->data[SC_INCHIT])
hit += sc->data[SC_INCHIT]->val1;
if(sc->data[SC_HITFOOD])
hit += sc->data[SC_HITFOOD]->val1;
if(sc->data[SC_TRUESIGHT])
hit += sc->data[SC_TRUESIGHT]->val3;
if(sc->data[SC_HUMMING])
hit += sc->data[SC_HUMMING]->val2;
if(sc->data[SC_CONCENTRATION])
hit += sc->data[SC_CONCENTRATION]->val3;
if(sc->data[SC_INCHITRATE])
hit += hit * sc->data[SC_INCHITRATE]->val1/100;
if(sc->data[SC_BLIND])
hit -= hit * 25/100;
if(sc->data[SC_ADJUSTMENT])
hit -= 30;
if(sc->data[SC_INCREASING])
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
if(sc->data[SC_MERC_HITUP])
hit += sc->data[SC_MERC_HITUP]->val2;
return (short)cap_value(hit,1,SHRT_MAX);
}
static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
{
if( bl->type == BL_PC )
{
if( map_flag_gvg(bl->m) )
flee -= flee * battle_config.gvg_flee_penalty/100;
else if( map[bl->m].flag.battleground )
flee -= flee * battle_config.bg_flee_penalty/100;
}
if(!sc || !sc->count)
return cap_value(flee,1,SHRT_MAX);
if(sc->data[SC_INCFLEE])
flee += sc->data[SC_INCFLEE]->val1;
if(sc->data[SC_FLEEFOOD])
flee += sc->data[SC_FLEEFOOD]->val1;
if(sc->data[SC_WHISTLE])
flee += sc->data[SC_WHISTLE]->val2;
if(sc->data[SC_WINDWALK])
flee += sc->data[SC_WINDWALK]->val2;
if(sc->data[SC_INCFLEERATE])
flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
if(sc->data[SC_VIOLENTGALE])
flee += sc->data[SC_VIOLENTGALE]->val2;
if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
flee += sc->data[SC_MOON_COMFORT]->val2;
if(sc->data[SC_CLOSECONFINE])
flee += 10;
if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
flee -= flee * 50/100;
if(sc->data[SC_BERSERK])
flee -= flee * 50/100;
if(sc->data[SC_BLIND])
flee -= flee * 25/100;
if(sc->data[SC_ADJUSTMENT])
flee += 30;
if(sc->data[SC_GATLINGFEVER])
flee -= sc->data[SC_GATLINGFEVER]->val4;
if(sc->data[SC_SPEED])
flee += 10 + sc->data[SC_SPEED]->val1 * 10;
if(sc->data[SC_MERC_FLEEUP])
flee += sc->data[SC_MERC_FLEEUP]->val2;
return (short)cap_value(flee,1,SHRT_MAX);
}
static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
{
if(!sc || !sc->count)
return cap_value(flee2,10,SHRT_MAX);
if(sc->data[SC_INCFLEE2])
flee2 += sc->data[SC_INCFLEE2]->val2;
if(sc->data[SC_WHISTLE])
flee2 += sc->data[SC_WHISTLE]->val3*10;
return (short)cap_value(flee2,10,SHRT_MAX);
}
static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
{
if(!sc || !sc->count)
return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_SKA])
return sc->data[SC_SKA]->val3;
if(sc->data[SC_BARRIER])
return 100;
if(sc->data[SC_KEEPING])
return 90;
if(sc->data[SC_STEELBODY])
return 90;
if(sc->data[SC_ARMORCHANGE])
def += sc->data[SC_ARMORCHANGE]->val2;
if(sc->data[SC_DRUMBATTLE])
def += sc->data[SC_DRUMBATTLE]->val3;
if(sc->data[SC_DEFENCE]) //[orn]
def += sc->data[SC_DEFENCE]->val2 ;
if(sc->data[SC_INCDEFRATE])
def += def * sc->data[SC_INCDEFRATE]->val1/100;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
def >>=1;
if(sc->data[SC_FREEZE])
def >>=1;
if(sc->data[SC_SIGNUMCRUCIS])
def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
if(sc->data[SC_CONCENTRATION])
def -= def * sc->data[SC_CONCENTRATION]->val4/100;
if(sc->data[SC_SKE])
def >>=1;
if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
def -= def * sc->data[SC_PROVOKE]->val4/100;
if(sc->data[SC_STRIPSHIELD])
def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
if (sc->data[SC_FLING])
def -= def * (sc->data[SC_FLING]->val2)/100;
return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
}
static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
{
if(!sc || !sc->count)
return cap_value(def2,1,SHRT_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_ETERNALCHAOS])
return 0;
if(sc->data[SC_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
if(sc->data[SC_ANGELUS])
def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
if(sc->data[SC_CONCENTRATION])
def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
if(sc->data[SC_POISON])
def2 -= def2 * 25/100;
if(sc->data[SC_DPOISON])
def2 -= def2 * 25/100;
if(sc->data[SC_SKE])
def2 -= def2 * 50/100;
if(sc->data[SC_PROVOKE])
def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
if(sc->data[SC_JOINTBEAT])
def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
+ def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
if(sc->data[SC_FLING])
def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
return (short)cap_value(def2,1,SHRT_MAX);
}
static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
{
if(!sc || !sc->count)
return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_BARRIER])
return 100;
if(sc->data[SC_STEELBODY])
return 90;
if(sc->data[SC_SKA])
return 90;
if(sc->data[SC_ARMORCHANGE])
mdef += sc->data[SC_ARMORCHANGE]->val3;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
mdef += 25*mdef/100;
if(sc->data[SC_FREEZE])
mdef += 25*mdef/100;
if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
mdef += sc->data[SC_ENDURE]->val1;
if(sc->data[SC_CONCENTRATION])
mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
}
static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
if(!sc || !sc->count)
return cap_value(mdef2,1,SHRT_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_MINDBREAKER])
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
return (short)cap_value(mdef2,1,SHRT_MAX);
}
static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
TBL_PC* sd = BL_CAST(BL_PC, bl);
int speed_rate;
if( sc == NULL )
return cap_value(speed,10,USHRT_MAX);
if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
{
speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
}
else
{
speed_rate = 100;
//GetMoveHasteValue2()
{
int val = 0;
if( sc->data[SC_FUSION] )
val = 25;
else
if( sd && pc_isriding(sd) )
val = 25;
speed_rate -= val;
}
//GetMoveSlowValue()
{
int val = 0;
if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
else
if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
val = sc->data[SC_CHASEWALK]->val3;
else
{
// Longing for Freedom cancels song/dance penalty
if( sc->data[SC_LONGING] )
val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
else
if( sd && sc->data[SC_DANCING] )
val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
if( sc->data[SC_DECREASEAGI] )
val = max( val, 25 );
if( sc->data[SC_QUAGMIRE] )
val = max( val, 50 );
if( sc->data[SC_DONTFORGETME] )
val = max( val, sc->data[SC_DONTFORGETME]->val3 );
if( sc->data[SC_CURSE] )
val = max( val, 300 );
if( sc->data[SC_CHASEWALK] )
val = max( val, sc->data[SC_CHASEWALK]->val3 );
if( sc->data[SC_WEDDING] )
val = max( val, 100 );
if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
val = max( val, 75 );
if( sc->data[SC_SLOWDOWN] ) // Slow Potion
val = max( val, 100 );
if( sc->data[SC_GATLINGFEVER] )
val = max( val, 100 );
if( sc->data[SC_SUITON] )
val = max( val, sc->data[SC_SUITON]->val3 );
if( sc->data[SC_SWOO] )
val = max( val, 300 );
if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
val = max( val, sd->speed_rate + sd->speed_add_rate );
}
speed_rate += val;
}
//GetMoveHasteValue1()
{
int val = 0;
if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
val = max( val, 50 );
if( sc->data[SC_INCREASEAGI] )
val = max( val, 25 );
if( sc->data[SC_WINDWALK] )
val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
if( sc->data[SC_CARTBOOST] )
val = max( val, 20 );
if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
if( sc->data[SC_BERSERK] )
val = max( val, 25 );
if( sc->data[SC_RUN] )
val = max( val, 55 );
if( sc->data[SC_AVOID] )
val = max( val, 10 * sc->data[SC_AVOID]->val1 );
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
val = max( val, 75 );
//FIXME: official items use a single bonus for this [ultramage]
if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
val = max( val, 25 );
if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
speed_rate -= val;
}
if( speed_rate < 40 )
speed_rate = 40;
}
//GetSpeed()
{
if( sd && pc_iscarton(sd) )
speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
if( speed_rate != 100 )
speed = speed * speed_rate / 100;
if( sc->data[SC_STEELBODY] )
speed = 200;
if( sc->data[SC_DEFENDER] )
speed = max(speed, 200);
if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
}
return (short)cap_value(speed,10,USHRT_MAX);
}
/// Calculates an object's ASPD modifier (alters the base amotion value).
/// Note that the scale of aspd_rate is 1000 = 100%.
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
int i;
if(!sc || !sc->count)
return cap_value(aspd_rate,0,SHRT_MAX);
if(!sc->data[SC_QUAGMIRE])
{
int max = 0;
if(sc->data[SC_STAR_COMFORT])
max = sc->data[SC_STAR_COMFORT]->val2;
if(sc->data[SC_TWOHANDQUICKEN] &&
max < sc->data[SC_TWOHANDQUICKEN]->val2)
max = sc->data[SC_TWOHANDQUICKEN]->val2;
if(sc->data[SC_ONEHAND] &&
max < sc->data[SC_ONEHAND]->val2)
max = sc->data[SC_ONEHAND]->val2;
if(sc->data[SC_MERC_QUICKEN] &&
max < sc->data[SC_MERC_QUICKEN]->val2)
max = sc->data[SC_MERC_QUICKEN]->val2;
if(sc->data[SC_ADRENALINE2] &&
max < sc->data[SC_ADRENALINE2]->val3)
max = sc->data[SC_ADRENALINE2]->val3;
if(sc->data[SC_ADRENALINE] &&
max < sc->data[SC_ADRENALINE]->val3)
max = sc->data[SC_ADRENALINE]->val3;
if(sc->data[SC_SPEARQUICKEN] &&
max < sc->data[SC_SPEARQUICKEN]->val2)
max = sc->data[SC_SPEARQUICKEN]->val2;
if(sc->data[SC_GATLINGFEVER] &&
max < sc->data[SC_GATLINGFEVER]->val2)
max = sc->data[SC_GATLINGFEVER]->val2;
if(sc->data[SC_FLEET] &&
max < sc->data[SC_FLEET]->val2)
max = sc->data[SC_FLEET]->val2;
if(sc->data[SC_ASSNCROS] &&
max < sc->data[SC_ASSNCROS]->val2)
{
if (bl->type!=BL_PC)
max = sc->data[SC_ASSNCROS]->val2;
else
switch(((TBL_PC*)bl)->status.weapon)
{
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
break;
default:
max = sc->data[SC_ASSNCROS]->val2;
}
}
aspd_rate -= max;
//These stack with the rest of bonuses.
if(sc->data[SC_BERSERK])
aspd_rate -= 300;
else if(sc->data[SC_MADNESSCANCEL])
aspd_rate -= 200;
}
if(sc->data[i=SC_ASPDPOTION3] ||
sc->data[i=SC_ASPDPOTION2] ||
sc->data[i=SC_ASPDPOTION1] ||
sc->data[i=SC_ASPDPOTION0])
aspd_rate -= sc->data[i]->val2;
if(sc->data[SC_DONTFORGETME])
aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
if(sc->data[SC_LONGING])
aspd_rate += sc->data[SC_LONGING]->val2;
if(sc->data[SC_STEELBODY])
aspd_rate += 250;
if(sc->data[SC_SKA])
aspd_rate += 250;
if(sc->data[SC_DEFENDER])
aspd_rate += sc->data[SC_DEFENDER]->val4;
if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
aspd_rate += 250;
if(sc->data[SC_GRAVITATION])
aspd_rate += sc->data[SC_GRAVITATION]->val2;
if(sc->data[SC_JOINTBEAT]) {
if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
aspd_rate += 250;
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
aspd_rate += 100;
}
return (short)cap_value(aspd_rate,0,SHRT_MAX);
}
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
return cap_value(dmotion,0,USHRT_MAX);
if( sc->data[SC_ENDURE] )
return 0;
if( sc->data[SC_CONCENTRATION] )
return 0;
if( sc->data[SC_RUN] )
return 0;
return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
}
static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
{
if(!sc || !sc->count)
return cap_value(maxhp,1,UINT_MAX);
if(sc->data[SC_INCMHPRATE])
maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
if(sc->data[SC_APPLEIDUN])
maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
if(sc->data[SC_DELUGE])
maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
if(sc->data[SC_BERSERK])
maxhp += maxhp * 2;
if(sc->data[SC_MARIONETTE])
maxhp -= 1000;
if(sc->data[SC_MERC_HPUP])
maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
return cap_value(maxhp,1,UINT_MAX);
}
static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
{
if(!sc || !sc->count)
return cap_value(maxsp,1,UINT_MAX);
if(sc->data[SC_INCMSPRATE])
maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
if(sc->data[SC_SERVICE4U])
maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
if(sc->data[SC_MERC_SPUP])
maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
return cap_value(maxsp,1,UINT_MAX);
}
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if(sc->data[SC_FREEZE])
return ELE_WATER;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return ELE_EARTH;
if(sc->data[SC_BENEDICTIO])
return ELE_HOLY;
if(sc->data[SC_CHANGEUNDEAD])
return ELE_UNDEAD;
if(sc->data[SC_ELEMENTALCHANGE])
return sc->data[SC_ELEMENTALCHANGE]->val2;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
if(!sc || !sc->count)
return lv;
if(sc->data[SC_FREEZE])
return 1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return 1;
if(sc->data[SC_BENEDICTIO])
return 1;
if(sc->data[SC_CHANGEUNDEAD])
return 1;
if(sc->data[SC_ELEMENTALCHANGE])
return sc->data[SC_ELEMENTALCHANGE]->val1;
return (unsigned char)cap_value(lv,1,4);
}
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return element;
if(sc->data[SC_ENCHANTARMS])
return sc->data[SC_ENCHANTARMS]->val2;
if(sc->data[SC_WATERWEAPON])
return ELE_WATER;
if(sc->data[SC_EARTHWEAPON])
return ELE_EARTH;
if(sc->data[SC_FIREWEAPON])
return ELE_FIRE;
if(sc->data[SC_WINDWEAPON])
return ELE_WIND;
if(sc->data[SC_ENCPOISON])
return ELE_POISON;
if(sc->data[SC_ASPERSIO])
return ELE_HOLY;
if(sc->data[SC_SHADOWWEAPON])
return ELE_DARK;
if(sc->data[SC_GHOSTWEAPON])
return ELE_GHOST;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
{
if(!sc || !sc->count)
return mode;
if(sc->data[SC_MODECHANGE]) {
if (sc->data[SC_MODECHANGE]->val2)
mode = sc->data[SC_MODECHANGE]->val2; //Set mode
if (sc->data[SC_MODECHANGE]->val3)
mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
if (sc->data[SC_MODECHANGE]->val4)
mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
}
return cap_value(mode,0,USHRT_MAX);
}
const char* status_get_name(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
case BL_MOB: return ((TBL_MOB*)bl)->name;
case BL_PET: return ((TBL_PET*)bl)->pet.name;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
case BL_NPC: return ((TBL_NPC*)bl)->name;
}
return "Unknown";
}
/*==========================================
* �Ώۂ�Class��Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------*/
int status_get_class(struct block_list *bl)
{
nullpo_retr(0, bl);
switch( bl->type )
{
case BL_PC: return ((TBL_PC*)bl)->status.class_;
case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
case BL_PET: return ((TBL_PET*)bl)->pet.class_;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
case BL_NPC: return ((TBL_NPC*)bl)->class_;
}
return 0;
}
/*==========================================
* �Ώۂ̃��x����Ԃ�(�ėp)
* �߂�͐�����0�ȏ�
*------------------------------------------*/
int status_get_lv(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC: return ((TBL_PC*)bl)->status.base_level;
case BL_MOB: return ((TBL_MOB*)bl)->level;
case BL_PET: return ((TBL_PET*)bl)->pet.level;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
case BL_MER: return ((TBL_MER*)bl)->db->lv;
}
return 1;
}
struct regen_data *status_get_regen_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->regen;
case BL_HOM: return &((TBL_HOM*)bl)->regen;
case BL_MER: return &((TBL_MER*)bl)->regen;
default:
return NULL;
}
}
struct status_data *status_get_status_data(struct block_list *bl)
{
nullpo_retr(&dummy_status, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->battle_status;
case BL_MOB: return &((TBL_MOB*)bl)->status;
case BL_PET: return &((TBL_PET*)bl)->status;
case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
case BL_MER: return &((TBL_MER*)bl)->battle_status;
default:
return &dummy_status;
}
}
struct status_data *status_get_base_status(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->base_status;
case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
case BL_PET: return &((TBL_PET*)bl)->db->status;
case BL_HOM: return &((TBL_HOM*)bl)->base_status;
case BL_MER: return &((TBL_MER*)bl)->base_status;
default:
return NULL;
}
}
signed char status_get_def(struct block_list *bl)
{
struct unit_data *ud;
struct status_data *status = status_get_status_data(bl);
int def = status?status->def:0;
ud = unit_bl2ud(bl);
if (ud && ud->skilltimer != -1)
def -= def * skill_get_castdef(ud->skillid)/100;
return cap_value(def, CHAR_MIN, CHAR_MAX);
}
unsigned short status_get_speed(struct block_list *bl)
{
if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
return ((struct npc_data *)bl)->speed;
return status_get_status_data(bl)->speed;
}
int status_get_party_id(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.party_id;
case BL_PET:
if (((TBL_PET*)bl)->msd)
return ((TBL_PET*)bl)->msd->status.party_id;
break;
case BL_MOB:
{
struct mob_data *md=(TBL_MOB*)bl;
if( md->master_id>0 )
{
struct map_session_data *msd;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.party_id;
return -md->master_id;
}
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.party_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->status.party_id;
break;
case BL_SKILL:
return ((TBL_SKILL*)bl)->group->party_id;
}
return 0;
}
int status_get_guild_id(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.guild_id;
case BL_PET:
if (((TBL_PET*)bl)->msd)
return ((TBL_PET*)bl)->msd->status.guild_id;
break;
case BL_MOB:
{
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
if (md->guardian_data) //Guardian's guild [Skotlex]
return md->guardian_data->guild_id;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.guild_id; //Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.guild_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->status.guild_id;
break;
case BL_NPC:
if (((TBL_NPC*)bl)->subtype == SCRIPT)
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
return ((TBL_SKILL*)bl)->group->guild_id;
}
return 0;
}
int status_get_emblem_id(struct block_list *bl)
{
nullpo_retr(0, bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->guild_emblem_id;
case BL_PET:
if (((TBL_PET*)bl)->msd)
return ((TBL_PET*)bl)->msd->guild_emblem_id;
break;
case BL_MOB:
{
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
if (md->guardian_data) //Guardian's guild [Skotlex]
return md->guardian_data->emblem_id;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->guild_emblem_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->guild_emblem_id;
break;
case BL_NPC:
if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
if (g)
return g->emblem_id;
}
break;
}
return 0;
}
int status_get_mexp(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type==BL_MOB)
return ((struct mob_data *)bl)->db->mexp;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->mexp;
return 0;
}
int status_get_race2(struct block_list *bl)
{
nullpo_retr(0, bl);
if(bl->type == BL_MOB)
return ((struct mob_data *)bl)->db->race2;
if(bl->type==BL_PET)
return ((struct pet_data *)bl)->db->race2;
return 0;
}
int status_isdead(struct block_list *bl)
{
nullpo_retr(0, bl);
return status_get_status_data(bl)->hp == 0;
}
int status_isimmune(struct block_list *bl)
{
struct status_change *sc =status_get_sc(bl);
if (sc && sc->data[SC_HERMODE])
return 100;
if (bl->type == BL_PC &&
((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
return ((TBL_PC*)bl)->special_state.no_magic_damage;
return 0;
}
struct view_data* status_get_viewdata(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->vd;
case BL_MOB: return ((TBL_MOB*)bl)->vd;
case BL_PET: return &((TBL_PET*)bl)->vd;
case BL_NPC: return ((TBL_NPC*)bl)->vd;
case BL_HOM: return ((TBL_HOM*)bl)->vd;
case BL_MER: return ((TBL_MER*)bl)->vd;
}
return NULL;
}
void status_set_viewdata(struct block_list *bl, int class_)
{
struct view_data* vd;
nullpo_retv(bl);
if (mobdb_checkid(class_) || mob_is_clone(class_))
vd = mob_get_viewdata(class_);
else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
vd = npc_get_viewdata(class_);
else if (homdb_checkid(class_))
vd = merc_get_hom_viewdata(class_);
else if (merc_class(class_))
vd = merc_get_viewdata(class_);
else
vd = NULL;
switch (bl->type) {
case BL_PC:
{
TBL_PC* sd = (TBL_PC*)bl;
if (pcdb_checkid(class_)) {
if (sd->sc.option&OPTION_WEDDING)
class_ = JOB_WEDDING;
else
if (sd->sc.option&OPTION_SUMMER)
class_ = JOB_SUMMER;
else
if (sd->sc.option&OPTION_XMAS)
class_ = JOB_XMAS;
else
if (sd->sc.option&OPTION_RIDING)
switch (class_)
{ //Adapt class to a Mounted one.
case JOB_KNIGHT:
class_ = JOB_KNIGHT2;
break;
case JOB_CRUSADER:
class_ = JOB_CRUSADER2;
break;
case JOB_LORD_KNIGHT:
class_ = JOB_LORD_KNIGHT2;
break;
case JOB_PALADIN:
class_ = JOB_PALADIN2;
break;
case JOB_BABY_KNIGHT:
class_ = JOB_BABY_KNIGHT2;
break;
case JOB_BABY_CRUSADER:
class_ = JOB_BABY_CRUSADER2;
break;
}
sd->vd.class_ = class_;
clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
sd->vd.head_top = sd->status.head_top;
sd->vd.head_mid = sd->status.head_mid;
sd->vd.head_bottom = sd->status.head_bottom;
sd->vd.hair_style = sd->status.hair;
sd->vd.hair_color = sd->status.hair_color;
sd->vd.cloth_color = sd->status.clothes_color;
sd->vd.sex = sd->status.sex;
} else if (vd)
memcpy(&sd->vd, vd, sizeof(struct view_data));
else
ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
}
break;
case BL_MOB:
{
TBL_MOB* md = (TBL_MOB*)bl;
if (vd)
md->vd = vd;
else
ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
}
break;
case BL_PET:
{
TBL_PET* pd = (TBL_PET*)bl;
if (vd) {
memcpy(&pd->vd, vd, sizeof(struct view_data));
if (!pcdb_checkid(vd->class_)) {
pd->vd.hair_style = battle_config.pet_hair_style;
if(pd->pet.equip) {
pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
if (!pd->vd.head_bottom)
pd->vd.head_bottom = pd->pet.equip;
}
}
} else
ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
}
break;
case BL_NPC:
{
TBL_NPC* nd = (TBL_NPC*)bl;
if (vd)
nd->vd = vd;
else
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
}
break;
case BL_HOM: //[blackhole89]
{
struct homun_data *hd = (struct homun_data*)bl;
if (vd)
hd->vd = vd;
else
ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
}
break;
case BL_MER:
{
struct mercenary_data *md = (struct mercenary_data*)bl;
if (vd)
md->vd = vd;
else
ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
}
break;
}
vd = status_get_viewdata(bl);
if (vd && vd->cloth_color && (
(vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
|| (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
|| (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
))
vd->cloth_color = 0;
}
/// Returns the status_change data of bl or NULL if it doesn't exist.
struct status_change *status_get_sc(struct block_list *bl)
{
if( bl )
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->sc;
case BL_MOB: return &((TBL_MOB*)bl)->sc;
case BL_NPC: return &((TBL_NPC*)bl)->sc;
case BL_HOM: return &((TBL_HOM*)bl)->sc;
case BL_MER: return &((TBL_MER*)bl)->sc;
}
return NULL;
}
void status_change_init(struct block_list *bl)
{
struct status_change *sc = status_get_sc(bl);
nullpo_retv(sc);
memset(sc, 0, sizeof (struct status_change));
}
//Applies SC defense to a given status change.
//Returns the adjusted duration based on flag values.
//the flag values are the same as in status_change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
int sc_def, tick_def = 0;
struct status_data* status;
struct status_change* sc;
struct map_session_data *sd;
nullpo_retr(0, bl);
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status_isimmune(bl))
switch (type)
{
case SC_DECREASEAGI:
case SC_SILENCE:
case SC_COMA:
case SC_INCREASEAGI:
case SC_BLESSING:
case SC_SLOWPOISON:
case SC_IMPOSITIO:
case SC_AETERNA:
case SC_SUFFRAGIUM:
case SC_BENEDICTIO:
case SC_PROVIDENCE:
case SC_KYRIE:
case SC_ASSUMPTIO:
case SC_ANGELUS:
case SC_MAGNIFICAT:
case SC_GLORIA:
case SC_WINDWALK:
case SC_MAGICROD:
case SC_HALLUCINATION:
case SC_STONE:
case SC_QUAGMIRE:
case SC_SUITON:
return 0;
}
sd = BL_CAST(BL_PC,bl);
status = status_get_status_data(bl);
switch (type)
{
case SC_STUN:
case SC_POISON:
case SC_DPOISON:
case SC_SILENCE:
case SC_BLEEDING:
sc_def = 3 +status->vit;
break;
case SC_SLEEP:
sc_def = 3 +status->int_;
break;
case SC_DECREASEAGI:
if (sd) tick>>=1; //Half duration for players.
case SC_STONE:
case SC_FREEZE:
sc_def = 3 +status->mdef;
break;
case SC_CURSE:
//Special property: inmunity when luk is greater than level or zero
if (status->luk > status_get_lv(bl) || status->luk == 0)
return 0;
else
sc_def = 3 +status->luk;
tick_def = status->vit;
break;
case SC_BLIND:
sc_def = 3 +(status->vit + status->int_)/2;
break;
case SC_CONFUSION:
sc_def = 3 +(status->str + status->int_)/2;
break;
case SC_ANKLE:
if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
tick /= 5;
sc_def = status->agi / 2;
break;
case SC_MAGICMIRROR:
case SC_ARMORCHANGE:
if (sd) //Duration greatly reduced for players.
tick /= 15;
//No defense against it (buff).
default:
//Effect that cannot be reduced? Likely a buff.
if (!(rand()%10000 < rate))
return 0;
return tick?tick:1;
}
if (sd) {
if (battle_config.pc_sc_def_rate != 100)
sc_def = sc_def*battle_config.pc_sc_def_rate/100;
if (sc_def < battle_config.pc_max_sc_def)
sc_def += (battle_config.pc_max_sc_def - sc_def)*
status->luk/battle_config.pc_luk_sc_def;
else
sc_def = battle_config.pc_max_sc_def;
if (tick_def) {
if (battle_config.pc_sc_def_rate != 100)
tick_def = tick_def*battle_config.pc_sc_def_rate/100;
}
} else {
if (battle_config.mob_sc_def_rate != 100)
sc_def = sc_def*battle_config.mob_sc_def_rate/100;
if (sc_def < battle_config.mob_max_sc_def)
sc_def += (battle_config.mob_max_sc_def - sc_def)*
status->luk/battle_config.mob_luk_sc_def;
else
sc_def = battle_config.mob_max_sc_def;
if (tick_def) {
if (battle_config.mob_sc_def_rate != 100)
tick_def = tick_def*battle_config.mob_sc_def_rate/100;
}
}
sc = status_get_sc(bl);
if (sc && sc->count)
{
if (sc->data[SC_SCRESIST])
sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
else if (sc->data[SC_SIEGFRIED])
sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
}
//When no tick def, reduction is the same for both.
if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
tick_def = sc_def;
//Natural resistance
if (!(flag&8)) {
rate -= rate*sc_def/100;
//Item resistance (only applies to rate%)
if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
{
if( sd->reseff[type-SC_COMMON_MIN] > 0 )
rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
if( sd->sc.data[SC_COMMONSC_RESIST] )
rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
}
}
if (!(rand()%10000 < rate))
return 0;
//Why would a status start with no duration? Presume it has
//duration defined elsewhere.
if (!tick) return 1;
//Rate reduction
if (flag&2)
return tick;
tick -= tick*tick_def/100;
// Changed to 5 seconds according to recent tests [Playtester]
if (type == SC_ANKLE && tick < 5000)
tick = 5000;
return tick<=0?0:tick;
}
/*==========================================
* Starts a status change.
* 'type' = type, 'val1~4' depend on the type.
* 'rate' = base success rate. 10000 = 100%
* 'tick' is base duration
* 'flag':
* &1: Cannot be avoided (it has to start)
* &2: Tick should not be reduced (by vit, luk, lv, etc)
* &4: sc_data loaded, no value has to be altered.
* &8: rate should not be reduced
*------------------------------------------*/
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
{
struct map_session_data *sd = NULL;
struct status_change* sc;
struct status_change_entry* sce;
struct status_data *status;
struct view_data *vd;
int opt_flag, calc_flag, undead_flag;
nullpo_retr(0, bl);
sc = status_get_sc(bl);
status = status_get_status_data(bl);
if( type <= SC_NONE || type >= SC_MAX )
{
ShowError("status_change_start: invalid status change (%d)!\n", type);
return 0;
}
if( !sc )
return 0; //Unable to receive status changes
if( status_isdead(bl) )
return 0;
if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
{
struct mob_data *md = BL_CAST(BL_MOB,bl);
if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
return 0; //Emperium/BG Monsters can't be afflicted by status changes
}
sd = BL_CAST(BL_PC, bl);
//Adjust tick according to status resistances
if( !(flag&(1|4)) )
{
tick = status_get_sc_def(bl, type, rate, tick, flag);
if( !tick ) return 0;
}
undead_flag = battle_check_undead(status->race,status->def_ele);
//Check for inmunities / sc fails
switch (type)
{
case SC_FREEZE:
case SC_STONE:
//Undead are immune to Freeze/Stone
if (undead_flag && !(flag&1))
return 0;
case SC_SLEEP:
case SC_STUN:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
break;
case SC_SIGNUMCRUCIS:
//Only affects demons and undead element (but not players)
if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
return 0;
break;
case SC_AETERNA:
if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
return 0;
break;
case SC_KYRIE:
if (bl->type == BL_MOB)
return 0;
break;
case SC_OVERTHRUST:
if (sc->data[SC_MAXOVERTHRUST])
return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
break;
case SC_ADRENALINE:
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
return 0;
if (sc->data[SC_QUAGMIRE] ||
sc->data[SC_DECREASEAGI]
)
return 0;
break;
case SC_ADRENALINE2:
if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
return 0;
if (sc->data[SC_QUAGMIRE] ||
sc->data[SC_DECREASEAGI]
)
return 0;
break;
case SC_ONEHAND:
case SC_MERC_QUICKEN:
case SC_TWOHANDQUICKEN:
if(sc->data[SC_DECREASEAGI])
return 0;
case SC_CONCENTRATE:
case SC_INCREASEAGI:
case SC_SPEARQUICKEN:
case SC_TRUESIGHT:
case SC_WINDWALK:
case SC_CARTBOOST:
case SC_ASSNCROS:
if (sc->data[SC_QUAGMIRE])
return 0;
break;
case SC_CLOAKING:
//Avoid cloaking with no wall and low skill level. [Skotlex]
//Due to the cloaking card, we have to check the wall versus to known
//skill level rather than the used one. [Skotlex]
//if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
return 0;
break;
case SC_MODECHANGE:
{
int mode;
struct status_data *bstatus = status_get_base_status(bl);
if (!bstatus) return 0;
if (sc->data[type])
{ //Pile up with previous values.
if(!val2) val2 = sc->data[type]->val2;
val3 |= sc->data[type]->val3;
val4 |= sc->data[type]->val4;
}
mode = val2?val2:bstatus->mode; //Base mode
if (val4) mode&=~val4; //Del mode
if (val3) mode|= val3; //Add mode
if (mode == bstatus->mode) { //No change.
if (sc->data[type]) //Abort previous status
return status_change_end(bl, type, -1);
return 0;
}
}
break;
//Strip skills, need to divest something or it fails.
case SC_STRIPWEAPON:
if (sd) {
int i;
opt_flag = 0; //Reuse to check success condition.
if(sd->unstripable_equip&EQP_WEAPON)
return 0;
i = sd->equip_index[EQI_HAND_L];
if (i>=0 && sd->inventory_data[i] &&
sd->inventory_data[i]->type == IT_WEAPON)
{
opt_flag|=1;
pc_unequipitem(sd,i,3); //L-hand weapon
}
i = sd->equip_index[EQI_HAND_R];
if (i>=0 && sd->inventory_data[i] &&
sd->inventory_data[i]->type == IT_WEAPON)
{
opt_flag|=2;
pc_unequipitem(sd,i,3);
}
if (!opt_flag) return 0;
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPSHIELD:
if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
else
if (sd) {
int i;
if(sd->unstripable_equip&EQP_SHIELD)
return 0;
i = sd->equip_index[EQI_HAND_L];
if (i<0 || !sd->inventory_data[i] ||
sd->inventory_data[i]->type != IT_ARMOR)
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPARMOR:
if (sd) {
int i;
if(sd->unstripable_equip&EQP_ARMOR)
return 0;
i = sd->equip_index[EQI_ARMOR];
if (i<0 || !sd->inventory_data[i])
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPHELM:
if (sd) {
int i;
if(sd->unstripable_equip&EQP_HELM)
return 0;
i = sd->equip_index[EQI_HEAD_TOP];
if (i<0 || !sd->inventory_data[i])
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HPUP:
case SC_MERC_SPUP:
case SC_MERC_HITUP:
if( bl->type != BL_MER )
return 0; // Stats only for Mercenaries
break;
}
//Check for BOSS resistances
if(status->mode&MD_BOSS && !(flag&1)) {
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
case SC_BLESSING:
if (!undead_flag && status->race!=RC_DEMON)
break;
case SC_DECREASEAGI:
case SC_PROVOKE:
case SC_COMA:
case SC_GRAVITATION:
case SC_SUITON:
case SC_RICHMANKIM:
case SC_ROKISWEIL:
case SC_FOGWALL:
return 0;
}
}
//Before overlapping fail, one must check for status cured.
switch (type)
{
case SC_BLESSING:
//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
if (sc->data[SC_CURSE])
status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(bl,SC_STONE,-1);
}
break;
case SC_INCREASEAGI:
status_change_end(bl,SC_DECREASEAGI,-1);
break;
case SC_QUAGMIRE:
status_change_end(bl,SC_CONCENTRATE,-1);
status_change_end(bl,SC_TRUESIGHT,-1);
status_change_end(bl,SC_WINDWALK,-1);
//Also blocks the ones below...
case SC_DECREASEAGI:
status_change_end(bl,SC_CARTBOOST,-1);
//Also blocks the ones below...
case SC_DONTFORGETME:
status_change_end(bl,SC_INCREASEAGI,-1);
status_change_end(bl,SC_ADRENALINE,-1);
status_change_end(bl,SC_ADRENALINE2,-1);
status_change_end(bl,SC_SPEARQUICKEN,-1);
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
status_change_end(bl,SC_ONEHAND,-1);
status_change_end(bl,SC_MERC_QUICKEN,-1);
break;
case SC_ONEHAND:
//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
status_change_end(bl,SC_ASPDPOTION0,-1);
status_change_end(bl,SC_ASPDPOTION1,-1);
status_change_end(bl,SC_ASPDPOTION2,-1);
status_change_end(bl,SC_ASPDPOTION3,-1);
break;
case SC_MAXOVERTHRUST:
//Cancels Normal Overthrust. [Skotlex]
status_change_end(bl, SC_OVERTHRUST, -1);
break;
case SC_KYRIE:
//Cancels Assumptio
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_DELUGE:
if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
status_change_end(bl,SC_BLIND,-1);
break;
case SC_SILENCE:
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
status_change_end(bl,SC_GOSPEL,-1);
break;
case SC_HIDING:
status_change_end(bl, SC_CLOSECONFINE, -1);
status_change_end(bl, SC_CLOSECONFINE2, -1);
break;
case SC_BERSERK:
if(battle_config.berserk_cancels_buffs)
{
status_change_end(bl,SC_ONEHAND,-1);
status_change_end(bl,SC_TWOHANDQUICKEN,-1);
status_change_end(bl,SC_CONCENTRATION,-1);
status_change_end(bl,SC_PARRYING,-1);
status_change_end(bl,SC_AURABLADE,-1);
status_change_end(bl,SC_MERC_QUICKEN,-1);
}
break;
case SC_ASSUMPTIO:
status_change_end(bl,SC_KYRIE,-1);
status_change_end(bl,SC_KAITE,-1);
break;
case SC_KAITE:
status_change_end(bl,SC_ASSUMPTIO,-1);
break;
case SC_CARTBOOST:
if(sc->data[SC_DECREASEAGI])
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl,SC_DECREASEAGI,-1);
return 0;
}
break;
case SC_FUSION:
status_change_end(bl,SC_SPIRIT,-1);
break;
case SC_ADJUSTMENT:
status_change_end(bl,SC_MADNESSCANCEL,-1);
break;
case SC_MADNESSCANCEL:
status_change_end(bl,SC_ADJUSTMENT,-1);
break;
//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
case SC_CHANGEUNDEAD:
status_change_end(bl,SC_BLESSING,-1);
status_change_end(bl,SC_INCREASEAGI,-1);
break;
}
//Check for overlapping fails
if( (sce = sc->data[type]) )
{
switch( type )
{
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HPUP:
case SC_MERC_SPUP:
case SC_MERC_HITUP:
if( sce->val1 > val1 )
val1 = sce->val1;
break;
case SC_ADRENALINE:
case SC_ADRENALINE2:
case SC_WEAPONPERFECTION:
case SC_OVERTHRUST:
if (sce->val2 > val2)
return 0;
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_BOSSMAPINFO:
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_BLEEDING:
case SC_DPOISON:
case SC_CLOSECONFINE2: //Can't be re-closed in.
case SC_MARIONETTE:
case SC_MARIONETTE2:
case SC_NOCHAT:
case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
return 0;
case SC_COMBO:
case SC_DANCING:
case SC_DEVOTION:
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
case SC_ATKPOTION:
case SC_MATKPOTION:
case SC_ENCHANTARMS:
case SC_ARMOR_ELEMENT:
case SC_ARMOR_RESIST:
break;
case SC_GOSPEL:
//Must not override a casting gospel char.
if(sce->val4 == BCT_SELF)
return 0;
if(sce->val1 > val1)
return 1;
break;
case SC_ENDURE:
if(sce->val4 && !val4)
return 1; //Don't let you override infinite endure.
if(sce->val1 > val1)
return 1;
break;
case SC_KAAHI:
//Kaahi overwrites previous level regardless of existing level.
//Delete timer if it exists.
if (sce->val4 != -1) {
delete_timer(sce->val4,kaahi_heal_timer);
sce->val4=-1;
}
break;
case SC_JAILED:
//When a player is already jailed, do not edit the jail data.
val2 = sce->val2;
val3 = sce->val3;
val4 = sce->val4;
break;
case SC_JOINTBEAT:
val2 |= sce->val2; // stackable ailments
default:
if(sce->val1 > val1)
return 1; //Return true to not mess up skill animations. [Skotlex]
}
}
vd = status_get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
switch(type)
{
case SC_DECREASEAGI:
case SC_INCREASEAGI:
val2 = 2 + val1; //Agi change
break;
case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
{
struct map_session_data *tsd;
if( sd )
{
int i;
for( i = 0; i < 5; i++ )
{
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
}
//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
if( val4 )
tick = -1;
break;
case SC_AUTOBERSERK:
if (status->hp < status->max_hp>>2 &&
(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
tick = -1;
break;
case SC_SIGNUMCRUCIS:
val2 = 10 + 4*val1; //Def reduction
tick = -1;
clif_emotion(bl,4);
break;
case SC_MAXIMIZEPOWER:
val2 = tick>0?tick:60000;
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; //Chance to Poison enemies.
val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
break;
case SC_POISONREACT:
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
val3=50; // + 5*val1; //Chance to counter. [Skotlex]
break;
case SC_MAGICROD:
val2 = val1*20; //SP gained
break;
case SC_KYRIE:
val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
val3 = (val1 / 2 + 5); //Hits
break;
case SC_MAGICPOWER:
//val1: Skill lv
val2 = 1; //Lasts 1 invocation
val3 = 5*val1; //Matk% increase
break;
case SC_SACRIFICE:
val2 = 5; //Lasts 5 hits
tick = -1;
break;
case SC_ENCPOISON:
val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
case SC_FIREWEAPON:
case SC_WATERWEAPON:
case SC_WINDWEAPON:
case SC_EARTHWEAPON:
case SC_SHADOWWEAPON:
case SC_GHOSTWEAPON:
skill_enchant_elemental_end(bl,type);
break;
case SC_ELEMENTALCHANGE:
// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
// val2 : Element (When no element, random one is picked)
// val3 : 0 = called by skill 1 = called by script (fixed level)
if( !val2 ) val2 = rand()%ELE_MAX;
if( val1 == 1 && val3 == 0 )
val1 = 1 + rand()%4;
else if( val1 > 4 )
val1 = 4; // Max Level
val3 = 0; // Not need to keep this info.
break;
case SC_PROVIDENCE:
val2=val1*5; //Race/Ele resist
break;
case SC_REFLECTSHIELD:
val2=10+val1*3; // %Dmg reflected
if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
{
struct map_session_data *tsd;
if( sd )
{
int i;
for( i = 0; i < 5; i++ )
{
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
break;
case SC_STRIPWEAPON:
if (!sd) //Watk reduction
val2 = 25;
break;
case SC_STRIPSHIELD:
if (!sd) //Def reduction
val2 = 15;
break;
case SC_STRIPARMOR:
if (!sd) //Vit reduction
val2 = 40;
break;
case SC_STRIPHELM:
if (!sd) //Int reduction
val2 = 40;
break;
case SC_AUTOSPELL:
//Val1 Skill LV of Autospell
//Val2 Skill ID to cast
//Val3 Max Lv to cast
val4 = 5 + val1*2; //Chance of casting
break;
case SC_VOLCANO:
if (status->def_ele == ELE_FIRE)
val2 = val1*10; //Watk increase
else
val2 = 0;
break;
case SC_VIOLENTGALE:
if (status->def_ele == ELE_WIND)
val2 = val1*3; //Flee increase
else
val2 = 0;
break;
case SC_DELUGE:
if(status->def_ele == ELE_WATER)
val2 = deluge_eff[val1-1]; //HP increase
else
val2 = 0;
break;
case SC_SUITON:
if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
//No penalties.
val2 = 0; //Agi penalty
val3 = 0; //Walk speed penalty
break;
}
val3 = 50;
val2 = 3*((val1+1)/3);
if (val1 > 4) val2--;
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
val2 = 300;
if (val1 > 10) //For boss casted skills [Skotlex]
val2 += 20*(val1-10);
break;
case SC_MERC_QUICKEN:
val2 = 300;
break;
case SC_SPEARQUICKEN:
val2 = 200+10*val1;
break;
case SC_DANCING:
//val1 : Skill ID + LV
//val2 : Skill Group of the Dance.
//val3 : Brings the skilllv (merged into val1 here)
//val4 : Partner
if (val1 == CG_MOONLIT)
clif_status_change(bl,SI_MOONLIT,1,tick);
val1|= (val3<<16);
val3 = tick/1000; //Tick duration
tick = 1000;
break;
case SC_LONGING:
val2 = 500-100*val1; //Aspd penalty.
break;
case SC_EXPLOSIONSPIRITS:
val2 = 75 + 25*val1; //Cri bonus
break;
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
val2 = 50*(2+type-SC_ASPDPOTION0);
break;
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
if (!vd) return 0;
//Store previous values as they could be removed.
val1 = vd->class_;
val2 = vd->weapon;
val3 = vd->shield;
val4 = vd->cloth_color;
unit_stop_attack(bl);
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
break;
case SC_NOCHAT:
tick = 60000;
val1 = battle_config.manner_system; //Mute filters.
if (sd)
{
clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
clif_updatestatus(sd,SP_MANNER);
}
break;
case SC_STONE:
val3 = tick/1000; //Petrified HP-damage iterations.
if(val3 < 1) val3 = 1;
tick = val4; //Petrifying time.
if (tick < 1000)
tick = 1000; //Min time
calc_flag = 0; //Actual status changes take effect on petrified state.
break;
case SC_DPOISON:
//Lose 10/15% of your life as long as it doesn't brings life below 25%
if (status->hp > status->max_hp>>2)
{
int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
if (status->hp - diff < status->max_hp>>2)
diff = status->hp - (status->max_hp>>2);
status_zap(bl, diff, 0);
}
// fall through
case SC_POISON: /* �� */
val3 = tick/1000; //Damage iterations
if(val3 < 1) val3 = 1;
tick = 1000;
//val4: HP damage
if (bl->type == BL_PC)
val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
else
val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
break;
case SC_CONFUSION:
clif_emotion(bl,1);
break;
case SC_BLEEDING:
val4 = tick/10000;
if (!val4) val4 = 1;
tick = 10000;
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
if( val1 == 0 ) return 0;
// val1 = heal percent/amout
// val2 = seconds between heals
// val4 = total of heals
if( val2 < 1 ) val2 = 1;
if( (val4 = tick/(val2 * 1000)) < 1 )
val4 = 1;
tick = val2 * 1000; // val2 = Seconds between heals
break;
case SC_BOSSMAPINFO:
if( sd != NULL )
{
struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
if( boss_md == NULL || boss_md->bl.prev == NULL )
{ // No MVP on this map - MVP is dead
clif_bossmapinfo(sd->fd, boss_md, 1);
return 0; // No need to start SC
}
val1 = boss_md->bl.id;
if( (val4 = tick/1000) < 1 )
val4 = 1;
tick = 1000;
}
break;
case SC_HIDING:
val2 = tick/1000;
tick = 1000;
val3 = 0; // unused, previously speed adjustment
val4 = val1+3; //Seconds before SP substraction happen.
break;
case SC_CHASEWALK:
val2 = tick>0?tick:10000; //Interval at which SP is drained.
val3 = 35 - 5 * val1; //Speed adjustment.
if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
val3 -= 40;
val4 = 10+val1*2; //SP cost.
if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
break;
case SC_CLOAKING:
if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
val1 = 10;
val2 = tick>0?tick:60000; //SP consumption rate.
val3 = 0; // unused, previously walk speed adjustment
//val4&1 signals the presence of a wall.
//val4&2 makes cloak not end on normal attacks [Skotlex]
//val4&4 makes cloak not end on using skills
if (bl->type == BL_PC) //Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
break;
case SC_SIGHT: /* �T�C�g/���A�t */
case SC_RUWACH:
case SC_SIGHTBLASTER:
val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
val2 = tick/250;
tick = 10;
break;
//Permanent effects.
case SC_AETERNA:
case SC_MODECHANGE:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
tick = -1;
break;
case SC_AUTOGUARD:
if( !(flag&1) )
{
struct map_session_data *tsd;
int i,t;
for( i = val2 = 0; i < val1; i++)
{
t = 5-(i>>1);
val2 += (t < 0)? 1:t;
}
if( bl->type&(BL_PC|BL_MER) )
{
if( sd )
{
for( i = 0; i < 5; i++ )
{
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
break;
case SC_DEFENDER:
if (!(flag&1))
{
struct map_session_data *tsd;
int i;
val2 = 5 + 15*val1; //Damage reduction
val3 = 0; // unused, previously speed adjustment
val4 = 250 - 50*val1; //Aspd adjustment
if (sd)
for (i = 0; i < 5; i++)
{ //See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
}
}
break;
case SC_TENSIONRELAX:
if (sd) {
pc_setsit(sd);
clif_sitting(&sd->bl);
}
val2 = 12; //SP cost
val4 = 10000; //Decrease at 10secs intervals.
val3 = tick/val4;
tick = val4;
break;
case SC_PARRYING:
val2 = 20 + val1*3; //Block Chance
break;
case SC_WINDWALK:
val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
break;
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
break;
case SC_BERSERK:
if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
//HP healing is performing after the calc_status call.
//Val2 holds HP penalty
if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
if (!val4) val4 = 10000; //Val4 holds damage interval
val3 = tick/val4; //val3 holds skill duration
tick = val4;
break;
case SC_GOSPEL:
if(val4 == BCT_SELF) { // self effect
val2 = tick/10000;
tick = 10000;
status_change_clear_buffs(bl,3); //Remove buffs/debuffs
}
break;
case SC_MARIONETTE:
{
int stat;
val2 = tick / 1000;
val3 = 0;
val4 = 0;
stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
tick = 1000;
break;
}
case SC_MARIONETTE2:
{
int stat,max_stat;
// fetch caster information
struct block_list *pbl = map_id2bl(val1);
struct status_change *psc = pbl?status_get_sc(pbl):NULL;
struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
// fetch target's stats
struct status_data* status = status_get_status_data(bl); // battle status
if (!psce)
return 0;
val2 = tick / 1000;
val3 = 0;
val4 = 0;
max_stat = battle_config.max_parameter; //Cap to 99 (default)
stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
tick = 1000;
break;
}
case SC_REJECTSWORD:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
tick = -1;
break;
case SC_MEMORIZE:
val2 = 5; //Memorized casts.
tick = -1;
break;
case SC_GRAVITATION:
val2 = 50*val1; //aspd reduction
break;
case SC_REGENERATION:
if (val1 == 1)
val2 = 2;
else
val2 = val1; //HP Regerenation rate: 200% 200% 300%
val3 = val1; //SP Regeneration Rate: 100% 200% 300%
//if val4 comes set, this blocks regen rather than increase it.
break;
case SC_DEVOTION:
{
struct block_list *d_bl;
struct status_change *d_sc;
if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
{ // Inherits Status From Source
const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
enum sc_type type2;
int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
while( i >= 0 )
{
type2 = types[i];
if( d_sc->data[type2] )
sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
i--;
}
}
break;
}
case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
status_zap(bl, status->hp-1, val2?0:status->sp);
return 1;
break;
case SC_CLOSECONFINE2:
{
struct block_list *src = val2?map_id2bl(val2):NULL;
struct status_change *sc2 = src?status_get_sc(src):NULL;
struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
if (src && sc2) {
if (!sce2) //Start lock on caster.
sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
else { //Increase count of locked enemies and refresh time.
(sce2->val2)++;
delete_timer(sce2->timer, status_change_timer);
sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
}
} else //Status failed.
return 0;
}
break;
case SC_KAITE:
val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
break;
case SC_KAUPE:
switch (val1) {
case 3: //33*3 + 1 -> 100%
val2++;
case 1:
case 2: //33, 66%
val2 += 33*val1;
val3 = 1; //Dodge 1 attack total.
break;
default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
val2 = 100;
val3 = val1-2;
break;
}
break;
case SC_COMBO:
{
//val1: Skill ID
//val2: When given, target (for autotargetting skills)
//val3: When set, this combo time should NOT delay attack/movement
//val4: Combo time
struct unit_data *ud = unit_bl2ud(bl);
switch (val1) {
case TK_STORMKICK:
clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
break;
case TK_DOWNKICK:
clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
break;
case TK_TURNKICK:
clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
break;
case TK_COUNTER:
clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
break;
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
if( sd )
{
sd->state.combo = 1;
clif_skillinfoblock(sd);
}
break;
case TK_JUMPKICK:
if( sd )
{
sd->state.combo = 2;
clif_skillinfoblock(sd);
}
break;
}
if (ud && !val3)
{
ud->attackabletime = gettick()+tick;
unit_set_walkdelay(bl, gettick(), tick, 1);
}
val4 = tick; //Store combo-time in val4.
}
break;
case SC_EARTHSCROLL:
val2 = 11-val1; //Chance to consume: 11-skilllv%
break;
case SC_RUN:
val4 = gettick(); //Store time at which you started running.
tick = -1;
break;
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
val4 = -1; //Kaahi Timer.
break;
case SC_BLESSING:
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
val2 = val1;
else
val2 = 0; //0 -> Half stat.
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 1;
tick = -1;
break;
case SC_CONCENTRATE:
val2 = 2 + val1;
if (sd) { //Store the card-bonus data that should not count in the %
val3 = sd->param_bonus[1]; //Agi
val4 = sd->param_bonus[4]; //Dex
} else {
val3 = val4 = 0;
}
break;
case SC_MAXOVERTHRUST:
val2 = 20*val1; //Power increase
break;
case SC_OVERTHRUST:
//val2 holds if it was casted on self, or is bonus received from others
val3 = 5*val1; //Power increase
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
case SC_ADRENALINE2:
case SC_ADRENALINE:
val3 = (val2) ? 300 : 200; // aspd increase
case SC_WEAPONPERFECTION:
if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
case SC_CONCENTRATION:
val2 = 5*val1; //Batk/Watk Increase
val3 = 10*val1; //Hit Increase
val4 = 5*val1; //Def reduction
break;
case SC_ANGELUS:
val2 = 5*val1; //def increase
break;
case SC_IMPOSITIO:
val2 = 5*val1; //watk increase
break;
case SC_MELTDOWN:
val2 = 100*val1; //Chance to break weapon
val3 = 70*val1; //Change to break armor
break;
case SC_TRUESIGHT:
val2 = 10*val1; //Critical increase
val3 = 3*val1; //Hit increase
break;
case SC_SUN_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
break;
case SC_MOON_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
break;
case SC_STAR_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; //Agi/Dex decrease.
break;
// gs_something1 [Vicious]
case SC_GATLINGFEVER:
val2 = 20*val1; //Aspd increase
val3 = 20+10*val1; //Batk increase
val4 = 5*val1; //Flee decrease
break;
case SC_FLING:
if (bl->type == BL_PC)
val2 = 0; //No armor reduction to players.
else
val2 = 5*val1; //Def reduction
val3 = 5*val1; //Def2 reduction
break;
case SC_PROVOKE:
//val2 signals autoprovoke.
val3 = 2+3*val1; //Atk increase
val4 = 5+5*val1; //Def reduction.
break;
case SC_AVOID:
//val2 = 10*val1; //Speed change rate.
break;
case SC_DEFENCE:
val2 = 2*val1; //Def bonus
break;
case SC_BLOODLUST:
val2 = 20+10*val1; //Atk rate change.
val3 = 3*val1; //Leech chance
val4 = 20; //Leech percent
break;
case SC_FLEET:
val2 = 30*val1; //Aspd change
val3 = 5+5*val1; //bAtk/wAtk rate change
break;
case SC_MINDBREAKER:
val2 = 20*val1; //matk increase.
val3 = 12*val1; //mdef2 reduction.
break;
case SC_SKA:
val2 = tick/1000;
val3 = rand()%100; //Def changes randomly every second...
tick = 1000;
break;
case SC_JAILED:
//Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
tick = val1>0?1000:250;
if (sd)
{
if (sd->mapindex != val2)
{
int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
map = sd->mapindex; //Current Map
//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
//2. Set restore point (val3 -> return map, val4 return coords
val3 = map;
val4 = pos;
} else if (!val3 || val3 == sd->mapindex) { //Use save point.
val3 = sd->status.save_point.map;
val4 = (sd->status.save_point.x&0xFFFF)
|(sd->status.save_point.y<<16);
}
}
break;
case SC_UTSUSEMI:
val2=(val1+1)/2; // number of hits blocked
val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
break;
case SC_BUNSINJYUTSU:
val2=(val1+1)/2; // number of hits blocked
break;
case SC_CHANGE:
val2= 30*val1; //Vit increase
val3= 20*val1; //Int increase
break;
case SC_SWOO:
if(status->mode&MD_BOSS)
tick /= 5; //TODO: Reduce skill's duration. But for how long?
break;
case SC_SPIDERWEB:
if( bl->type == BL_PC )
tick /= 2;
val1 = val2 = 1;
break;
case SC_ARMOR:
//NPC_DEFENDER:
val2 = 80; //Damage reduction
//Attack requirements to be blocked:
val3 = BF_LONG; //Range
val4 = BF_WEAPON|BF_MISC; //Type
break;
case SC_ENCHANTARMS:
//end previous enchants
skill_enchant_elemental_end(bl,type);
//Make sure the received element is valid.
if (val2 >= ELE_MAX)
val2 = val2%ELE_MAX;
else if (val2 < 0)
val2 = rand()%ELE_MAX;
break;
case SC_CRITICALWOUND:
val2 = 20*val1; //Heal effectiveness decrease
break;
case SC_MAGICMIRROR:
case SC_SLOWCAST:
val2 = 20*val1; //Magic reflection/cast rate
break;
case SC_ARMORCHANGE:
if (val2 == NPC_ANTIMAGIC)
{ //Boost mdef
val2 =-20;
val3 = 20;
} else { //Boost def
val2 = 20;
val3 =-20;
}
val2*=val1; //20% per level
val3*=val1;
break;
case SC_EXPBOOST:
case SC_JEXPBOOST:
if (val1 < 0)
val1 = 0;
break;
case SC_INCFLEE2:
case SC_INCCRI:
val2 = val1*10; //Actual boost (since 100% = 1000)
break;
case SC_SUFFRAGIUM:
val2 = 15 * val1; //Speed cast decrease
break;
case SC_INCHEALRATE:
if (val1 < 1)
val1 = 1;
break;
case SC_HALLUCINATION:
val2 = 5+val1; //Factor by which displayed damage is increased by
break;
case SC_DOUBLECAST:
val2 = 30+10*val1; //Trigger rate
break;
case SC_KAIZEL:
val2 = 10*val1; //% of life to be revived with
break;
// case SC_ARMOR_ELEMENT:
// case SC_ARMOR_RESIST:
// Mod your resistance against elements:
// val1 = water | val2 = earth | val3 = fire | val4 = wind
// break;
//case ????:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
//associated, and yet are not wrong/unknown. [Skotlex]
//break;
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HITUP:
val2 = 15 * val1;
break;
case SC_MERC_HPUP:
case SC_MERC_SPUP:
val2 = 5 * val1;
break;
case SC_REBIRTH:
val2 = 20*val1; //% of life to be revived with
break;
default:
if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
{ //Status change with no calc, no icon, and no skill associated...?
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
}
else //Special considerations when loading SC data.
switch( type )
{
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
break;
case SC_KAAHI:
val4 = -1;
break;
}
//Those that make you stop attacking/walking....
switch (type)
{
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
case SC_STONE:
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
pc_setstand(sd);
case SC_TRICKDEAD:
unit_stop_attack(bl);
status_change_end(bl, SC_DANCING, -1);
// Cancel cast when get status [LuzZza]
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
case SC_STOP:
case SC_CONFUSION:
case SC_CLOSECONFINE:
case SC_CLOSECONFINE2:
case SC_ANKLE:
case SC_SPIDERWEB:
unit_stop_walking(bl,1);
break;
case SC_HIDING:
case SC_CLOAKING:
case SC_CHASEWALK:
case SC_WEIGHT90:
unit_stop_attack(bl);
break;
case SC_SILENCE:
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
break;
}
// Set option as needed.
opt_flag = 1;
switch(type)
{
//OPT1
case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
case SC_STUN: sc->opt1 = OPT1_STUN; break;
case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
//OPT2
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
//OPT3
case SC_TWOHANDQUICKEN:
case SC_ONEHAND:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
case SC_MERC_QUICKEN:
sc->opt3 |= OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_MAXOVERTHRUST:
case SC_OVERTHRUST:
case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= OPT3_OVERTHRUST;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 |= OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE:
//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS:
sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 |= OPT3_STEELBODY;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 |= OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 |= OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
sc->opt3 |= OPT3_BERSERK;
opt_flag = 0;
break;
// case ???: // doesn't seem to do anything
// sc->opt3 |= OPT3_LIGHTBLADE;
// opt_flag = 0;
// break;
case SC_DANCING:
if ((val1&0xFFFF) == CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 |= OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 |= OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 |= OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 |= OPT3_KAITE;
opt_flag = 0;
break;
case SC_BUNSINJYUTSU:
sc->opt3 |= OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SPIRIT:
sc->opt3 |= OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_CHANGEUNDEAD:
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
// sc->opt3 |= OPT3_CONTRACT;
// opt_flag = 0;
// break;
//OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
break;
case SC_CLOAKING:
sc->option |= OPTION_CLOAK;
break;
case SC_CHASEWALK:
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
break;
case SC_SIGHT:
sc->option |= OPTION_SIGHT;
break;
case SC_RUWACH:
sc->option |= OPTION_RUWACH;
break;
case SC_WEDDING:
sc->option |= OPTION_WEDDING;
break;
case SC_XMAS:
sc->option |= OPTION_XMAS;
break;
case SC_SUMMER:
sc->option |= OPTION_SUMMER;
break;
case SC_ORCISH:
sc->option |= OPTION_ORCISH;
break;
case SC_FUSION:
sc->option |= OPTION_FLYING;
break;
default:
opt_flag = 0;
}
//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
if(opt_flag)
clif_changeoption(bl);
if (calc_flag&SCB_DYE)
{ //Reset DYE color
if (vd && vd->cloth_color)
{
val4 = vd->cloth_color;
clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
}
calc_flag&=~SCB_DYE;
}
if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
clif_status_change(bl,StatusIconChangeTable[type],1,tick);
else if( sd ) //Send packet to self otherwise (disguised player?)
clif_status_load(bl,StatusIconChangeTable[type],1);
//Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
if((sce=sc->data[type]))
{// reuse old sc
if( sce->timer != INVALID_TIMER )
delete_timer(sce->timer, status_change_timer);
}
else
{// new sc
++(sc->count);
sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
}
sce->val1 = val1;
sce->val2 = val2;
sce->val3 = val3;
sce->val4 = val4;
if (tick >= 0)
sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
else
sce->timer = INVALID_TIMER; //Infinite duration
if (calc_flag)
status_calc_bl(bl,calc_flag);
if(sd && sd->pd)
pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
switch( type )
{
case SC_BERSERK:
sce->val2 = 5*status->max_hp/100;
status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
status_set_sp(bl, 0, 0); //Damage all SP
break;
case SC_CHANGE:
status_percent_heal(bl, 100, 100);
break;
case SC_RUN:
{
struct unit_data *ud = unit_bl2ud(bl);
if( ud )
ud->state.running = unit_run(bl);
}
break;
case SC_BOSSMAPINFO:
clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
break;
case SC_MERC_HPUP:
status_percent_heal(bl, 100, 0); // Recover Full HP
break;
case SC_MERC_SPUP:
status_percent_heal(bl, 0, 100); // Recover Full SP
break;
}
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�S����
* type:
* 0 - ???
* 1 - ???
* 2 - ???
*------------------------------------------*/
int status_change_clear(struct block_list* bl, int type)
{
struct status_change* sc;
int i;
sc = status_get_sc(bl);
if (!sc || !sc->count)
return 0;
for(i = 0; i < SC_MAX; i++)
{
if(!sc->data[i])
continue;
if(type == 0)
switch (i)
{ //Type 0: PC killed -> Place here statuses that do not dispel on death.
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_EDP:
case SC_MELTDOWN:
case SC_XMAS:
case SC_SUMMER:
case SC_NOCHAT:
case SC_FUSION:
case SC_EARTHSCROLL:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
case SC_JAILED:
case SC_EXPBOOST:
case SC_ITEMBOOST:
case SC_HELLPOWER:
case SC_JEXPBOOST:
continue;
}
status_change_end(bl, (sc_type)i, INVALID_TIMER);
if( type == 1 && sc->data[i] )
{ //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
(sc->count)--;
if (sc->data[i]->timer != INVALID_TIMER)
delete_timer(sc->data[i]->timer, status_change_timer);
ers_free(sc_data_ers, sc->data[i]);
sc->data[i] = NULL;
}
}
sc->opt1 = 0;
sc->opt2 = 0;
sc->opt3 = 0;
sc->option &= OPTION_MASK;
if( type == 0 || type == 2 )
clif_changeoption(bl);
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�I��
*------------------------------------------*/
int status_change_end(struct block_list* bl, enum sc_type type, int tid)
{
struct map_session_data *sd;
struct status_change *sc;
struct status_change_entry *sce;
struct status_data *status;
struct view_data *vd;
int opt_flag=0, calc_flag;
nullpo_retr(0, bl);
sc = status_get_sc(bl);
status = status_get_status_data(bl);
if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
return 0;
sd = BL_CAST(BL_PC,bl);
if (sce->timer != tid && tid != -1)
return 0;
if (tid == -1) {
if (type == SC_ENDURE && sce->val4)
//Do not end infinite endure.
return 0;
if (sce->timer != -1) //Could be a SC with infinite duration
delete_timer(sce->timer,status_change_timer);
if (sc->opt1)
switch (type) {
//"Ugly workaround" [Skotlex]
//delays status change ending so that a skill that sets opt1 fails to
//trigger when it also removed one
case SC_STONE:
sce->val3 = 0; //Petrify time counter.
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
if (sce->val1) {
//Removing the 'level' shouldn't affect anything in the code
//since these SC are not affected by it, and it lets us know
//if we have already delayed this attack or not.
sce->val1 = 0;
sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
return 1;
}
}
}
sc->data[type] = NULL;
(sc->count)--;
vd = status_get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
switch(type){
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
if (!vd) break;
if (sd)
{ //Load data from sd->status.* as the stored values could have changed.
//Must remove OPTION to prevent class being rechanged.
sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
clif_changeoption(&sd->bl);
status_set_viewdata(bl, sd->status.class_);
} else {
vd->class_ = sce->val1;
vd->weapon = sce->val2;
vd->shield = sce->val3;
vd->cloth_color = sce->val4;
}
clif_changelook(bl,LOOK_BASE,vd->class_);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
clif_changelook(bl,LOOK_WEAPON,vd->weapon);
clif_changelook(bl,LOOK_SHIELD,vd->shield);
if(sd) clif_skillinfoblock(sd);
break;
case SC_RUN:
{
struct unit_data *ud = unit_bl2ud(bl);
bool begin_spurt = true;
if (ud) {
if(!ud->state.running)
begin_spurt = false;
ud->state.running = 0;
if (ud->walktimer != -1)
unit_stop_walking(bl,1);
}
if (begin_spurt && sce->val1 >= 7 &&
DIFF_TICK(gettick(), sce->val4) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
}
break;
case SC_AUTOBERSERK:
if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
status_change_end(bl,SC_PROVOKE,-1);
break;
case SC_ENDURE:
case SC_DEFENDER:
case SC_REFLECTSHIELD:
case SC_AUTOGUARD:
{
struct map_session_data *tsd;
if( bl->type == BL_PC )
{ // Clear Status from others
int i;
for( i = 0; i < 5; i++ )
{
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, -1);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
{ // Clear Status from Master
tsd = ((TBL_MER*)bl)->master;
if( tsd && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, -1);
}
}
break;
case SC_DEVOTION:
{
struct block_list *d_bl = map_id2bl(sce->val1);
if( d_bl )
{
if( d_bl->type == BL_PC )
((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
else if( d_bl->type == BL_MER )
((TBL_MER*)d_bl)->devotion_flag = 0;
clif_devotion(d_bl, NULL);
}
status_change_end(bl,SC_AUTOGUARD,-1);
status_change_end(bl,SC_DEFENDER,-1);
status_change_end(bl,SC_REFLECTSHIELD,-1);
status_change_end(bl,SC_ENDURE,-1);
}
break;
case SC_BLADESTOP:
if(sce->val4)
{
int tid = sce->val4;
struct block_list *tbl = map_id2bl(tid);
struct status_change *tsc = status_get_sc(tbl);
sce->val4 = 0;
if(tbl && tsc && tsc->data[SC_BLADESTOP])
{
tsc->data[SC_BLADESTOP]->val4 = 0;
status_change_end(tbl,SC_BLADESTOP,-1);
}
clif_bladestop(bl, tid, 0);
}
break;
case SC_DANCING:
{
struct map_session_data *dsd;
struct status_change_entry *dsc;
struct skill_unit_group *group;
if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
{// end status on partner as well
dsc = dsd->sc.data[SC_DANCING];
if(dsc)
{ //This will prevent recursive loops.
dsc->val2 = dsc->val4 = 0;
status_change_end(&dsd->bl, SC_DANCING, -1);
}
}
if(sce->val2)
{// erase associated land skill
group = skill_id2group(sce->val2);
sce->val2 = 0;
skill_delunitgroup(group);
}
if((sce->val1&0xFFFF) == CG_MOONLIT)
clif_status_change(bl,SI_MOONLIT,0,0);
status_change_end(bl,SC_LONGING,-1);
}
break;
case SC_NOCHAT:
if (sd && sd->status.manner < 0 && tid != -1)
sd->status.manner = 0;
if (sd)
{
clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
clif_updatestatus(sd,SP_MANNER);
}
break;
case SC_SPLASHER:
{
struct block_list *src=map_id2bl(sce->val3);
if(src && tid!=-1)
skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
}
break;
case SC_CLOSECONFINE2:
{
struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
struct status_change *sc2 = src?status_get_sc(src):NULL;
if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
//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);
}
}
case SC_CLOSECONFINE:
if (sce->val2 > 0) {
//Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
+skill_get_range2(bl, status_sc2skill(type), sce->val1)
+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
map_foreachinarea(status_change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
}
break;
case SC_COMBO: //Clear last used skill when it is part of a combo.
if( sd )
{
if( sd->state.combo )
{
sd->state.combo = 0;
clif_skillinfoblock(sd);
}
if( sd->skillid_old == sce->val1 )
sd->skillid_old = sd->skilllv_old = 0;
}
break;
case SC_MARIONETTE:
case SC_MARIONETTE2: /// Marionette target
if (sce->val1)
{ // check for partner and end their marionette status as well
enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
struct block_list *pbl = map_id2bl(sce->val1);
struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
if (sc2 && sc2->data[type2])
{
sc2->data[type2]->val1 = 0;
status_change_end(pbl, type2, -1);
}
}
break;
case SC_BERSERK:
//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
if(status->hp > 100 && sce->val2)
status_set_hp(bl, 100, 0);
if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
{
sc->data[SC_ENDURE]->val4 = 0;
status_change_end(bl, SC_ENDURE, -1);
}
sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
break;
case SC_GOSPEL:
if (sce->val3) { //Clear the group.
struct skill_unit_group* group = skill_id2group(sce->val3);
sce->val3 = 0;
skill_delunitgroup(group);
}
break;
case SC_HERMODE:
if(sce->val3 == BCT_SELF)
skill_clear_unitgroup(bl);
break;
case SC_BASILICA: //Clear the skill area. [Skotlex]
skill_clear_unitgroup(bl);
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 0;
break;
case SC_WARM:
if (sce->val4) { //Clear the group.
struct skill_unit_group* group = skill_id2group(sce->val4);
sce->val4 = 0;
skill_delunitgroup(group);
}
break;
case SC_KAAHI:
//Delete timer if it exists.
if (sce->val4 != -1)
delete_timer(sce->val4,kaahi_heal_timer);
break;
case SC_JAILED:
if(tid == -1)
break;
//natural expiration.
if(sd && sd->mapindex == sce->val2)
pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
break; //guess hes not in jail :P
case SC_CHANGE:
if (tid == -1)
break;
// "lose almost all their HP and SP" on natural expiration.
status_set_hp(bl, 10, 0);
status_set_sp(bl, 10, 0);
break;
case SC_AUTOTRADE:
if (tid == -1)
break;
vending_closevending(sd);
map_quit(sd);
// Because map_quit calls status_change_end with tid -1
// from here it's not neccesary to continue
return 1;
break;
case SC_STOP:
if( sce->val2 )
{
struct block_list* tbl = map_id2bl(sce->val2);
sce->val2 = 0;
if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
status_change_end(tbl, SC_STOP, -1);
}
break;
}
opt_flag = 1;
switch(type){
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
sc->opt1 = 0;
break;
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 &= ~(1<<(type-SC_POISON));
break;
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
case SC_HIDING:
sc->option &= ~OPTION_HIDE;
opt_flag|= 2|4; //Check for warp trigger + AoE trigger
break;
case SC_CLOAKING:
sc->option &= ~OPTION_CLOAK;
opt_flag|= 2;
break;
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag|= 2;
break;
case SC_SIGHT:
sc->option &= ~OPTION_SIGHT;
break;
case SC_WEDDING:
sc->option &= ~OPTION_WEDDING;
break;
case SC_XMAS:
sc->option &= ~OPTION_XMAS;
break;
case SC_SUMMER:
sc->option &= ~OPTION_SUMMER;
break;
case SC_ORCISH:
sc->option &= ~OPTION_ORCISH;
break;
case SC_RUWACH:
sc->option &= ~OPTION_RUWACH;
break;
case SC_FUSION:
sc->option &= ~OPTION_FLYING;
break;
//opt3
case SC_TWOHANDQUICKEN:
case SC_ONEHAND:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
case SC_MERC_QUICKEN:
sc->opt3 &= ~OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_OVERTHRUST:
case SC_MAXOVERTHRUST:
case SC_SWOO:
sc->opt3 &= ~OPT3_OVERTHRUST;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 &= ~OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE: //Simulated Explosion spirits effect.
if (bl->type != BL_MOB)
{
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS:
sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 &= ~OPT3_STEELBODY;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 &= ~OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 &= ~OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
sc->opt3 &= ~OPT3_BERSERK;
opt_flag = 0;
break;
// case ???: // doesn't seem to do anything
// sc->opt3 &= ~OPT3_LIGHTBLADE;
// opt_flag = 0;
// break;
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 &= ~OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 &= ~OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: //SG skills [Komurka]
sc->opt3 &= ~OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 &= ~OPT3_KAITE;
opt_flag = 0;
break;
case SC_BUNSINJYUTSU:
sc->opt3 &= ~OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SPIRIT:
sc->opt3 &= ~OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_CHANGEUNDEAD:
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
// sc->opt3 &= ~OPT3_CONTRACT;
// opt_flag = 0;
// break;
default:
opt_flag = 0;
}
if (calc_flag&SCB_DYE)
{ //Restore DYE color
if (vd && !vd->cloth_color && sce->val4)
clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
calc_flag&=~SCB_DYE;
}
//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
clif_status_change(bl,StatusIconChangeTable[type],0,0);
else if (sd)
clif_status_load(bl,StatusIconChangeTable[type],0);
if(opt_flag)
clif_changeoption(bl);
if (calc_flag)
status_calc_bl(bl,calc_flag);
if(opt_flag&4) //Out of hiding, invoke on place.
skill_unit_move(bl,gettick(),1);
if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
ers_free(sc_data_ers, sce);
return 1;
}
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
{
struct block_list *bl;
struct status_change *sc;
struct status_change_entry *sce;
struct status_data *status;
int hp;
if(!((bl=map_id2bl(id))&&
(sc=status_get_sc(bl)) &&
(sce = sc->data[SC_KAAHI])))
return 0;
if(sce->val4 != tid) {
ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
sce->val4=-1;
return 0;
}
status=status_get_status_data(bl);
if(!status_charge(bl, 0, sce->val3)) {
sce->val4=-1;
return 0;
}
hp = status->max_hp - status->hp;
if (hp > sce->val2)
hp = sce->val2;
if (hp)
status_heal(bl, hp, 0, 2);
sce->val4=-1;
return 1;
}
/*==========================================
* �X�e�[�^�X�ُ�I���^�C�}�[
*------------------------------------------*/
int status_change_timer(int tid, unsigned int tick, int id, intptr data)
{
enum sc_type type = (sc_type)data;
struct block_list *bl;
struct map_session_data *sd;
struct status_data *status;
struct status_change *sc;
struct status_change_entry *sce;
bl = map_id2bl(id);
if(!bl)
{
ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
return 0;
}
sc = status_get_sc(bl);
status = status_get_status_data(bl);
if(!(sc && (sce = sc->data[type])))
{
ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
return 0;
}
if( sce->timer != tid )
{
ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
return 0;
}
sd = BL_CAST(BL_PC, bl);
// set the next timer of the sce (don't assume the status still exists)
#define sc_timer_next(t,f,i,d) \
if( (sce=sc->data[type]) ) \
sce->timer = add_timer(t,f,i,d); \
else \
ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
switch(type)
{
case SC_MAXIMIZEPOWER:
case SC_CLOAKING:
if(!status_charge(bl, 0, 1))
break; //Not enough SP to continue.
sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
return 0;
case SC_CHASEWALK:
if(!status_charge(bl, 0, sce->val4))
break; //Not enough SP to continue.
if (!sc->data[SC_INCSTR]) {
sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
*skill_get_time2(status_sc2skill(type),sce->val1));
}
sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
return 0;
break;
case SC_SKA:
if(--(sce->val2)>0){
sce->val3 = rand()%100; //Random defense.
sc_timer_next(1000+tick, status_change_timer,bl->id, data);
return 0;
}
break;
case SC_HIDING:
if(--(sce->val2)>0){
if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
break; //Fail if it's time to substract SP and there isn't.
sc_timer_next(1000+tick, status_change_timer,bl->id, data);
return 0;
}
break;
case SC_SIGHT:
case SC_RUWACH:
case SC_SIGHTBLASTER:
map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
if( --(sce->val2)>0 ){
sc_timer_next(250+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_PROVOKE:
if(sce->val2) { //Auto-provoke (it is ended in status_heal)
sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_STONE:
if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
sce->val4 = 0;
unit_stop_walking(bl,1);
sc->opt1 = OPT1_STONE;
clif_changeoption(bl);
sc_timer_next(1000+tick,status_change_timer, bl->id, data );
status_calc_bl(bl, StatusChangeFlagTable[type]);
return 0;
}
if(--(sce->val3) > 0) {
if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
status_percent_damage(NULL, bl, 1, 0, false);
sc_timer_next(1000+tick,status_change_timer, bl->id, data );
return 0;
}
break;
case SC_POISON:
if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
break;
case SC_DPOISON:
if (--(sce->val3) > 0) {
if (!sc->data[SC_SLOWPOISON]) {
bool flag;
map_freeblock_lock();
status_zap(bl, sce->val4, 0);
flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
map_freeblock_unlock();
if (flag) return 0; //target died, SC cancelled already.
}
sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
return 0;
}
break;
case SC_TENSIONRELAX:
if(status->max_hp > status->hp && --(sce->val3) > 0){
sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_KNOWLEDGE:
if (!sd) break;
if(bl->m == sd->feel_map[0].m ||
bl->m == sd->feel_map[1].m ||
bl->m == sd->feel_map[2].m)
{ //Timeout will be handled by pc_setpos
sce->timer = INVALID_TIMER;
return 0;
}
break;
case SC_BLEEDING:
if (--(sce->val4) >= 0) {
int flag;
map_freeblock_lock();
status_fix_damage(NULL, bl, rand()%600 + 200, 0);
flag = !sc->data[type];
map_freeblock_unlock();
if (flag) return 0; //SC already ended.
sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
if( sd && --(sce->val4) >= 0 )
{
// val1 < 0 = per max% | val1 > 0 = exact amount
int hp = 0;
if( status->hp < status->max_hp )
hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
status_heal(bl, hp, 0, 2);
sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_BOSSMAPINFO:
if( sd && --(sce->val4) >= 0 )
{
struct mob_data *boss_md = map_id2boss(sce->val1);
if( boss_md && sd->bl.m == boss_md->bl.m )
{
clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
if (boss_md->bl.prev != NULL) {
sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
return 0;
}
}
}
break;
case SC_DANCING: //�_���X�X�L���̎���SP����
{
int s = 0;
int sp = 1;
if (--sce->val3 <= 0)
break;
switch(sce->val1&0xFFFF){
case BD_RICHMANKIM:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_SIEGFRIED:
case BA_DISSONANCE:
case BA_ASSASSINCROSS:
case DC_UGLYDANCE:
s=3;
break;
case BD_LULLABY:
case BD_ETERNALCHAOS:
case BD_ROKISWEIL:
case DC_FORTUNEKISS:
s=4;
break;
case CG_HERMODE:
case BD_INTOABYSS:
case BA_WHISTLE:
case DC_HUMMING:
case BA_POEMBRAGI:
case DC_SERVICEFORYOU:
s=5;
break;
case BA_APPLEIDUN:
s=6;
break;
case CG_MOONLIT:
//Moonlit's cost is 4sp*skill_lv [Skotlex]
sp= 4*(sce->val1>>16);
//Upkeep is also every 10 secs.
case DC_DONTFORGETME:
s=10;
break;
}
if( s != 0 && sce->val3 % s == 0 )
{
if (sc->data[SC_LONGING])
sp*= 3;
if (!status_charge(bl, 0, sp))
break;
}
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_DEVOTION:
//FIXME: use normal status duration instead of a looping timer
if( (sce->val4 -= 1000) > 0 )
{
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_BERSERK:
// 5% every 10 seconds [DracoRPG]
if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
{
sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_NOCHAT:
if(sd){
sd->status.manner++;
clif_changestatus(bl,SP_MANNER,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_timer_next(60000+tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_SPLASHER:
// custom Venom Splasher countdown timer
//if (sce->val4 % 1000 == 0) {
// char timer[10];
// snprintf (timer, 10, "%d", sce->val4/1000);
// clif_message(bl, timer);
//}
if((sce->val4 -= 500) > 0) {
sc_timer_next(500 + tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
{
struct block_list *pbl = map_id2bl(sce->val1);
if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0)
{
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_GOSPEL:
if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
{
int hp, sp;
hp = (sce->val1 > 5) ? 45 : 30;
sp = (sce->val1 > 5) ? 35 : 20;
if(!status_charge(bl, hp, sp))
break;
sc_timer_next(10000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_GUILDAURA:
{
struct block_list *tbl = map_id2bl(sce->val2);
if (tbl && battle_check_range(bl, tbl, 2)){
sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
return 0;
}
}
break;
case SC_JAILED:
if(sce->val1 == INT_MAX || --(sce->val1) > 0)
{
sc_timer_next(60000+tick, status_change_timer, bl->id,data);
return 0;
}
break;
case SC_BLIND:
if(sc->data[SC_FOGWALL])
{ //Blind lasts forever while you are standing on the fog.
sc_timer_next(5000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
}
// default for all non-handled control paths is to end the status
return status_change_end( bl,type,tid );
#undef sc_timer_next
}
/*==========================================
* �X�e�[�^�X�ُ�^�C�}�[�͈͏���
*------------------------------------------*/
int status_change_timer_sub(struct block_list* bl, va_list ap)
{
struct map_session_data *sd, *tsd;
struct status_change* tsc;
struct block_list* src = va_arg(ap,struct block_list*);
struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
unsigned int tick = va_arg(ap,unsigned int);
if (status_isdead(bl))
return 0;
tsc = status_get_sc(bl);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
switch( type )
{
case SC_SIGHT: /* �T�C�g */
case SC_CONCENTRATE:
status_change_end(bl, SC_HIDING, -1);
status_change_end(bl, SC_CLOAKING, -1);
break;
case SC_RUWACH: /* ���A�t */
if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
status_change_end(bl, SC_HIDING, -1);
status_change_end(bl, SC_CLOAKING, -1);
if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
break;
case SC_SIGHTBLASTER:
if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
{
skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
if (sce) sce->val2 = 0; //This signals it to end.
}
break;
case SC_CLOSECONFINE:
//Lock char has released the hold on everyone...
if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
tsc->data[SC_CLOSECONFINE2]->val2 = 0;
status_change_end(bl, SC_CLOSECONFINE2, -1);
}
break;
}
return 0;
}
/*==========================================
* Clears buffs/debuffs of a character.
* type&1 -> buffs, type&2 -> debuffs
*------------------------------------------*/
int status_change_clear_buffs (struct block_list* bl, int type)
{
int i;
struct status_change *sc= status_get_sc(bl);
if (!sc || !sc->count)
return 0;
if (type&2) //Debuffs
for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
{
if(sc->data[i])
status_change_end(bl,(sc_type)i,-1);
}
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
{
if(!sc->data[i])
continue;
switch (i) {
//Stuff that cannot be removed
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_COMBO:
case SC_SMA:
case SC_DANCING:
case SC_GUILDAURA:
case SC_SAFETYWALL:
case SC_PNEUMA:
case SC_NOCHAT:
case SC_JAILED:
case SC_ANKLE:
case SC_BLADESTOP:
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
case SC_STRFOOD:
case SC_AGIFOOD:
case SC_VITFOOD:
case SC_INTFOOD:
case SC_DEXFOOD:
case SC_LUKFOOD:
case SC_HITFOOD:
case SC_FLEEFOOD:
case SC_BATKFOOD:
case SC_WATKFOOD:
case SC_MATKFOOD:
continue;
//Debuffs that can be removed.
case SC_HALLUCINATION:
case SC_QUAGMIRE:
case SC_SIGNUMCRUCIS:
case SC_DECREASEAGI:
case SC_SLOWDOWN:
case SC_MINDBREAKER:
case SC_WINKCHARM:
case SC_STOP:
case SC_ORCISH:
case SC_STRIPWEAPON:
case SC_STRIPSHIELD:
case SC_STRIPARMOR:
case SC_STRIPHELM:
if (!(type&2))
continue;
break;
//The rest are buffs that can be removed.
case SC_BERSERK:
if (!(type&1))
continue;
sc->data[i]->val2 = 0;
break;
default:
if (!(type&1))
continue;
break;
}
status_change_end(bl,(sc_type)i,-1);
}
return 0;
}
//Natural regen related stuff.
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(struct block_list* bl, va_list args)
{
struct regen_data *regen;
struct status_data *status;
struct status_change *sc;
struct unit_data *ud;
struct view_data *vd = NULL;
struct regen_data_sub *sregen;
struct map_session_data *sd;
int val,rate,bonus = 0,flag;
regen = status_get_regen_data(bl);
if (!regen) return 0;
status = status_get_status_data(bl);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
sd = BL_CAST(BL_PC,bl);
flag = regen->flag;
if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
flag&=~(RGN_HP|RGN_SHP);
if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
flag&=~(RGN_SP|RGN_SSP);
if (flag && (
status_isdead(bl) ||
(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
))
flag=0;
if (sd) {
if (sd->hp_loss.value || sd->sp_loss.value)
pc_bleeding(sd, natural_heal_diff_tick);
if (sd->hp_regen.value || sd->sp_regen.value)
pc_regen(sd, natural_heal_diff_tick);
}
if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
{ //Apply sitting regen bonus.
sregen = regen->ssregen;
if(flag&(RGN_SHP))
{ //Sitting HP regen
val = natural_heal_diff_tick * sregen->rate.hp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.hp += val;
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
{ //Full
flag&=~(RGN_HP|RGN_SHP);
break;
}
}
}
if(flag&(RGN_SSP))
{ //Sitting SP regen
val = natural_heal_diff_tick * sregen->rate.sp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.sp += val;
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
{ //Full
flag&=~(RGN_SP|RGN_SSP);
break;
}
}
}
}
if (flag && regen->state.overweight)
flag=0;
ud = unit_bl2ud(bl);
if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
{
flag&=~(RGN_SHP|RGN_SSP);
if(!regen->state.walk)
flag&=~RGN_HP;
}
if (!flag)
return 0;
if (flag&(RGN_HP|RGN_SP))
{
if(!vd) vd = status_get_viewdata(bl);
if(vd && vd->dead_sit == 2)
bonus++;
if(regen->state.gc)
bonus++;
}
//Natural Hp regen
if (flag&RGN_HP)
{
rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
if (ud && ud->walktimer != -1)
rate/=2;
// Homun HP regen fix (they should regen as if they were sitting (twice as fast)
if(bl->type==BL_HOM) rate *=2;
regen->tick.hp += rate;
if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
{
val = 0;
do {
val += regen->hp;
regen->tick.hp -= battle_config.natural_healhp_interval;
} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
if (status_heal(bl, val, 0, 1) < val)
flag&=~RGN_SHP; //full.
}
}
//Natural SP regen
if(flag&RGN_SP)
{
rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
// Homun SP regen fix (they should regen as if they were sitting (twice as fast)
if(bl->type==BL_HOM) rate *=2;
regen->tick.sp += rate;
if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
{
val = 0;
do {
val += regen->sp;
regen->tick.sp -= battle_config.natural_healsp_interval;
} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
if (status_heal(bl, 0, val, 1) < val)
flag&=~RGN_SSP; //full.
}
}
if (!regen->sregen)
return flag;
//Skill regen
sregen = regen->sregen;
if(flag&RGN_SHP)
{ //Skill HP regen
sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
break; //Full
}
}
if(flag&RGN_SSP)
{ //Skill SP regen
sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
{
val = sregen->sp;
if (sd && sd->state.doridori) {
val*=2;
sd->state.doridori = 0;
if ((rate = pc_checkskill(sd,TK_SPTIME)))
sc_start(bl,status_skill2sc(TK_SPTIME),
100,rate,skill_get_time(TK_SPTIME, rate));
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
rand()%10000 < battle_config.sg_angel_skill_ratio
) { //Angel of the Sun/Moon/Star
clif_feel_hate_reset(sd);
pc_resethate(sd);
pc_resetfeel(sd);
}
}
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, val, 3) < val)
break; //Full
}
}
return flag;
}
//Natural heal main timer.
static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
{
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
map_foreachregen(status_natural_heal);
natural_heal_prev_tick = tick;
return 0;
}
int status_readdb(void)
{
int i,j,class_;
FILE *fp;
char line[1024], path[1024],*p;
sprintf(path, "%s/job_db1.txt", db_path);
fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i = 0;
while(fgets(line, sizeof(line), fp))
{
//NOTE: entry MAX_WEAPON_TYPE is not counted
char* split[5 + MAX_WEAPON_TYPE];
i++;
if(line[0]=='/' && line[1]=='/')
continue;
for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(j < 5 + MAX_WEAPON_TYPE)
{ //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
ShowDebug("%s: Not enough columns at line %d\n", path, i);
continue;
}
class_ = atoi(split[0]);
if(!pcdb_checkid(class_))
continue;
class_ = pc_class2idx(class_);
max_weight_base[class_]=atoi(split[1]);
hp_coefficient[class_]=atoi(split[2]);
hp_coefficient2[class_]=atoi(split[3]);
sp_coefficient[class_]=atoi(split[4]);
for(j=0;j<MAX_WEAPON_TYPE;j++)
aspd_base[class_][j]=atoi(split[j+5]);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
sprintf(path, "%s/job_db2.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
while(fgets(line, sizeof(line), 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;
}
class_ = atoi(split[0]);
if(!pcdb_checkid(class_))
continue;
class_ = pc_class2idx(class_);
for(i=1;i<j && split[i];i++)
job_bonus[class_][i-1]=atoi(split[i]);
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
// �T�C�Y��e?�u��
for(i=0;i<3;i++)
for(j=0;j<MAX_WEAPON_TYPE;j++)
atkmods[i][j]=100;
sprintf(path, "%s/size_fix.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i=0;
while(fgets(line, sizeof(line), fp))
{
char *split[MAX_WEAPON_TYPE];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
atkmods[i][j]=atoi(split[j]);
}
i++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
// ��?�f?�^�e?�u��
for(i=0;i<5;i++){
for(j=0;j<MAX_REFINE; j++)
percentrefinery[i][j]=100;
percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
refinebonus[i][0]=0;
refinebonus[i][1]=0;
refinebonus[i][2]=10;
}
sprintf(path, "%s/refine_db.txt", db_path);
fp=fopen(path,"r");
if(fp==NULL){
ShowError("can't read %s\n", path);
return 1;
}
i=0;
while(fgets(line, sizeof(line), fp))
{
char *split[MAX_REFINE+4];
if(line[0]=='/' && line[1]=='/')
continue;
if(atoi(line)<=0)
continue;
memset(split,0,sizeof(split));
for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
refinebonus[i][0]=atoi(split[0]); // ��?�{?�i�X
refinebonus[i][1]=atoi(split[1]); // ��?��?�{?�i�X
refinebonus[i][2]=atoi(split[2]); // ���S��?���E
for(j=0;j<MAX_REFINE && split[j+3];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)
{
add_timer_func_list(status_change_timer,"status_change_timer");
add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
initChangeTables();
initDummyData();
status_readdb();
status_calc_sigma();
natural_heal_prev_tick = gettick();
sc_data_ers = ers_new(sizeof(struct status_change_entry));
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}
void do_final_status(void)
{
ers_destroy(sc_data_ers);
}