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author(no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec>2005-01-26 04:54:22 +0000
committer(no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec>2005-01-26 04:54:22 +0000
commit317ba93ee42b32c369f7aa7f669f4acb3ac72e60 (patch)
treef032cb881d1d50ef026b155b8c9d4e47a0b7f081
parent3f38fcaeaf61cf293c5392a67d85cfd5465d9585 (diff)
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* Added status.c and status.h of jA 1091 update and moved some functions into the new source files
* Updated auto_counter_type's description in battle_athena * Removed some unnecessary skill level checks in battle.c git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/stable@996 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog.txt15
-rw-r--r--conf-tmpl/battle_athena.conf6
-rw-r--r--src/common/malloc.h88
-rw-r--r--src/map/Makefile6
-rw-r--r--src/map/atcommand.c33
-rw-r--r--src/map/battle.c1699
-rw-r--r--src/map/battle.h44
-rw-r--r--src/map/charcommand.c9
-rw-r--r--src/map/clif.c85
-rw-r--r--src/map/guild.c3
-rw-r--r--src/map/map.c6
-rw-r--r--src/map/mob.c67
-rw-r--r--src/map/npc.c7
-rw-r--r--src/map/pc.c1576
-rw-r--r--src/map/pc.h5
-rw-r--r--src/map/pet.c37
-rw-r--r--src/map/script.c17
-rw-r--r--src/map/skill.c2661
-rw-r--r--src/map/skill.h6
-rw-r--r--src/map/status.c4699
-rw-r--r--src/map/status.h75
21 files changed, 5624 insertions, 5520 deletions
diff --git a/Changelog.txt b/Changelog.txt
index 8f8394b29..102db3014 100644
--- a/Changelog.txt
+++ b/Changelog.txt
@@ -1,8 +1,19 @@
Date Added
01/26
- * Removed my changes to /stable/Makefile that i've accidentally commited, sorry
- ^^; [celest]
+ * Added status.c and status.h of jA 1091 update and moved some functions into
+ the new source files:
+ -- skill_status_change_ -> status_change_
+ -- battle_get_ -> status_get_
+ -- pc_calc_ -> status_calc_
+ -- pc_getrefinebonus and pc_percentrefinery -> status_getrefinebonus and
+ status_percentrefinery
+
+ * Updated auto_counter_type's description in battle_athena, thanks to
+ akusarujin for pointing it out [celest]
+ * Removed some unnecessary skill level checks in battle.c [celest]
+ * Removed my changes to /stable/Makefile which has libGC enabled by default
+ that i've accidentally commited, sorry ^^; [celest]
* Removed an unnecessary "cloneskill_lv" from map_session_data [celest]
* Removed WATER.TXT (this file wasn't used at all. There's no such mapflag as WATER even). [Lupus]
* Added Water Height of New Yuno Fileds 9 and 11.
diff --git a/conf-tmpl/battle_athena.conf b/conf-tmpl/battle_athena.conf
index 3b2b93c94..10df2b7ee 100644
--- a/conf-tmpl/battle_athena.conf
+++ b/conf-tmpl/battle_athena.conf
@@ -467,9 +467,11 @@ save_clothcolor: yes
undead_detect_type: 2
// Operational mode of automatic counter.
-// 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
+// 0 = 100% critical
+// 1 = disregard DEF and HIT+20, CRI*2
+// 2 = Same as 0, but can counter skills (?)
// Players
-player_auto_counter_type: 0
+player_auto_counter_type: 1
// Monsters
monster_auto_counter_type: 0
diff --git a/src/common/malloc.h b/src/common/malloc.h
index b37c3b799..d90665487 100644
--- a/src/common/malloc.h
+++ b/src/common/malloc.h
@@ -5,43 +5,45 @@
#if defined(DMALLOC)
-#include "dmalloc.h"
-
-#define aMalloc(size) \
- dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
-#define aMallocA(size) \
- dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
-#define aCallocA(count,size) \
- dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
-#define aCalloc(count,size) \
- dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
-#define aRealloc(ptr,size) \
- dmalloc_realloc(__FILE__, __LINE__, (ptr), (size), DMALLOC_FUNC_REALLOC, 0)
-#define aFree(ptr) free(ptr)
-#define aStrdup(ptr) strdup(ptr)
+# include "dmalloc.h"
+# define aMalloc(size) \
+ dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
+# define aMallocA(size) \
+ dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
+# define aCallocA(count,size) \
+ dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
+# define aCalloc(count,size) \
+ dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
+# define aRealloc(ptr,size) \
+ dmalloc_realloc(__FILE__, __LINE__, (ptr), (size), DMALLOC_FUNC_REALLOC, 0)
+# define aFree(ptr) free(ptr)
+# define aStrdup(ptr) strdup(ptr)
#elif defined(GCOLLECT)
-#include "gc.h"
-#define aMalloc(n) GC_MALLOC(n)
-#define aMallocA(n) GC_MALLOC_ATOMIC(n)
-#define aCallocA(m,n) _bcallocA(m,n)
-#define aCalloc(m,n) _bcalloc(m,n)
-#define aRealloc(p,n) GC_REALLOC(p,n)
-#define aFree(n) GC_FREE(n)
-#define aStrdup(n) _bstrdup(n)
-extern void * _bcalloc(size_t, size_t);
-extern void * _bcallocA(size_t, size_t);
-extern char * _bstrdup(const char *);
+# include "gc.h"
+# define aMalloc(n) GC_MALLOC(n)
+# define aMallocA(n) GC_MALLOC_ATOMIC(n)
+# define aCallocA(m,n) _bcallocA(m,n)
+# define aCalloc(m,n) _bcalloc(m,n)
+# define aRealloc(p,n) GC_REALLOC(p,n)
+# define aFree(n) GC_FREE(n)
+# define aStrdup(n) _bstrdup(n)
+
+ extern void * _bcalloc(size_t, size_t);
+ extern void * _bcallocA(size_t, size_t);
+ extern char * _bstrdup(const char *);
#elif defined(BCHECK)
-#define aMalloc(n) malloc(n)
-#define aMallocA(n) malloc(n)
-#define aCalloc(m,n) calloc(m,n)
-#define aCallocA(m,n) calloc(m,n)
-#define aRealloc(p,n) realloc(p,n)
-#define aFree(n) free(n)
-#define aStrdup(n) strdup(n)
+
+# define aMalloc(n) malloc(n)
+# define aMallocA(n) malloc(n)
+# define aCalloc(m,n) calloc(m,n)
+# define aCallocA(m,n) calloc(m,n)
+# define aRealloc(p,n) realloc(p,n)
+# define aFree(n) free(n)
+# define aStrdup(n) strdup(n)
+
#else
#if __STDC_VERSION__ < 199901L
@@ -52,19 +54,19 @@ extern char * _bstrdup(const char *);
# endif
#endif
-#define ALC_MARK __FILE__, __LINE__, __func__
+# define ALC_MARK __FILE__, __LINE__, __func__
-void* aMalloc_( size_t size, const char *file, int line, const char *func );
-void* aCalloc_( size_t num, size_t size, const char *file, int line, const char *func );
-void* aRealloc_( void *p, size_t size, const char *file, int line, const char *func );
+ void* aMalloc_( size_t size, const char *file, int line, const char *func );
+ void* aCalloc_( size_t num, size_t size, const char *file, int line, const char *func );
+ void* aRealloc_( void *p, size_t size, const char *file, int line, const char *func );
-#define aMalloc(n) aMalloc_(n,ALC_MARK)
-#define aMallocA(n) aMalloc_(n,ALC_MARK)
-#define aCalloc(m,n) aCalloc_(m,n,ALC_MARK)
-#define aCallocA(m,n) aCalloc_(m,n,ALC_MARK)
-#define aRealloc(p,n) aRealloc_(p,n,ALC_MARK)
-#define aFree(ptr) free(ptr)
-#define aStrdup(ptr) strdup(ptr)
+# define aMalloc(n) aMalloc_(n,ALC_MARK)
+# define aMallocA(n) aMalloc_(n,ALC_MARK)
+# define aCalloc(m,n) aCalloc_(m,n,ALC_MARK)
+# define aCallocA(m,n) aCalloc_(m,n,ALC_MARK)
+# define aRealloc(p,n) aRealloc_(p,n,ALC_MARK)
+# define aFree(ptr) free(ptr)
+# define aStrdup(ptr) strdup(ptr)
#endif
diff --git a/src/map/Makefile b/src/map/Makefile
index ac9ba9bf7..3a05cd7a8 100644
--- a/src/map/Makefile
+++ b/src/map/Makefile
@@ -13,10 +13,10 @@ sqlobj:
COMMON_OBJ = ../common/core.o ../common/socket.o ../common/timer.o ../common/grfio.o ../common/db.o ../common/lock.o ../common/nullpo.o ../common/malloc.o ../common/showmsg.o ../common/utils.o ../common/strlib.o
LIBS = -lz -lm
-map-server: txtobj/map.o txtobj/chrif.o txtobj/clif.o txtobj/pc.o txtobj/npc.o txtobj/chat.o txtobj/path.o txtobj/itemdb.o txtobj/mob.o txtobj/script.o txtobj/storage.o txtobj/skill.o txtobj/atcommand.o txtobj/charcommand.o txtobj/battle.o txtobj/intif.o txtobj/trade.o txtobj/party.o txtobj/vending.o txtobj/guild.o txtobj/pet.o txtobj/log.o $(COMMON_OBJ)
+map-server: txtobj/map.o txtobj/chrif.o txtobj/clif.o txtobj/pc.o txtobj/status.o txtobj/npc.o txtobj/chat.o txtobj/path.o txtobj/itemdb.o txtobj/mob.o txtobj/script.o txtobj/storage.o txtobj/skill.o txtobj/atcommand.o txtobj/charcommand.o txtobj/battle.o txtobj/intif.o txtobj/trade.o txtobj/party.o txtobj/vending.o txtobj/guild.o txtobj/pet.o txtobj/log.o $(COMMON_OBJ)
$(CC) -o ../../$@ $> $(LIBS) $(LIB_S)
-map-server_sql: sqlobj/map.o sqlobj/chrif.o sqlobj/clif.o sqlobj/pc.o sqlobj/npc.o sqlobj/chat.o sqlobj/path.o sqlobj/itemdb.o sqlobj/mob.o sqlobj/script.o sqlobj/storage.o sqlobj/skill.o sqlobj/atcommand.o sqlobj/charcommand.o sqlobj/battle.o sqlobj/intif.o sqlobj/trade.o sqlobj/party.o sqlobj/vending.o sqlobj/guild.o sqlobj/pet.o sqlobj/mail.o sqlobj/log.o $(COMMON_OBJ)
+map-server_sql: sqlobj/map.o sqlobj/chrif.o sqlobj/clif.o sqlobj/pc.o sqlobj/status.o sqlobj/npc.o sqlobj/chat.o sqlobj/path.o sqlobj/itemdb.o sqlobj/mob.o sqlobj/script.o sqlobj/storage.o sqlobj/skill.o sqlobj/atcommand.o sqlobj/charcommand.o sqlobj/battle.o sqlobj/intif.o sqlobj/trade.o sqlobj/party.o sqlobj/vending.o sqlobj/guild.o sqlobj/pet.o sqlobj/mail.o sqlobj/log.o $(COMMON_OBJ)
$(CC) -o ../../$@ $> $(LIB_S)
txtobj/%.o: %.c
@@ -29,6 +29,7 @@ txtobj/map.o: map.c map.h chrif.h clif.h npc.h pc.h mob.h chat.h skill.h itemdb.
txtobj/chrif.o: chrif.c map.h battle.h chrif.h clif.h intif.h pc.h npc.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
txtobj/clif.o: clif.c map.h chrif.h clif.h mob.h intif.h pc.h npc.h itemdb.h chat.h script.h storage.h party.h guild.h atcommand.h pet.h charcommand.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/version.h ../common/showmsg.h
txtobj/pc.o: pc.c map.h clif.h intif.h pc.h npc.h mob.h itemdb.h battle.h skill.h script.h party.h guild.h pet.h trade.h storage.h chat.h vending.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
+txtobj/status.o: status.c pc.h map.h clif.h status.h mob.h itemdb.h battle.h skill.h script.h pet.h guild.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
txtobj/npc.o: npc.c map.h npc.h clif.h pc.h script.h mob.h itemdb.h battle.h ../common/db.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
txtobj/chat.o: chat.c map.h clif.h pc.h chat.h ../common/db.h ../common/mmo.h ../common/showmsg.h
txtobj/path.o: path.c map.h battle.h ../common/mmo.h ../common/showmsg.h
@@ -52,6 +53,7 @@ sqlobj/map.o: map.c map.h chrif.h clif.h npc.h pc.h mob.h chat.h skill.h itemdb.
sqlobj/chrif.o: chrif.c map.h battle.h chrif.h clif.h intif.h pc.h npc.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
sqlobj/clif.o: clif.c map.h chrif.h clif.h mob.h intif.h pc.h npc.h itemdb.h chat.h script.h storage.h party.h guild.h atcommand.h pet.h charcommand.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/version.h ../common/showmsg.h
sqlobj/pc.o: pc.c map.h clif.h intif.h pc.h npc.h mob.h itemdb.h battle.h skill.h script.h party.h guild.h pet.h trade.h storage.h chat.h vending.h log.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
+sqlobj/status.o: status.c pc.h map.h clif.h status.h mob.h itemdb.h battle.h skill.h script.h pet.h guild.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
sqlobj/npc.o: npc.c map.h npc.h clif.h pc.h script.h mob.h itemdb.h battle.h ../common/db.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
sqlobj/chat.o: chat.c map.h clif.h pc.h chat.h ../common/db.h ../common/mmo.h ../common/showmsg.h
sqlobj/path.o: path.c map.h battle.h ../common/mmo.h ../common/showmsg.h
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index c1f491910..ba21a9f08 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -17,6 +17,7 @@
#include "itemdb.h"
#include "map.h"
#include "pc.h"
+#include "status.h"
#include "skill.h"
#include "mob.h"
#include "pet.h"
@@ -1935,7 +1936,7 @@ int atcommand_option(
}
clif_changeoption(&sd->bl);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[9]); // Options changed.
return 0;
@@ -2079,7 +2080,7 @@ int atcommand_jobchange(
sd->status.class_ = sd->view_class = 4015;
sd->status.option &= ~0x0020;
clif_changeoption(&sd->bl);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
}
} else {
if (!pc_isriding(sd)) {
@@ -2461,7 +2462,7 @@ int atcommand_baselevelup(
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_NEXTBASEEXP);
clif_updatestatus(sd, SP_STATUSPOINT);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
clif_misceffect(&sd->bl, 0);
clif_displaymessage(fd, msg_table[21]); // Base level raised.
@@ -2482,7 +2483,7 @@ int atcommand_baselevelup(
sd->status.base_level += level;
clif_updatestatus(sd, SP_BASELEVEL);
clif_updatestatus(sd, SP_NEXTBASEEXP);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[22]); // Base level lowered.
}
@@ -2528,7 +2529,7 @@ int atcommand_joblevelup(
clif_updatestatus(sd, SP_NEXTJOBEXP);
sd->status.skill_point += level;
clif_updatestatus(sd, SP_SKILLPOINT);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_misceffect(&sd->bl, 1);
clif_displaymessage(fd, msg_table[24]); // Job level raised.
} else {
@@ -2547,7 +2548,7 @@ int atcommand_joblevelup(
sd->status.skill_point = 0;
clif_updatestatus(sd, SP_SKILLPOINT);
} // to add: remove status points from skills
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[25]); // Job level lowered.
}
@@ -3864,7 +3865,7 @@ int atcommand_param(
*status[index] = new_value;
clif_updatestatus(sd, SP_STR + index);
clif_updatestatus(sd, SP_USTR + index);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_displaymessage(fd, msg_table[42]); // Stat changed.
} else {
if (value < 0)
@@ -3909,7 +3910,7 @@ int atcommand_stat_all(
*status[index] = new_value;
clif_updatestatus(sd, SP_STR + index);
clif_updatestatus(sd, SP_USTR + index);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
count++;
}
}
@@ -4057,9 +4058,9 @@ int atcommand_petfriendly(
if ((sd->pet.intimate > 0 && t <= 0) ||
(sd->pet.intimate <= 0 && t > 0)) {
if (sd->bl.prev != NULL)
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
else
- pc_calcstatus(sd, 2);
+ status_calc_pc(sd, 2);
}
}
clif_displaymessage(fd, msg_table[182]); // Pet friendly value changed!
@@ -4673,7 +4674,7 @@ int atcommand_character_baselevel(
clif_updatestatus(pl_sd, SP_BASELEVEL);
clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
clif_updatestatus(pl_sd, SP_STATUSPOINT);
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
pc_heal(pl_sd, pl_sd->status.max_hp, pl_sd->status.max_sp);
clif_misceffect(&pl_sd->bl, 0);
clif_displaymessage(fd, msg_table[65]); // Character's base level raised.
@@ -4694,7 +4695,7 @@ int atcommand_character_baselevel(
pl_sd->status.base_level += level;
clif_updatestatus(pl_sd, SP_BASELEVEL);
clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
clif_displaymessage(fd, msg_table[66]); // Character's base level lowered.
}
} else {
@@ -4755,7 +4756,7 @@ int atcommand_character_joblevel(
clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
pl_sd->status.skill_point += level;
clif_updatestatus(pl_sd, SP_SKILLPOINT);
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
clif_misceffect(&pl_sd->bl, 1);
clif_displaymessage(fd, msg_table[68]); // character's job level raised.
} else {
@@ -4774,7 +4775,7 @@ int atcommand_character_joblevel(
pl_sd->status.skill_point = 0;
clif_updatestatus(pl_sd, SP_SKILLPOINT);
} // to add: remove status points from skills
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
clif_displaymessage(fd, msg_table[69]); // Character's job level lowered.
}
} else {
@@ -7909,7 +7910,7 @@ int atcommand_unmute(
if((pl_sd=map_nick2sd((char *) message)) != NULL) {
if(pl_sd->sc_data[SC_NOCHAT].timer!=-1) {
pl_sd->status.manner = 0; // have to set to 0 first [celest]
- skill_status_change_end(&pl_sd->bl,SC_NOCHAT,-1);
+ status_change_end(&pl_sd->bl,SC_NOCHAT,-1);
clif_displaymessage(sd->fd,"Player unmuted");
}
else
@@ -7985,7 +7986,7 @@ int atcommand_mute(
if ((pl_sd = map_nick2sd(character)) != NULL) {
pl_sd->status.manner -= manner;
if(pl_sd->status.manner < 0)
- skill_status_change_start(&pl_sd->bl,SC_NOCHAT,0,0,0,0,0,0);
+ status_change_start(&pl_sd->bl,SC_NOCHAT,0,0,0,0,0,0);
}
else {
clif_displaymessage(fd, msg_table[3]); // Character not found.
diff --git a/src/map/battle.c b/src/map/battle.c
index a11facfc9..31041f405 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -12,6 +12,7 @@
#include "map.h"
#include "pc.h"
+#include "status.h"
#include "skill.h"
#include "mob.h"
#include "itemdb.h"
@@ -55,1302 +56,6 @@ int battle_counttargeted(struct block_list *bl,struct block_list *src,int target
return mob_counttargeted((struct mob_data *)bl,src,target_lv);
return 0;
}
-/*==========================================
- * 対象のClassを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_class(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->class_;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.class_;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->class_;
- else
- return 0;
-}
-/*==========================================
- * 対象の方向を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_dir(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->dir;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->dir;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->dir;
- else
- return 0;
-}
-/*==========================================
- * 対象のレベルを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_lv(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->level;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.base_level;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->msd->pet.level;
- else
- return 0;
-}
-/*==========================================
- * 対象の射程を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_range(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].range;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->attackrange;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].range;
- else
- return 0;
-}
-/*==========================================
- * 対象のHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->hp;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.hp;
- else
- return 1;
-}
-/*==========================================
- * 対象のMHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_max_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_PC && ((struct map_session_data *)bl))
- return ((struct map_session_data *)bl)->status.max_hp;
- else {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int max_hp=1;
- if(bl->type==BL_MOB && ((struct mob_data*)bl)) {
- max_hp = mob_db[((struct mob_data*)bl)->class_].max_hp;
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- max_hp+=(((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv)*battle_get_vit(bl);
- if(mob_db[((struct mob_data*)bl)->class_].mexp > 0) {
- if(battle_config.mvp_hp_rate != 100)
- max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
- }
- else {
- if(battle_config.monster_hp_rate != 100)
- max_hp = (max_hp * battle_config.monster_hp_rate)/100;
- }
- }
- else if(bl->type==BL_PET && ((struct pet_data*)bl)) {
- max_hp = mob_db[((struct pet_data*)bl)->class_].max_hp;
- if(mob_db[((struct pet_data*)bl)->class_].mexp > 0) {
- if(battle_config.mvp_hp_rate != 100)
- max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
- }
- else {
- if(battle_config.monster_hp_rate != 100)
- max_hp = (max_hp * battle_config.monster_hp_rate)/100;
- }
- }
- if(sc_data) {
- if(sc_data[SC_APPLEIDUN].timer!=-1)
- max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1)
- +sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100;
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 4)
- max_hp += max_hp * 25 / 100;
- }
- if(max_hp < 1) max_hp = 1;
- return max_hp;
- }
- return 1;
-}
-/*==========================================
- * 対象のStrを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_str(struct block_list *bl)
-{
- int str=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && ((struct mob_data *)bl)) {
- str = mob_db[((struct mob_data *)bl)->class_].str;
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- str+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && ((struct map_session_data *)bl))
- return ((struct map_session_data *)bl)->paramc[0];
- else if(bl->type==BL_PET && ((struct pet_data *)bl))
- str = mob_db[((struct pet_data *)bl)->class_].str;
-
- if(sc_data) {
- if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
- str += 4;
- if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
- int race=battle_get_race(bl);
- if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) str >>= 1; // 悪 魔/不死
- else str += sc_data[SC_BLESSING].val1; // その他
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- str += 5;
- }
- if(str < 0) str = 0;
- return str;
-}
-/*==========================================
- * 対象のAgiを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-
-int battle_get_agi(struct block_list *bl)
-{
- int agi=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- agi=mob_db[((struct mob_data *)bl)->class_].agi;
- if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
- agi+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- agi=((struct map_session_data *)bl)->paramc[1];
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- agi=mob_db[((struct pet_data *)bl)->class_].agi;
-
- if(sc_data) {
- if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 &&
- bl->type != BL_PC) // 速度増加(PCはpc.cで)
- agi += 2+sc_data[SC_INCREASEAGI].val1;
-
- if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
- agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100;
-
- if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少
- agi -= 2+sc_data[SC_DECREASEAGI].val1;
-
- if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
- //agi >>= 1;
- //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
- //agi -= agib > 50 ? 50 : agib;
- agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- agi += 5;
- }
- if(agi < 0) agi = 0;
- return agi;
-}
-/*==========================================
- * 対象のVitを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_vit(struct block_list *bl)
-{
- int vit=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- vit=mob_db[((struct mob_data *)bl)->class_].vit;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- vit+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- vit=((struct map_session_data *)bl)->paramc[2];
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- vit=mob_db[((struct pet_data *)bl)->class_].vit;
- if(sc_data) {
- if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC)
- vit = vit*60/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- vit += 5;
- }
-
- if(vit < 0) vit = 0;
- return vit;
-}
-/*==========================================
- * 対象のIntを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_int(struct block_list *bl)
-{
- int int_=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl){
- int_=mob_db[((struct mob_data *)bl)->class_].int_;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- int_+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- int_=((struct map_session_data *)bl)->paramc[3];
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- int_=mob_db[((struct pet_data *)bl)->class_].int_;
-
- if(sc_data) {
- if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
- int race=battle_get_race(bl);
- if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) int_ >>= 1; // 悪 魔/不死
- else int_ += sc_data[SC_BLESSING].val1; // その他
- }
- if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
- int_ = int_*60/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- int_ += 5;
- }
- if(int_ < 0) int_ = 0;
- return int_;
-}
-/*==========================================
- * 対象のDexを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_dex(struct block_list *bl)
-{
- int dex=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- dex=mob_db[((struct mob_data *)bl)->class_].dex;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- dex+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- dex=((struct map_session_data *)bl)->paramc[4];
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- dex=mob_db[((struct pet_data *)bl)->class_].dex;
-
- if(sc_data) {
- if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
- dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
-
- if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
- int race=battle_get_race(bl);
- if(battle_check_undead(race,battle_get_elem_type(bl)) || race==6 ) dex >>= 1; // 悪 魔/不死
- else dex += sc_data[SC_BLESSING].val1; // その他
- }
-
- if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
- // dex >>= 1;
- //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
- //dex -= dexb > 50 ? 50 : dexb;
- dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- dex += 5;
- }
- if(dex < 0) dex = 0;
- return dex;
-}
-/*==========================================
- * 対象のLukを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_luk(struct block_list *bl)
-{
- int luk=0;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- luk=mob_db[((struct mob_data *)bl)->class_].luk;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- luk+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- luk=((struct map_session_data *)bl)->paramc[5];
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- luk=mob_db[((struct pet_data *)bl)->class_].luk;
-
- if(sc_data) {
- if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
- luk += 30;
- if(sc_data[SC_CURSE].timer!=-1 ) // 呪い
- luk=0;
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
- luk += 5;
- }
- if(luk < 0) luk = 0;
- return luk;
-}
-
-/*==========================================
- * 対象のFleeを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_flee(struct block_list *bl)
-{
- int flee=1;
- struct status_change *sc_data;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- flee=((struct map_session_data *)bl)->flee;
- else
- flee=battle_get_agi(bl) + battle_get_lv(bl);
-
- if(bl->type != BL_PC && sc_data){
- if(sc_data[SC_WHISTLE].timer!=-1)
- flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
- +(sc_data[SC_WHISTLE].val3>>16))/100;
- if(sc_data[SC_BLIND].timer!=-1)
- flee -= flee*25/100;
- if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
- flee += flee*(sc_data[SC_WINDWALK].val2)/100;
- if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
- flee -= flee*50/100;
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 13)
- flee += flee*5/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 7)
- flee = 0;
- }
- }
- if(flee < 1) flee = 1;
- return flee;
-}
-/*==========================================
- * 対象のHitを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_hit(struct block_list *bl)
-{
- int hit=1;
- struct status_change *sc_data;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- hit=((struct map_session_data *)bl)->hit;
- else
- hit=battle_get_dex(bl) + battle_get_lv(bl);
-
- if(bl->type != BL_PC && sc_data) {
- if(sc_data[SC_HUMMING].timer!=-1) //
- hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
- +sc_data[SC_HUMMING].val3)/100;
- if(sc_data[SC_BLIND].timer!=-1) // 呪い
- hit -= hit*25/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- hit += 3*(sc_data[SC_TRUESIGHT].val1);
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 14)
- hit += hit*5/100;
- }
- if(hit < 1) hit = 1;
- return hit;
-}
-/*==========================================
- * 対象の完全回避を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_flee2(struct block_list *bl)
-{
- int flee2=1;
- struct status_change *sc_data;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- flee2 = battle_get_luk(bl) + 10;
- flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10);
- }
- else
- flee2=battle_get_luk(bl)+1;
-
- if(sc_data) {
- if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC)
- flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
- +(sc_data[SC_WHISTLE].val3&0xffff))*10;
- }
- if(flee2 < 1) flee2 = 1;
- return flee2;
-}
-/*==========================================
- * 対象のクリティカルを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_critical(struct block_list *bl)
-{
- int critical=1;
- struct status_change *sc_data;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- critical = battle_get_luk(bl)*3 + 10;
- critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10);
- }
- else
- critical=battle_get_luk(bl)*3 + 1;
-
- if(sc_data) {
- if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC)
- critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
- +sc_data[SC_FORTUNE].val3)*10;
- if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
- critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
- if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト
- critical += critical*sc_data[SC_TRUESIGHT].val1/100;
- }
- if(critical < 1) critical = 1;
- return critical;
-}
-/*==========================================
- * base_atkの取得
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_baseatk(struct block_list *bl)
-{
- struct status_change *sc_data;
- int batk=1;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl) {
- batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
- if (((struct map_session_data *)bl)->status.weapon < 16)
- batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
- } else { //それ以外なら
- int str,dstr;
- str = battle_get_str(bl); //STR
- dstr = str/10;
- batk = dstr*dstr + str; //base_atkを計算する
- }
- if(sc_data) { //状態異常あり
- if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
- batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
- if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら
- batk -= batk*25/100; //base_atkが25%減少
- if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
- batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
- }
- if(batk < 1) batk = 1; //base_atkは最低でも1
- return batk;
-}
-/*==========================================
- * 対象のAtkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_atk(struct block_list *bl)
-{
- struct status_change *sc_data;
- int atk=0;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- atk = ((struct map_session_data*)bl)->watk;
- else if(bl->type==BL_MOB && (struct mob_data *)bl)
- atk = mob_db[((struct mob_data*)bl)->class_].atk1;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- atk = mob_db[((struct pet_data*)bl)->class_].atk1;
-
- if(bl->type != BL_PC && sc_data) {
- if(sc_data[SC_PROVOKE].timer!=-1)
- atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
- if(sc_data[SC_CURSE].timer!=-1)
- atk -= atk*25/100;
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 12)
- atk += atk*8/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 6)
- atk = 0;
- }
- }
- if(atk < 0) atk = 0;
- return atk;
-}
-/*==========================================
- * 対象の左手Atkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_atk_(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- int atk=((struct map_session_data*)bl)->watk_;
- return atk;
- }
- else
- return 0;
-}
-/*==========================================
- * 対象のAtk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_atk2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->watk2;
- else {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int atk2=0;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
- if(sc_data) {
- if( sc_data[SC_IMPOSITIO].timer!=-1)
- atk2 += sc_data[SC_IMPOSITIO].val1*5;
- if( sc_data[SC_PROVOKE].timer!=-1 )
- atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
- if( sc_data[SC_CURSE].timer!=-1 )
- atk2 -= atk2*25/100;
- if(sc_data[SC_DRUMBATTLE].timer!=-1)
- atk2 += sc_data[SC_DRUMBATTLE].val2;
- if(sc_data[SC_NIBELUNGEN].timer!=-1 && (battle_get_element(bl)/10) >= 8 )
- atk2 += sc_data[SC_NIBELUNGEN].val3;
- if(sc_data[SC_STRIPWEAPON].timer!=-1)
- atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
- }
- if(atk2 < 0) atk2 = 0;
- return atk2;
- }
- return 0;
-}
-/*==========================================
- * 対象の左手Atk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_atk_2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->watk_2;
- else
- return 0;
-}
-/*==========================================
- * 対象のMAtk1を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_matk1(struct block_list *bl)
-{
- struct status_change *sc_data;
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_MOB){
- int matk,int_=battle_get_int(bl);
- matk = int_+(int_/5)*(int_/5);
-
- if(sc_data)
- if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- return matk;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->matk1;
- else if(bl->type==BL_PET){
- int matk,int_=battle_get_int(bl);
- matk = int_+(int_/5)*(int_/5);
-
- if(sc_data)
- if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- return matk;
- }
- else
- return 0;
-}
-/*==========================================
- * 対象のMAtk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_matk2(struct block_list *bl)
-{
- struct status_change *sc_data=battle_get_sc_data(bl);
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB){
- int matk,int_=battle_get_int(bl);
- matk = int_+(int_/7)*(int_/7);
-
- if(sc_data)
- if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- return matk;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->matk2;
- else if(bl->type==BL_PET){
- int matk,int_=battle_get_int(bl);
- matk = int_+(int_/7)*(int_/7);
- if(sc_data)
- if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- return matk;
- }
- else
- return 0;
-}
-/*==========================================
- * 対象のDefを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_def(struct block_list *bl)
-{
- struct status_change *sc_data;
- int def=0,skilltimer=-1,skillid=0;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- def = ((struct map_session_data *)bl)->def;
- skilltimer = ((struct map_session_data *)bl)->skilltimer;
- skillid = ((struct map_session_data *)bl)->skillid;
- }
- else if(bl->type==BL_MOB && (struct mob_data *)bl) {
- def = mob_db[((struct mob_data *)bl)->class_].def;
- skilltimer = ((struct mob_data *)bl)->skilltimer;
- skillid = ((struct mob_data *)bl)->skillid;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- def = mob_db[((struct pet_data *)bl)->class_].def;
-
- if(def < 1000000) {
- if(sc_data) {
- //凍結、石化時は右シフト
- if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
- def >>= 1;
-
- if (bl->type != BL_PC) {
- //キーピング時はDEF100
- if( sc_data[SC_KEEPING].timer!=-1)
- def = 100;
- //プロボック時は減算
- if( sc_data[SC_PROVOKE].timer!=-1)
- def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
- //戦太鼓の響き時は加算
- if( sc_data[SC_DRUMBATTLE].timer!=-1)
- def += sc_data[SC_DRUMBATTLE].val3;
- //毒にかかっている時は減算
- if(sc_data[SC_POISON].timer!=-1)
- def = def*75/100;
- //ストリップシールド時は減算
- if(sc_data[SC_STRIPSHIELD].timer!=-1)
- def = def*sc_data[SC_STRIPSHIELD].val2/100;
- //シグナムクルシス時は減算
- if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
- def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
- //永遠の混沌時はDEF0になる
- if(sc_data[SC_ETERNALCHAOS].timer!=-1)
- def = 0;
- //コンセントレーション時は減算
- if( sc_data[SC_CONCENTRATION].timer!=-1)
- def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 11)
- def += def*25/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 5)
- def = 0;
- }
- }
- }
- //詠唱中は詠唱時減算率に基づいて減算
- if(skilltimer != -1) {
- int def_rate = skill_get_castdef(skillid);
- if(def_rate != 0)
- def = (def * (100 - def_rate))/100;
- }
- }
- if(def < 0) def = 0;
- return def;
-}
-/*==========================================
- * 対象のMDefを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_mdef(struct block_list *bl)
-{
- struct status_change *sc_data;
- int mdef=0;
-
- nullpo_retr(0, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- mdef = ((struct map_session_data *)bl)->mdef;
- else if(bl->type==BL_MOB && (struct mob_data *)bl)
- mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
-
- if(mdef < 1000000) {
- if(sc_data) {
- //バリアー状態時はMDEF100
- if(sc_data[SC_BARRIER].timer != -1)
- mdef = 100;
- //凍結、石化時は1.25倍
- if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
- mdef = mdef*125/100;
- if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
- }
- }
- if(mdef < 0) mdef = 0;
- return mdef;
-}
-/*==========================================
- * 対象のDef2を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int battle_get_def2(struct block_list *bl)
-{
- struct status_change *sc_data;
- int def2=1;
-
- nullpo_retr(1, bl);
- sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC)
- def2 = ((struct map_session_data *)bl)->def2;
- else if(bl->type==BL_MOB)
- def2 = mob_db[((struct mob_data *)bl)->class_].vit;
- else if(bl->type==BL_PET)
- def2 = mob_db[((struct pet_data *)bl)->class_].vit;
-
- if(bl->type != BL_PC && sc_data) {
- if( sc_data[SC_ANGELUS].timer!=-1)
- def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
- if( sc_data[SC_PROVOKE].timer!=-1)
- def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
- if(sc_data[SC_POISON].timer!=-1)
- def2 = def2*75/100;
- //コンセントレーション時は減算
- if( sc_data[SC_CONCENTRATION].timer!=-1)
- def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 11)
- def2 += def2*25/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 5)
- def2 = 0;
- }
- }
- if(def2 < 1) def2 = 1;
- return def2;
-}
-/*==========================================
- * 対象のMDef2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int battle_get_mdef2(struct block_list *bl)
-{
- int mdef2=0;
- struct status_change *sc_data=battle_get_sc_data(bl);
-
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
- else if(bl->type==BL_PC)
- mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
- else if(bl->type==BL_PET)
- mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
- if(sc_data) {
- if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
- }
- if(mdef2 < 0) mdef2 = 0;
- return mdef2;
-}
-/*==========================================
- * 対象のSpeed(移動速度)を返す(汎用)
- * 戻りは整数で1以上
- * Speedは小さいほうが移動速度が速い
- *------------------------------------------
- */
-int battle_get_speed(struct block_list *bl)
-{
- nullpo_retr(1000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->speed;
- else {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int speed = 1000;
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- speed = ((struct mob_data *)bl)->speed;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- speed = ((struct pet_data *)bl)->msd->petDB->speed;
-
- if(sc_data) {
- //速度増加時は25%減算
- if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
- speed -= speed*25/100;
- //速度減少時は25%加算
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- speed = speed*125/100;
- //クァグマイア時は50%加算
- if(sc_data[SC_QUAGMIRE].timer!=-1)
- speed = speed*3/2;
- //私を忘れないで…時は加算
- if(sc_data[SC_DONTFORGETME].timer!=-1)
- speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- //金剛時は25%加算
- if(sc_data[SC_STEELBODY].timer!=-1)
- speed = speed*125/100;
- //ディフェンダー時は加算
- // removed as of 12/14's patch [celest]
- /*if(sc_data[SC_DEFENDER].timer!=-1)
- speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
- //踊り状態は4倍遅い
- if(sc_data[SC_DANCING].timer!=-1 )
- speed *= 6;
- //呪い時は450加算
- if(sc_data[SC_CURSE].timer!=-1)
- speed = speed + 450;
- //ウィンドウォーク時はLv*2%減算
- if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1)
- speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
- if(sc_data[SC_SLOWDOWN].timer!=-1)
- speed = speed*150/100;
- if(sc_data[SC_SPEEDUP0].timer!=-1)
- speed -= speed*25/100;
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 8)
- speed = speed*125/100;
- }
- if(speed < 1) speed = 1;
- return speed;
- }
-
- return 1000;
-}
-/*==========================================
- * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
- * aDelayは小さいほうが攻撃速度が速い
- *------------------------------------------
- */
-int battle_get_adelay(struct block_list *bl)
-{
- nullpo_retr(4000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return (((struct map_session_data *)bl)->aspd<<1);
- else {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int adelay=4000,aspd_rate = 100,i;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
-
- if(sc_data) {
- //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
- if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
- if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- //使用者とパーティメンバーで格差が出る設定でなければ3割減算
- if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- //そうでなければ2.5割減算
- else
- aspd_rate -= 25;
- }
- //スピアクィッケン時は減算
- if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
- sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- //夕日のアサシンクロス時は減算
- if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
- //私を忘れないで…時は加算
- if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
- aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
- //金剛時25%加算
- if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
- aspd_rate += 25;
- //増速ポーション使用時は減算
- if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
- aspd_rate -= sc_data[i].val2;
- //ディフェンダー時は加算
- if(sc_data[SC_DEFENDER].timer != -1)
- adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 8)
- aspd_rate = aspd_rate*125/100;
- }
- if(aspd_rate != 100)
- adelay = adelay*aspd_rate/100;
- if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
- return adelay;
- }
- return 4000;
-}
-int battle_get_amotion(struct block_list *bl)
-{
- nullpo_retr(2000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->amotion;
- else {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int amotion=2000,aspd_rate = 100,i;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
-
- if(sc_data) {
- if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
- sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
- if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
- aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
- if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
- aspd_rate += 25;
- if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
- aspd_rate -= sc_data[i].val2;
- if(sc_data[SC_DEFENDER].timer != -1)
- amotion += (550 - sc_data[SC_DEFENDER].val1*50);
- }
- if(aspd_rate != 100)
- amotion = amotion*aspd_rate/100;
- if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
- return amotion;
- }
- return 2000;
-}
-int battle_get_dmotion(struct block_list *bl)
-{
- int ret;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data = battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl){
- ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
- if(battle_config.monster_damage_delay_rate != 100)
- ret = ret*battle_config.monster_damage_delay_rate/400;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl){
- ret=((struct map_session_data *)bl)->dmotion;
- if(battle_config.pc_damage_delay_rate != 100)
- ret = ret*battle_config.pc_damage_delay_rate/400;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
- else
- return 2000;
-
- if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
- (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
- ret=0;
-
- return ret;
-}
-int battle_get_element(struct block_list *bl)
-{
- int ret = 20;
- struct status_change *sc_data;
-
- nullpo_retr(ret, bl);
- sc_data = battle_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性
- ret=((struct mob_data *)bl)->def_ele;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret = mob_db[((struct pet_data *)bl)->class_].element;
-
- if(sc_data) {
- if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
- ret=26;
- if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
- ret=21;
- if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- ret=22;
- }
-
- return ret;
-}
-int battle_get_attack_element(struct block_list *bl)
-{
- int ret = 0;
- struct status_change *sc_data=battle_get_sc_data(bl);
-
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- ret=0;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- ret=((struct map_session_data *)bl)->atk_ele;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret=0;
-
- if(sc_data) {
- if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
- ret=1;
- if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
- ret=2;
- if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
- ret=3;
- if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
- ret=4;
- if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
- ret=5;
- if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
- ret=6;
- }
-
- return ret;
-}
-int battle_get_attack_element2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl) {
- int ret = ((struct map_session_data *)bl)->atk_ele_;
- struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
-
- if(sc_data) {
- if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
- ret=1;
- if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
- ret=2;
- if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
- ret=3;
- if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
- ret=4;
- if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
- ret=5;
- if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
- ret=6;
- }
- return ret;
- }
- return 0;
-}
-int battle_get_party_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.party_id;
- else if(bl->type==BL_MOB && (struct mob_data *)bl){
- struct mob_data *md=(struct mob_data *)bl;
- if( md->master_id>0 )
- return -md->master_id;
- return -md->bl.id;
- }
- else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
- return ((struct skill_unit *)bl)->group->party_id;
- else
- return 0;
-}
-int battle_get_guild_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.guild_id;
- else if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->class_;
- else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
- return ((struct skill_unit *)bl)->group->guild_id;
- else
- return 0;
-}
-int battle_get_race(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].race;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return 7;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].race;
- else
- return 0;
-}
-int battle_get_size(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].size;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return 1;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].size;
- else
- return 1;
-}
-int battle_get_mode(struct block_list *bl)
-{
- nullpo_retr(0x01, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].mode;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].mode;
- else
- return 0x01; // とりあえず動くということで1
-}
-
-int battle_get_mexp(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].mexp;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].mexp;
- else
- return 0;
-}
-
-// StatusChange系の所得
-struct status_change *battle_get_sc_data(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data*)bl)->sc_data;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->sc_data;
- return NULL;
-}
-short *battle_get_sc_count(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->sc_count;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->sc_count;
- return NULL;
-}
-short *battle_get_opt1(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt1;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt1;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt1;
- return 0;
-}
-short *battle_get_opt2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt2;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt2;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt2;
- return 0;
-}
-short *battle_get_opt3(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt3;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt3;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt3;
- return 0;
-}
-short *battle_get_option(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->option;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->status.option;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->option;
- return 0;
-}
-
-//-------------------------------------------------------------------
// ダメージの遅延
struct battle_delay_damage_ {
@@ -1386,7 +91,7 @@ int battle_delay_damage(unsigned int tick,struct block_list *src,struct block_li
int battle_damage(struct block_list *bl,struct block_list *target,int damage,int flag)
{
struct map_session_data *sd=NULL;
- struct status_change *sc_data=battle_get_sc_data(target);
+ struct status_change *sc_data=status_get_sc_data(target);
short *sc_count;
int i;
@@ -1409,14 +114,14 @@ int battle_damage(struct block_list *bl,struct block_list *target,int damage,int
if(damage<0)
return battle_heal(bl,target,-damage,0,flag);
- if(!flag && (sc_count=battle_get_sc_count(target))!=NULL && *sc_count>0){
+ if(!flag && (sc_count=status_get_sc_count(target))!=NULL && *sc_count>0){
// 凍結、石化、睡眠を消去
if(sc_data[SC_FREEZE].timer!=-1)
- skill_status_change_end(target,SC_FREEZE,-1);
+ status_change_end(target,SC_FREEZE,-1);
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- skill_status_change_end(target,SC_STONE,-1);
+ status_change_end(target,SC_STONE,-1);
if(sc_data[SC_SLEEP].timer!=-1)
- skill_status_change_end(target,SC_SLEEP,-1);
+ status_change_end(target,SC_SLEEP,-1);
}
if(target->type==BL_MOB){ // MOB
@@ -1539,12 +244,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
nullpo_retr(0, bl);
- class_ = battle_get_class(bl);
+ class_ = status_get_class(bl);
if(bl->type==BL_MOB) md=(struct mob_data *)bl;
else sd=(struct map_session_data *)bl;
- sc_data=battle_get_sc_data(bl);
- sc_count=battle_get_sc_count(bl);
+ sc_data=status_get_sc_data(bl);
+ sc_count=status_get_sc_count(bl);
if(sc_count!=NULL && *sc_count>0){
@@ -1570,28 +275,28 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc_data[SC_AETERNA].timer!=-1 && damage>0){ // レックスエーテルナ
damage<<=1;
- skill_status_change_end( bl,SC_AETERNA,-1 );
+ status_change_end( bl,SC_AETERNA,-1 );
}
//属性場のダメージ増加
if(sc_data[SC_VOLCANO].timer!=-1){ // ボルケーノ
if(flag&BF_SKILL && skill_get_pl(skill_num)==3)
damage += damage*sc_data[SC_VOLCANO].val4/100;
- else if(!flag&BF_SKILL && battle_get_attack_element(bl)==3)
+ else if(!flag&BF_SKILL && status_get_attack_element(bl)==3)
damage += damage*sc_data[SC_VOLCANO].val4/100;
}
if(sc_data[SC_VIOLENTGALE].timer!=-1){ // バイオレントゲイル
if(flag&BF_SKILL && skill_get_pl(skill_num)==4)
damage += damage*sc_data[SC_VIOLENTGALE].val4/100;
- else if(!flag&BF_SKILL && battle_get_attack_element(bl)==4)
+ else if(!flag&BF_SKILL && status_get_attack_element(bl)==4)
damage += damage*sc_data[SC_VIOLENTGALE].val4/100;
}
if(sc_data[SC_DELUGE].timer!=-1){ // デリュージ
if(flag&BF_SKILL && skill_get_pl(skill_num)==1)
damage += damage*sc_data[SC_DELUGE].val4/100;
- else if(!flag&BF_SKILL && battle_get_attack_element(bl)==1)
+ else if(!flag&BF_SKILL && status_get_attack_element(bl)==1)
damage += damage*sc_data[SC_DELUGE].val4/100;
}
@@ -1605,7 +310,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
clif_updatestatus(sd,SP_SP);
}
if(sd->status.sp<=0)
- skill_status_change_end( bl,SC_ENERGYCOAT,-1 );
+ status_change_end( bl,SC_ENERGYCOAT,-1 );
}
else
damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
@@ -1619,7 +324,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
else damage=-sc->val2;
}
if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT)
- skill_status_change_end(bl, SC_KYRIE, -1);
+ status_change_end(bl, SC_KYRIE, -1);
}
if(sc_data[SC_BASILICA].timer!=-1 && damage > 0){
@@ -1672,14 +377,14 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
//エフェクトもこれでいいのかわかんねぇ
clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1);
if((--sc_data[SC_REJECTSWORD].val2)<=0)
- skill_status_change_end(bl, SC_REJECTSWORD, -1);
+ status_change_end(bl, SC_REJECTSWORD, -1);
}
}
if(sc_data[SC_SPIDERWEB].timer!=-1 && damage > 0) // [Celest]
if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
- (!flag&BF_SKILL && battle_get_attack_element(src)==3)) {
+ (!flag&BF_SKILL && status_get_attack_element(src)==3)) {
damage<<=1;
- skill_status_change_end(bl, SC_SPIDERWEB, -1);
+ status_change_end(bl, SC_SPIDERWEB, -1);
}
if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC)
@@ -1777,14 +482,14 @@ int battle_calc_drain(int damage, int rate, int per, int val)
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
int damage,skill;
- int race=battle_get_race(target);
+ int race=status_get_race(target);
int weapon;
damage = 0;
nullpo_retr(0, sd);
// デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?)
- if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,battle_get_elem_type(target)) || race==6) )
+ if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
//damage += (skill * 3);
@@ -1903,9 +608,9 @@ static struct Damage battle_calc_pet_weapon_attack(
struct mob_data *tmd=NULL;
int hitrate,flee,cri = 0,atkmin,atkmax;
int luk,target_count = 1;
- int def1 = battle_get_def(target);
- int def2 = battle_get_def2(target);
- int t_vit = battle_get_vit(target);
+ int def1 = status_get_def(target);
+ int def2 = status_get_def2(target);
+ int t_vit = status_get_vit(target);
struct Damage wd;
int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
int flag,dmg_lv=0;
@@ -1919,8 +624,8 @@ static struct Damage battle_calc_pet_weapon_attack(
return wd;
}
- s_race=battle_get_race(src);
- s_ele=battle_get_attack_element(src);
+ s_race=status_get_race(src);
+ s_ele=status_get_attack_element(src);
// ターゲット
if(target->type == BL_MOB)
@@ -1929,15 +634,15 @@ static struct Damage battle_calc_pet_weapon_attack(
memset(&wd,0,sizeof(wd));
return wd;
}
- t_race=battle_get_race( target );
- t_size=battle_get_size( target );
- t_mode=battle_get_mode( target );
- t_sc_data=battle_get_sc_data( target );
+ t_race=status_get_race( target );
+ t_size=status_get_size( target );
+ t_mode=status_get_mode( target );
+ t_sc_data=status_get_sc_data( target );
flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
// 回避率計算、回避判定は後で
- flee = battle_get_flee(target);
+ flee = status_get_flee(target);
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
if(battle_config.agi_penalty_type > 0) {
@@ -1949,32 +654,32 @@ static struct Damage battle_calc_pet_weapon_attack(
if(flee < 1) flee = 1;
}
}
- hitrate=battle_get_hit(src) - flee + 80;
+ hitrate=status_get_hit(src) - flee + 80;
type=0; // normal
div_ = 1; // single attack
- luk=battle_get_luk(src);
+ luk=status_get_luk(src);
if(battle_config.pet_str)
- damage = battle_get_baseatk(src);
+ damage = status_get_baseatk(src);
else
damage = 0;
if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
- atkmin = battle_get_matk1(src);
- atkmax = battle_get_matk2(src);
+ atkmin = status_get_matk1(src);
+ atkmax = status_get_matk2(src);
}else{
- atkmin = battle_get_atk(src);
- atkmax = battle_get_atk2(src);
+ atkmin = status_get_atk(src);
+ atkmax = status_get_atk2(src);
}
if(mob_db[pd->class_].range>3 )
flag=(flag&~BF_RANGEMASK)|BF_LONG;
if(atkmin > atkmax) atkmin = atkmax;
- cri = battle_get_critical(src);
- cri -= battle_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*3
+ cri = status_get_critical(src);
+ cri -= status_get_luk(target) * 2; // luk/5*10 => target_luk*2 not target_luk*3
if(battle_config.enemy_critical_rate != 100) {
cri = cri*battle_config.enemy_critical_rate/100;
if(cri < 1)
@@ -2286,22 +991,22 @@ static struct Damage battle_calc_pet_weapon_attack(
// 属 性の適用
if(skill_num != 0 || s_ele != 0 || !battle_config.pet_attack_attr_none)
- damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );
+ damage=battle_attr_fix(damage, s_ele, status_get_element(target) );
if(skill_num==PA_PRESSURE) /* プレッシャー 必中? */
damage = 500+300*skill_lv;
// インベナム修正
if(skill_num==TF_POISON){
- damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, status_get_element(target) );
}
if(skill_num==MC_CARTREVOLUTION){
- damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ damage = battle_attr_fix(damage, 0, status_get_element(target) );
}
// 完全回避の判定
if(battle_config.enemy_perfect_flee) {
- if(skill_num == 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ if(skill_num == 0 && tmd!=NULL && rand()%1000 < status_get_flee2(target) ){
damage=0;
type=0x0b;
dmg_lv = ATK_LUCKY;
@@ -2319,10 +1024,10 @@ static struct Damage battle_calc_pet_weapon_attack(
wd.damage2=0;
wd.type=type;
wd.div_=div_;
- wd.amotion=battle_get_amotion(src);
+ wd.amotion=status_get_amotion(src);
if(skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
- wd.dmotion=battle_get_dmotion(target);
+ wd.dmotion=status_get_dmotion(target);
wd.blewcount=blewcount;
wd.flag=flag;
wd.dmg_lv=dmg_lv;
@@ -2337,9 +1042,9 @@ static struct Damage battle_calc_mob_weapon_attack(
struct mob_data* md=(struct mob_data *)src,*tmd=NULL;
int hitrate,flee,cri = 0,atkmin,atkmax;
int luk,target_count = 1;
- int def1 = battle_get_def(target);
- int def2 = battle_get_def2(target);
- int t_vit = battle_get_vit(target);
+ int def1 = status_get_def(target);
+ int def2 = status_get_def2(target);
+ int t_vit = status_get_vit(target);
struct Damage wd;
int damage,damage2=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
int flag,skill,ac_flag = 0,dmg_lv = 0;
@@ -2355,35 +1060,35 @@ static struct Damage battle_calc_mob_weapon_attack(
return wd;
}
- s_race=battle_get_race(src);
- s_ele=battle_get_attack_element(src);
- sc_data=battle_get_sc_data(src);
- sc_count=battle_get_sc_count(src);
- option=battle_get_option(src);
- opt1=battle_get_opt1(src);
- opt2=battle_get_opt2(src);
+ s_race = status_get_race(src);
+ s_ele = status_get_attack_element(src);
+ sc_data = status_get_sc_data(src);
+ sc_count = status_get_sc_count(src);
+ option = status_get_option(src);
+ opt1 = status_get_opt1(src);
+ opt2 = status_get_opt2(src);
// ターゲット
- if(target->type==BL_PC)
- tsd=(struct map_session_data *)target;
- else if(target->type==BL_MOB)
- tmd=(struct mob_data *)target;
- t_race=battle_get_race( target );
- t_size=battle_get_size( target );
- t_mode=battle_get_mode( target );
- t_sc_data=battle_get_sc_data( target );
-
- if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
- (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) {
+ if(target->type == BL_PC)
+ tsd = (struct map_session_data *)target;
+ else if(target->type == BL_MOB)
+ tmd = (struct mob_data *)target;
+ t_race = status_get_race( target );
+ t_size = status_get_size( target );
+ t_mode = status_get_mode( target );
+ t_sc_data = status_get_sc_data( target );
+
+ if(skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
+ (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) {
if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) {
- int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target);
+ int dir = map_calc_dir(src,target->x,target->y),t_dir = status_get_dir(target);
int dist = distance(src->x,src->y,target->x,target->y);
if(dist <= 0 || map_check_dir(dir,t_dir) ) {
memset(&wd,0,sizeof(wd));
t_sc_data[SC_AUTOCOUNTER].val3 = 0;
t_sc_data[SC_AUTOCOUNTER].val4 = 1;
if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) {
- int range = battle_get_range(target);
+ int range = status_get_range(target);
if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) ||
(target->type == BL_MOB && range <= 3 && dist <= range+1) )
t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
@@ -2400,7 +1105,7 @@ static struct Damage battle_calc_mob_weapon_attack(
flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
// 回避率計算、回避判定は後で
- flee = battle_get_flee(target);
+ flee = status_get_flee(target);
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
if(battle_config.agi_penalty_type > 0) {
@@ -2412,23 +1117,23 @@ static struct Damage battle_calc_mob_weapon_attack(
if(flee < 1) flee = 1;
}
}
- hitrate=battle_get_hit(src) - flee + 80;
+ hitrate=status_get_hit(src) - flee + 80;
type=0; // normal
div_ = 1; // single attack
- luk=battle_get_luk(src);
+ luk=status_get_luk(src);
if(battle_config.enemy_str)
- damage = battle_get_baseatk(src);
+ damage = status_get_baseatk(src);
else
damage = 0;
if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
- atkmin = battle_get_matk1(src);
- atkmax = battle_get_matk2(src);
+ atkmin = status_get_matk1(src);
+ atkmax = status_get_matk2(src);
}else{
- atkmin = battle_get_atk(src);
- atkmax = battle_get_atk2(src);
+ atkmin = status_get_atk(src);
+ atkmax = status_get_atk2(src);
}
if(mob_db[md->class_].range>3 )
flag=(flag&~BF_RANGEMASK)|BF_LONG;
@@ -2439,8 +1144,8 @@ static struct Damage battle_calc_mob_weapon_attack(
atkmin=atkmax;
}
- cri = battle_get_critical(src);
- cri -= battle_get_luk(target) * 3;
+ cri = status_get_critical(src);
+ cri -= status_get_luk(target) * 3;
if(battle_config.enemy_critical_rate != 100) {
cri = cri*battle_config.enemy_critical_rate/100;
if(cri < 1)
@@ -2736,7 +1441,7 @@ static struct Damage battle_calc_mob_weapon_attack(
}
}
t_def = def2*8/10;
- if(battle_check_undead(s_race,battle_get_elem_type(src)) || s_race==6)
+ if(battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6)
if(tsd && (skill=pc_checkskill(tsd,AL_DP)) > 0 )
t_def += skill* (int) (3 + (tsd->status.base_level+1)*0.04); // submitted by orn
//t_def += skill*3;
@@ -2814,10 +1519,10 @@ static struct Damage battle_calc_mob_weapon_attack(
// 属 性の適用
if (!((battle_config.mob_ghostring_fix == 1) &&
- (battle_get_elem_type(target) == 8) &&
+ (status_get_elem_type(target) == 8) &&
(target->type==BL_PC))) // [MouseJstr]
if(skill_num != 0 || s_ele != 0 || !battle_config.mob_attack_attr_none)
- damage=battle_attr_fix(damage, s_ele, battle_get_element(target) );
+ damage=battle_attr_fix(damage, s_ele, status_get_element(target) );
//if(sc_data && sc_data[SC_AURABLADE].timer!=-1) /* オーラブレード 必中 */
// damage += sc_data[SC_AURABLADE].val1 * 10;
@@ -2826,21 +1531,21 @@ static struct Damage battle_calc_mob_weapon_attack(
// インベナム修正
if(skill_num==TF_POISON){
- damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, status_get_element(target) );
}
if(skill_num==MC_CARTREVOLUTION){
- damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ damage = battle_attr_fix(damage, 0, status_get_element(target) );
}
// 完全回避の判定
- if(skill_num == 0 && tsd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ if(skill_num == 0 && tsd!=NULL && rand()%1000 < status_get_flee2(target) ){
damage=0;
type=0x0b;
dmg_lv = ATK_LUCKY;
}
if(battle_config.enemy_perfect_flee) {
- if(skill_num == 0 && tmd!=NULL && rand()%1000 < battle_get_flee2(target) ){
+ if(skill_num == 0 && tmd!=NULL && rand()%1000 < status_get_flee2(target) ){
damage=0;
type=0x0b;
dmg_lv = ATK_LUCKY;
@@ -2861,10 +1566,10 @@ static struct Damage battle_calc_mob_weapon_attack(
wd.damage2=0;
wd.type=type;
wd.div_=div_;
- wd.amotion=battle_get_amotion(src);
+ wd.amotion=status_get_amotion(src);
if(skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
- wd.dmotion=battle_get_dmotion(target);
+ wd.dmotion=status_get_dmotion(target);
wd.blewcount=blewcount;
wd.flag=flag;
wd.dmg_lv=dmg_lv;
@@ -2883,10 +1588,10 @@ static struct Damage battle_calc_pc_weapon_attack(
int hitrate,flee,cri = 0,atkmin,atkmax;
int dex,luk,target_count = 1;
int no_cardfix=0;
- int def1 = battle_get_def(target);
- int def2 = battle_get_def2(target);
+ int def1 = status_get_def(target);
+ int def2 = status_get_def2(target);
// int mdef1, mdef2;
- int t_vit = battle_get_vit(target);
+ int t_vit = status_get_vit(target);
struct Damage wd;
int damage,damage2,damage3=0,damage4=0,type,div_,blewcount=skill_get_blewcount(skill_num,skill_lv);
int flag,skill,dmg_lv = 0;
@@ -2908,14 +1613,14 @@ static struct Damage battle_calc_pc_weapon_attack(
// アタッカー
- s_race=battle_get_race(src); //種族
- s_ele=battle_get_attack_element(src); //属性
- s_ele_=battle_get_attack_element2(src); //左手属性
- sc_data=battle_get_sc_data(src); //ステータス異常
- sc_count=battle_get_sc_count(src); //ステータス異常の数
- option=battle_get_option(src); //鷹とかペコとかカートとか
- opt1=battle_get_opt1(src); //石化、凍結、スタン、睡眠、暗闇
- opt2=battle_get_opt2(src); //毒、呪い、沈黙、暗闇?
+ s_race=status_get_race(src); //種族
+ s_ele=status_get_attack_element(src); //属性
+ s_ele_=status_get_attack_element2(src); //左手属性
+ sc_data=status_get_sc_data(src); //ステータス異常
+ sc_count=status_get_sc_count(src); //ステータス異常の数
+ option=status_get_option(src); //鷹とかペコとかカートとか
+ opt1=status_get_opt1(src); //石化、凍結、スタン、睡眠、暗闇
+ opt2=status_get_opt2(src); //毒、呪い、沈黙、暗闇?
if(skill_num != CR_GRANDCROSS) //グランドクロスでないなら
sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃
@@ -2925,24 +1630,24 @@ static struct Damage battle_calc_pc_weapon_attack(
tsd=(struct map_session_data *)target; //tsdに代入(tmdはNULL)
else if(target->type==BL_MOB) //対象がMobなら
tmd=(struct mob_data *)target; //tmdに代入(tsdはNULL)
- t_race=battle_get_race( target ); //対象の種族
- t_ele=battle_get_elem_type(target); //対象の属性
- t_size=battle_get_size( target ); //対象のサイズ
- t_mode=battle_get_mode( target ); //対象のMode
- t_sc_data=battle_get_sc_data( target ); //対象のステータス異常
+ t_race=status_get_race( target ); //対象の種族
+ t_ele=status_get_elem_type(target); //対象の属性
+ t_size=status_get_size( target ); //対象のサイズ
+ t_mode=status_get_mode( target ); //対象のMode
+ t_sc_data=status_get_sc_data( target ); //対象のステータス異常
//オートカウンター処理ここから
- if((skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
- (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) && skill_lv >= 0) {
+ if(skill_num == 0 || (target->type == BL_PC && battle_config.pc_auto_counter_type&2) ||
+ (target->type == BL_MOB && battle_config.monster_auto_counter_type&2)) {
if(skill_num != CR_GRANDCROSS && t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) { //グランドクロスでなく、対象がオートカウンター状態の場合
- int dir = map_calc_dir(src,target->x,target->y),t_dir = battle_get_dir(target);
+ int dir = map_calc_dir(src,target->x,target->y),t_dir = status_get_dir(target);
int dist = distance(src->x,src->y,target->x,target->y);
if(dist <= 0 || map_check_dir(dir,t_dir) ) { //対象との距離が0以下、または対象の正面?
memset(&wd,0,sizeof(wd));
t_sc_data[SC_AUTOCOUNTER].val3 = 0;
t_sc_data[SC_AUTOCOUNTER].val4 = 1;
if(sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) { //自分がオートカウンター状態
- int range = battle_get_range(target);
+ int range = status_get_range(target);
if((target->type == BL_PC && ((struct map_session_data *)target)->status.weapon != 11 && dist <= range+1) || //対象がPCで武器が弓矢でなく射程内
(target->type == BL_MOB && range <= 3 && dist <= range+1) ) //または対象がMobで射程が3以下で射程内
t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
@@ -2961,7 +1666,7 @@ static struct Damage battle_calc_pc_weapon_attack(
flag=BF_SHORT|BF_WEAPON|BF_NORMAL; // 攻撃の種類の設定
// 回避率計算、回避判定は後で
- flee = battle_get_flee(target);
+ flee = status_get_flee(target);
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) //AGI、VITペナルティ設定が有効
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); //対象の数を算出
if(battle_config.agi_penalty_type > 0) {
@@ -2973,20 +1678,20 @@ static struct Damage battle_calc_pc_weapon_attack(
if(flee < 1) flee = 1; //回避率は最低でも1
}
}
- hitrate=battle_get_hit(src) - flee + 80; //命中率計算
+ hitrate=status_get_hit(src) - flee + 80; //命中率計算
type=0; // normal
div_ = 1; // single attack
- dex=battle_get_dex(src); //DEX
- luk=battle_get_luk(src); //LUK
- watk = battle_get_atk(src); //ATK
- watk_ = battle_get_atk_(src); //ATK左手
+ dex=status_get_dex(src); //DEX
+ luk=status_get_luk(src); //LUK
+ watk = status_get_atk(src); //ATK
+ watk_ = status_get_atk_(src); //ATK左手
if(skill_num==HW_MAGICCRASHER){ /* マジッククラッシャーはMATKで殴る */
- damage = damage2 = battle_get_matk1(src); //damega,damega2初登場、base_atkの取得
+ damage = damage2 = status_get_matk1(src); //damega,damega2初登場、base_atkの取得
}else{
- damage = damage2 = battle_get_baseatk(&sd->bl); //damega,damega2初登場、base_atkの取得
+ damage = damage2 = status_get_baseatk(&sd->bl); //damega,damega2初登場、base_atkの取得
}
atkmin = atkmin_ = dex; //最低ATKはDEXで初期化?
sd->state.arrow_atk = 0; //arrow_atk初期化
@@ -3050,14 +1755,14 @@ static struct Damage battle_calc_pc_weapon_attack(
if(da == 0){ //ダブルアタックが発動していない
// クリティカル計算
- cri = battle_get_critical(src);
+ cri = status_get_critical(src);
if(sd->state.arrow_atk)
cri += sd->arrow_cri;
if(sd->status.weapon == 16)
// カタールの場合、クリティカルを倍に
cri <<=1;
- cri -= battle_get_luk(target) * 3;
+ cri -= status_get_luk(target) * 3;
if(t_sc_data != NULL && t_sc_data[SC_SLEEP].timer!=-1 ) // 睡眠中はクリティカルが倍に
cri <<=1;
if(ac_flag) cri = 1000;
@@ -3554,12 +2259,12 @@ static struct Damage battle_calc_pc_weapon_attack(
break;
case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
if(sd){
-/* int mdef1=battle_get_mdef(target);
- int mdef2=battle_get_mdef2(target);
+/* int mdef1=status_get_mdef(target);
+ int mdef2=status_get_mdef2(target);
int imdef_flag=0;
- damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
- damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
+ damage = ((damage * 5) + (skill_lv * status_get_int(src) * 5) + rand()%500 + 500) /2;
+ damage2 = ((damage2 * 5) + (skill_lv * status_get_int(src) * 5) + rand()%500 + 500) /2;
damage3 = damage;
// physical damage can miss
hitrate = 1000000;*/
@@ -3570,7 +2275,7 @@ static struct Damage battle_calc_pc_weapon_attack(
// element modifier added right after this
// calculate magic part of damage
- damage3 = skill_lv * battle_get_int(src) * 5;
+ damage3 = skill_lv * status_get_int(src) * 5;
// ignores magic defense now [Celest]
/*if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
@@ -3595,7 +2300,7 @@ static struct Damage battle_calc_pc_weapon_attack(
if(damage3<1)
damage3=1;
- damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );*/
+ damage3=battle_attr_fix(damage2,s_ele_, status_get_element(target) );*/
flag=(flag&~BF_RANGEMASK)|BF_LONG;
}
@@ -3679,7 +2384,7 @@ static struct Damage battle_calc_pc_weapon_attack(
}
// sacrifice works on boss monsters, and does 9% damage to self [Celest]
if (!skill_num && /*!(t_mode&0x20) &&*/ sc_data[SC_SACRIFICE].timer != -1) {
- int mhp = battle_get_max_hp(src);
+ int mhp = status_get_max_hp(src);
int dmg = mhp * 9/100;
pc_heal(sd, -dmg, 0);
damage = dmg * (90 + sc_data[SC_SACRIFICE].val1 * 10) / 100;
@@ -3689,21 +2394,21 @@ static struct Damage battle_calc_pc_weapon_attack(
s_ele_ = 0;
sc_data[SC_SACRIFICE].val2 --;
if (sc_data[SC_SACRIFICE].val2 == 0)
- skill_status_change_end(src, SC_SACRIFICE,-1);
+ status_change_end(src, SC_SACRIFICE,-1);
}
}
// 精錬ダメージの追加
if( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { //DEF, VIT無視
- damage += battle_get_atk2(src);
- damage2 += battle_get_atk_2(src);
+ damage += status_get_atk2(src);
+ damage2 += status_get_atk_2(src);
}
if(skill_num == CR_SHIELDBOOMERANG) {
if(sd->equip_index[8] >= 0) {
int index = sd->equip_index[8];
if(sd->inventory_data[index] && sd->inventory_data[index]->type == 5) {
damage += sd->inventory_data[index]->weight/10;
- damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1);
+ damage += sd->status.inventory[index].refine * status_getrefinebonus(0,1);
}
}
}
@@ -3712,7 +2417,7 @@ static struct Damage battle_calc_pc_weapon_attack(
int index = sd->equip_index[9];
if(sd->inventory_data[index] && sd->inventory_data[index]->type == 4) {
damage += (int)(double)(sd->inventory_data[index]->weight*(0.8*skill_lv*4/10));
- damage += sd->status.inventory[index].refine * pc_getrefinebonus(0,1);
+ damage += sd->status.inventory[index].refine * status_getrefinebonus(0,1);
}
}
}
@@ -3805,7 +2510,7 @@ static struct Damage battle_calc_pc_weapon_attack(
cardfix=cardfix*(100+sd->addrace[11]+sd->arrow_addrace[11])/100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり)
}
//特定Class用補正処理(少女の日記→ボンゴン用?)
- t_class = battle_get_class(target);
+ t_class = status_get_class(target);
for(i=0;i<sd->add_damage_class_count;i++) {
if(sd->add_damage_classid[i] == t_class) {
cardfix=cardfix*(100+sd->add_damage_classrate[i])/100;
@@ -3851,7 +2556,7 @@ static struct Damage battle_calc_pc_weapon_attack(
cardfix=100;
cardfix=cardfix*(100-tsd->subrace[s_race])/100; // 種族によるダメージ耐性
cardfix=cardfix*(100-tsd->subele[s_ele])/100; // 属性によるダメージ耐性
- if(battle_get_mode(src) & 0x20)
+ if(status_get_mode(src) & 0x20)
cardfix=cardfix*(100-tsd->subrace[10])/100; //ボスからの攻撃はダメージ減少
else
cardfix=cardfix*(100-tsd->subrace[11])/100; //ボス以外からの攻撃はダメージ減少
@@ -3898,8 +2603,8 @@ static struct Damage battle_calc_pc_weapon_attack(
if(damage2 < 0) damage2 = 0;
// 属 性の適用
- damage=battle_attr_fix(damage,s_ele, battle_get_element(target) );
- damage2=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );
+ damage=battle_attr_fix(damage,s_ele, status_get_element(target) );
+ damage2=battle_attr_fix(damage2,s_ele_, status_get_element(target) );
// 星のかけら、気球の適用
damage += sd->star;
@@ -3918,9 +2623,9 @@ static struct Damage battle_calc_pc_weapon_attack(
// >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ!
// >map_session_data に左手ダメージ(atk,atk2)追加して
- // >pc_calcstatus()でやるべきかな?
+ // >status_calc_pc()でやるべきかな?
// map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して
- // pc_calcstatus()でデータを入力しています
+ // status_calc_pc()でデータを入力しています
//左手のみ武器装備
if(sd->weapontype1 == 0 && sd->weapontype2 > 0) {
@@ -3959,14 +2664,14 @@ static struct Damage battle_calc_pc_weapon_attack(
// インベナム修正
if(skill_num==TF_POISON){
- damage = battle_attr_fix(damage + 15*skill_lv, s_ele, battle_get_element(target) );
+ damage = battle_attr_fix(damage + 15*skill_lv, s_ele, status_get_element(target) );
}
if(skill_num==MC_CARTREVOLUTION){
- damage = battle_attr_fix(damage, 0, battle_get_element(target) );
+ damage = battle_attr_fix(damage, 0, status_get_element(target) );
}
// 完全回避の判定
- if(skill_num == 0 && tsd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ){
+ if(skill_num == 0 && tsd!=NULL && div_ < 255 && rand()%1000 < status_get_flee2(target) ){
damage=damage2=0;
type=0x0b;
dmg_lv = ATK_LUCKY;
@@ -3974,7 +2679,7 @@ static struct Damage battle_calc_pc_weapon_attack(
// 対象が完全回避をする設定がONなら
if(battle_config.enemy_perfect_flee) {
- if(skill_num == 0 && tmd!=NULL && div_ < 255 && rand()%1000 < battle_get_flee2(target) ) {
+ if(skill_num == 0 && tmd!=NULL && div_ < 255 && rand()%1000 < status_get_flee2(target) ) {
damage=damage2=0;
type=0x0b;
dmg_lv = ATK_LUCKY;
@@ -4054,10 +2759,10 @@ static struct Damage battle_calc_pc_weapon_attack(
wd.damage2=damage2;
wd.type=type;
wd.div_=div_;
- wd.amotion=battle_get_amotion(src);
+ wd.amotion=status_get_amotion(src);
if(skill_num == KN_AUTOCOUNTER)
wd.amotion >>= 1;
- wd.dmotion=battle_get_dmotion(target);
+ wd.dmotion=status_get_dmotion(target);
wd.blewcount=blewcount;
wd.flag=flag;
wd.dmg_lv=dmg_lv;
@@ -4105,7 +2810,7 @@ struct Damage battle_calc_weapon_attack(
if (target->type == BL_PC)
pc_breakweapon((struct map_session_data *)target);
else
- skill_status_change_start(target,SC_STRIPWEAPON,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
+ status_change_start(target,SC_STRIPWEAPON,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
}
breakrate_ = 70*sd->sc_data[SC_MELTDOWN].val1;
@@ -4113,7 +2818,7 @@ struct Damage battle_calc_weapon_attack(
if (target->type == BL_PC)
pc_breakarmor((struct map_session_data *)target);
else
- skill_status_change_start(target,SC_STRIPSHIELD,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
+ status_change_start(target,SC_STRIPSHIELD,1,75,0,0,skill_get_time2(WS_MELTDOWN,1),0 );
}
}
if(sd->sc_data[SC_OVERTHRUST].timer!=-1)
@@ -4138,8 +2843,8 @@ struct Damage battle_calc_weapon_attack(
struct Damage battle_calc_magic_attack(
struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
- int mdef1=battle_get_mdef(target);
- int mdef2=battle_get_mdef2(target);
+ int mdef1=status_get_mdef(target);
+ int mdef2=status_get_mdef2(target);
int matk1,matk2,damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv),rdamage = 0;
struct Damage md;
int aflag;
@@ -4162,13 +2867,13 @@ struct Damage battle_calc_magic_attack(
return md;
}
- matk1=battle_get_matk1(bl);
- matk2=battle_get_matk2(bl);
+ matk1=status_get_matk1(bl);
+ matk2=status_get_matk2(bl);
ele = skill_get_pl(skill_num);
- race = battle_get_race(bl);
- t_ele = battle_get_elem_type(target);
- t_race = battle_get_race(target);
- t_mode = battle_get_mode(target);
+ race = status_get_race(bl);
+ t_ele = status_get_elem_type(target);
+ t_race = status_get_race(target);
+ t_mode = status_get_mode(target);
#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); }
@@ -4206,10 +2911,10 @@ struct Damage battle_calc_magic_attack(
case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド
if(target->type != BL_PC && battle_check_undead(t_race,t_ele)){
int hp, mhp, thres;
- hp = battle_get_hp(target);
- mhp = battle_get_max_hp(target);
- thres = (skill_lv * 20) + battle_get_luk(bl)+
- battle_get_int(bl) + battle_get_lv(bl)+
+ hp = status_get_hp(target);
+ mhp = status_get_max_hp(target);
+ thres = (skill_lv * 20) + status_get_luk(bl)+
+ status_get_int(bl) + status_get_lv(bl)+
((200 - hp * 200 / mhp));
if(thres > 700) thres = 700;
// if(battle_config.battle_log)
@@ -4217,7 +2922,7 @@ struct Damage battle_calc_magic_attack(
if(rand()%1000 < thres && !(t_mode&0x20)) // 成功
damage = hp;
else // 失敗
- damage = battle_get_lv(bl) + battle_get_int(bl) + skill_lv * 10;
+ damage = status_get_lv(bl) + status_get_int(bl) + skill_lv * 10;
}
normalmagic_flag=0;
break;
@@ -4355,7 +3060,7 @@ struct Damage battle_calc_magic_attack(
cardfix=cardfix*(100+sd->magic_addrace[10])/100;
else
cardfix=cardfix*(100+sd->magic_addrace[11])/100;
- t_class = battle_get_class(target);
+ t_class = status_get_class(target);
for(i=0;i<sd->add_magic_damage_class_count;i++) {
if(sd->add_magic_damage_classid[i] == t_class) {
cardfix=cardfix*(100+sd->add_magic_damage_classrate[i])/100;
@@ -4366,12 +3071,12 @@ struct Damage battle_calc_magic_attack(
}
if( tsd ){
- int s_class = battle_get_class(bl);
+ int s_class = status_get_class(bl);
cardfix=100;
cardfix=cardfix*(100-tsd->subele[ele])/100; // 属 性によるダメージ耐性
cardfix=cardfix*(100-tsd->subrace[race])/100; // 種族によるダメージ耐性
cardfix=cardfix*(100-tsd->magic_subrace[race])/100;
- if(battle_get_mode(bl) & 0x20)
+ if(status_get_mode(bl) & 0x20)
cardfix=cardfix*(100-tsd->magic_subrace[10])/100;
else
cardfix=cardfix*(100-tsd->magic_subrace[11])/100;
@@ -4386,13 +3091,13 @@ struct Damage battle_calc_magic_attack(
}
if(damage < 0) damage = 0;
- damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属 性修正
+ damage=battle_attr_fix(damage, ele, status_get_element(target) ); // 属 性修正
if(skill_num == CR_GRANDCROSS) { // グランドクロス
struct Damage wd;
wd=battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
damage = (damage + wd.damage) * (100 + 40*skill_lv)/100;
- if(battle_config.gx_dupele) damage=battle_attr_fix(damage, ele, battle_get_element(target) ); //属性2回かかる
+ if(battle_config.gx_dupele) damage=battle_attr_fix(damage, ele, status_get_element(target) ); //属性2回かかる
if(bl==target) damage=damage/2; //反動は半分
}
@@ -4426,8 +3131,8 @@ struct Damage battle_calc_magic_attack(
md.damage=damage;
md.div_=div_;
- md.amotion=battle_get_amotion(bl);
- md.dmotion=battle_get_dmotion(target);
+ md.amotion=status_get_amotion(bl);
+ md.dmotion=status_get_dmotion(target);
md.damage2=0;
md.type=0;
md.blewcount=blewcount;
@@ -4443,9 +3148,9 @@ struct Damage battle_calc_magic_attack(
struct Damage battle_calc_misc_attack(
struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
{
- int int_=battle_get_int(bl);
-// int luk=battle_get_luk(bl);
- int dex=battle_get_dex(bl);
+ int int_=status_get_int(bl);
+// int luk=status_get_luk(bl);
+ int dex=status_get_dex(bl);
int skill,ele,race,cardfix;
struct map_session_data *sd=NULL,*tsd=NULL;
int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
@@ -4494,7 +3199,7 @@ struct Damage battle_calc_misc_attack(
damage=(dex/10+int_/2+skill*3+40)*2;
if(flag > 1)
damage /= flag;
- if(battle_get_mode(target) & 0x40)
+ if(status_get_mode(target) & 0x40)
damage = 1;
break;
@@ -4508,7 +3213,7 @@ struct Damage battle_calc_misc_attack(
break;
case NPC_SELFDESTRUCTION: // 自爆
- damage=battle_get_hp(bl)-(bl==target?1:0);
+ damage=status_get_hp(bl)-(bl==target?1:0);
damagefix=0;
break;
@@ -4519,8 +3224,8 @@ struct Damage battle_calc_misc_attack(
case NPC_DARKBREATH:
{
- struct status_change *sc_data = battle_get_sc_data(target);
- int hitrate=battle_get_hit(bl) - battle_get_flee(target) + 80;
+ struct status_change *sc_data = status_get_sc_data(target);
+ int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 ||
sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) )
@@ -4543,13 +3248,13 @@ struct Damage battle_calc_misc_attack(
#endif
if(flag > 1)
damage /= flag;
- if(battle_get_mode(target) & 0x40)
+ if(status_get_mode(target) & 0x40)
damage = 1;
break;
}
ele = skill_get_pl(skill_num);
- race = battle_get_race(bl);
+ race = status_get_race(bl);
if(damagefix){
if(damage<1 && skill_num != NPC_DARKBREATH)
@@ -4563,14 +3268,14 @@ struct Damage battle_calc_misc_attack(
damage=damage*cardfix/100;
}
if(damage < 0) damage = 0;
- damage=battle_attr_fix(damage, ele, battle_get_element(target) ); // 属性修正
+ damage=battle_attr_fix(damage, ele, status_get_element(target) ); // 属性修正
}
div_=skill_get_num( skill_num,skill_lv );
if(div_>1)
damage*=div_;
- if(damage > 0 && (damage < div_ || (battle_get_def(target) >= 1000000 && battle_get_mdef(target) >= 1000000) ) ) {
+ if(damage > 0 && (damage < div_ || (status_get_def(target) >= 1000000 && status_get_mdef(target) >= 1000000) ) ) {
damage = div_;
}
@@ -4578,8 +3283,8 @@ struct Damage battle_calc_misc_attack(
md.damage=damage;
md.div_=div_;
- md.amotion=battle_get_amotion(bl);
- md.dmotion=battle_get_dmotion(target);
+ md.amotion=status_get_amotion(bl);
+ md.dmotion=status_get_dmotion(target);
md.damage2=0;
md.type=0;
md.blewcount=blewcount;
@@ -4618,7 +3323,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
unsigned int tick,int flag)
{
struct map_session_data *sd=NULL;
- struct status_change *sc_data = battle_get_sc_data(src),*t_sc_data=battle_get_sc_data(target);
+ struct status_change *sc_data = status_get_sc_data(src),*t_sc_data=status_get_sc_data(target);
short *opt1;
int race = 7, ele = 0;
int damage,rdamage = 0;
@@ -4637,7 +3342,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
if(target->type == BL_PC && pc_isdead((struct map_session_data *)target))
return 0;
- opt1=battle_get_opt1(src);
+ opt1=status_get_opt1(src);
if(opt1 && *opt1 > 0) {
battle_stopattack(src);
return 0;
@@ -4651,8 +3356,8 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
!battle_check_range(src,target,0))
return 0; // 攻撃対象外
- race = battle_get_race(target);
- ele = battle_get_elem_type(target);
+ race = status_get_race(target);
+ ele = status_get_elem_type(target);
if(battle_check_target(src,target,BCT_ENEMY) > 0 &&
battle_check_range(src,target,0)){
// 攻撃対象となりうるので攻撃
@@ -4706,13 +3411,13 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
}
if (wd.div_ == 255 && sd) { //三段掌
- int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
int skilllv;
- if(wd.damage+wd.damage2 < battle_get_hp(target)) {
+ if(wd.damage+wd.damage2 < status_get_hp(target)) {
if((skilllv = pc_checkskill(sd, MO_CHAINCOMBO)) > 0)
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- skill_status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
+ status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay);
@@ -4736,16 +3441,16 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
skill_additional_effect(src,target,0,0,BF_WEAPON,tick);
if(sd) {
if(sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele])
- battle_damage(src,target,battle_get_max_hp(target),1);
+ battle_damage(src,target,status_get_max_hp(target),1);
if(sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race])
- battle_damage(src,target,battle_get_max_hp(target),1);
- if(battle_get_mode(target) & 0x20) {
+ battle_damage(src,target,status_get_max_hp(target),1);
+ if(status_get_mode(target) & 0x20) {
if(sd->weapon_coma_race[10] > 0 && rand()%10000 < sd->weapon_coma_race[10])
- battle_damage(src,target,battle_get_max_hp(target),1);
+ battle_damage(src,target,status_get_max_hp(target),1);
}
else {
if(sd->weapon_coma_race[11] > 0 && rand()%10000 < sd->weapon_coma_race[11])
- battle_damage(src,target,battle_get_max_hp(target),1);
+ battle_damage(src,target,status_get_max_hp(target),1);
}
}
}
@@ -4849,12 +3554,12 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1 && t_sc_data[SC_AUTOCOUNTER].val4 > 0) {
if(t_sc_data[SC_AUTOCOUNTER].val3 == src->id)
battle_weapon_attack(target,src,tick,0x8000|t_sc_data[SC_AUTOCOUNTER].val1);
- skill_status_change_end(target,SC_AUTOCOUNTER,-1);
+ status_change_end(target,SC_AUTOCOUNTER,-1);
}
if(t_sc_data && t_sc_data[SC_POISONREACT].timer != -1 && t_sc_data[SC_POISONREACT].val4 > 0) { // poison react [Celest]
if(t_sc_data[SC_POISONREACT].val3 == src->id) {
struct map_session_data *tsd = (struct map_session_data *)target;
- if ((src->type == BL_MOB && battle_get_elem_type(src)==5) || (src->type == BL_PC && battle_get_attack_element(src)==5)) {
+ if ((src->type == BL_MOB && status_get_elem_type(src)==5) || (src->type == BL_PC && status_get_attack_element(src)==5)) {
t_sc_data[SC_POISONREACT].val2 = 0;
battle_weapon_attack(target,src,tick,flag|AS_POISONREACT);
} else {
@@ -4862,18 +3567,18 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
--t_sc_data[SC_POISONREACT].val2;
}
if (t_sc_data[SC_POISONREACT].val2<=0)
- skill_status_change_end(target,SC_POISONREACT,-1);
+ status_change_end(target,SC_POISONREACT,-1);
}
}
if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1 &&
- !(battle_get_mode(src)&0x20)) { // ボスには無効
+ !(status_get_mode(src)&0x20)) { // ボスには無効
int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
- skill_status_change_end(target,SC_BLADESTOP_WAIT,-1);
- skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0);
- skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0);
+ status_change_end(target,SC_BLADESTOP_WAIT,-1);
+ status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0);
+ status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0);
}
if(t_sc_data && t_sc_data[SC_SPLASHER].timer!=-1) //殴ったので対象のベナムスプラッシャー状態を解除
- skill_status_change_end(target,SC_SPLASHER,-1);
+ status_change_end(target,SC_SPLASHER,-1);
map_freeblock_unlock();
}
@@ -4937,8 +3642,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return -1;
// Celest
- sc_data = battle_get_sc_data(src);
- tsc_data = battle_get_sc_data(target);
+ sc_data = status_get_sc_data(src);
+ tsc_data = status_get_sc_data(target);
if ((sc_data && sc_data[SC_BASILICA].timer != -1) ||
(tsc_data && tsc_data[SC_BASILICA].timer != -1))
return -1;
@@ -5017,11 +3722,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if(ss->type == BL_PET && target->type==BL_MOB)
return 0;
- s_p=battle_get_party_id(ss);
- s_g=battle_get_guild_id(ss);
+ s_p=status_get_party_id(ss);
+ s_g=status_get_guild_id(ss);
- t_p=battle_get_party_id(target);
- t_g=battle_get_guild_id(target);
+ t_p=status_get_party_id(target);
+ t_g=status_get_guild_id(target);
if(flag&0x10000) {
if(s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方)
diff --git a/src/map/battle.h b/src/map/battle.h
index d88ea54c1..4a75dfe1e 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -63,50 +63,6 @@ int battle_weapon_attack( struct block_list *bl,struct block_list *target,
// 各種パラメータを得る
int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv);
-int battle_get_class(struct block_list *bl);
-int battle_get_dir(struct block_list *bl);
-int battle_get_lv(struct block_list *bl);
-int battle_get_range(struct block_list *bl);
-int battle_get_hp(struct block_list *bl);
-int battle_get_max_hp(struct block_list *bl);
-int battle_get_str(struct block_list *bl);
-int battle_get_agi(struct block_list *bl);
-int battle_get_vit(struct block_list *bl);
-int battle_get_int(struct block_list *bl);
-int battle_get_dex(struct block_list *bl);
-int battle_get_luk(struct block_list *bl);
-int battle_get_hit(struct block_list *bl);
-int battle_get_flee(struct block_list *bl);
-int battle_get_def(struct block_list *bl);
-int battle_get_mdef(struct block_list *bl);
-int battle_get_flee2(struct block_list *bl);
-int battle_get_def2(struct block_list *bl);
-int battle_get_mdef2(struct block_list *bl);
-int battle_get_baseatk(struct block_list *bl);
-int battle_get_atk(struct block_list *bl);
-int battle_get_atk2(struct block_list *bl);
-int battle_get_speed(struct block_list *bl);
-int battle_get_adelay(struct block_list *bl);
-int battle_get_amotion(struct block_list *bl);
-int battle_get_dmotion(struct block_list *bl);
-int battle_get_element(struct block_list *bl);
-int battle_get_attack_element(struct block_list *bl);
-int battle_get_attack_element2(struct block_list *bl); //左手武器属性取得
-#define battle_get_elem_type(bl) (battle_get_element(bl)%10)
-#define battle_get_elem_level(bl) (battle_get_element(bl)/10/2)
-int battle_get_party_id(struct block_list *bl);
-int battle_get_guild_id(struct block_list *bl);
-int battle_get_race(struct block_list *bl);
-int battle_get_size(struct block_list *bl);
-int battle_get_mode(struct block_list *bl);
-int battle_get_mexp(struct block_list *bl);
-
-struct status_change *battle_get_sc_data(struct block_list *bl);
-short *battle_get_sc_count(struct block_list *bl);
-short *battle_get_opt1(struct block_list *bl);
-short *battle_get_opt2(struct block_list *bl);
-short *battle_get_opt3(struct block_list *bl);
-short *battle_get_option(struct block_list *bl);
enum {
BCT_NOENEMY =0x00000,
diff --git a/src/map/charcommand.c b/src/map/charcommand.c
index 5d65c8f01..40961f39e 100644
--- a/src/map/charcommand.c
+++ b/src/map/charcommand.c
@@ -15,6 +15,7 @@
#include "itemdb.h"
#include "map.h"
#include "pc.h"
+#include "status.h"
#include "skill.h"
#include "mob.h"
#include "pet.h"
@@ -319,7 +320,7 @@ int charcommand_jobchange(
pl_sd->status.class_ = pl_sd->view_class = 4015;
pl_sd->status.option &= ~0x0020;
clif_changeoption(&pl_sd->bl);
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
}
} else {
if (!pc_isriding(sd)) {
@@ -433,9 +434,9 @@ int charcommand_petfriendly(
if ((pl_sd->pet.intimate > 0 && t <= 0) ||
(pl_sd->pet.intimate <= 0 && t > 0)) {
if (pl_sd->bl.prev != NULL)
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
else
- pc_calcstatus(pl_sd, 2);
+ status_calc_pc(pl_sd, 2);
}
}
clif_displaymessage(pl_sd->fd, msg_table[182]); // Pet friendly value changed!
@@ -612,7 +613,7 @@ int charcommand_option(
}
}
clif_changeoption(&pl_sd->bl);
- pc_calcstatus(pl_sd, 0);
+ status_calc_pc(pl_sd, 0);
clif_displaymessage(fd, msg_table[58]); // Character's options changed.
} else {
clif_displaymessage(fd, msg_table[81]); // Your GM level don't authorise you to do this action on this player.
diff --git a/src/map/clif.c b/src/map/clif.c
index eeae87439..d0bf86e27 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -30,6 +30,7 @@
#include "chrif.h"
#include "clif.h"
#include "pc.h"
+#include "status.h"
#include "npc.h"
#include "itemdb.h"
#include "chat.h"
@@ -695,7 +696,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
WBUFW(buf,0) = 0x78;
WBUFL(buf,2) = sd->bl.id;
- WBUFW(buf,6) = battle_get_speed(&sd->bl);
+ WBUFW(buf,6) = status_get_speed(&sd->bl);
WBUFW(buf,8) = sd->opt1;
WBUFW(buf,10) = sd->opt2;
WBUFW(buf,12) = sd->status.option;
@@ -707,7 +708,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
WBUFB(buf,49) = 5;
WBUFB(buf,50) = 5;
WBUFB(buf,51) = 0;
- WBUFW(buf,52) = ((level = battle_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
+ WBUFW(buf,52) = ((level = status_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
return packet_len_table[0x78];
}
@@ -785,7 +786,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
WBUFB(buf,49) = 5;
WBUFB(buf,50) = 5;
WBUFB(buf,51) = sd->state.dead_sit;
- WBUFW(buf,52) = ((level = battle_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
+ WBUFW(buf,52) = ((level = status_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
return packet_len_table[0x1d8];
#endif
@@ -804,7 +805,7 @@ static int clif_set007b(struct map_session_data *sd,unsigned char *buf) {
WBUFW(buf,0)=0x7b;
WBUFL(buf,2)=sd->bl.id;
- WBUFW(buf,6)=battle_get_speed(&sd->bl);
+ WBUFW(buf,6)=status_get_speed(&sd->bl);
WBUFW(buf,8)=sd->opt1;
WBUFW(buf,10)=sd->opt2;
WBUFW(buf,12)=sd->status.option;
@@ -816,7 +817,7 @@ static int clif_set007b(struct map_session_data *sd,unsigned char *buf) {
WBUFB(buf,55)=0;
WBUFB(buf,56)=5;
WBUFB(buf,57)=5;
- WBUFW(buf,58)=((level = battle_get_lv(&sd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+ WBUFW(buf,58)=((level = status_get_lv(&sd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
return packet_len_table[0x7b];
}
@@ -975,7 +976,7 @@ static int clif_mob0078(struct mob_data *md, unsigned char *buf)
WBUFW(buf,0)=0x78;
WBUFL(buf,2)=md->bl.id;
- WBUFW(buf,6)=battle_get_speed(&md->bl);
+ WBUFW(buf,6)=status_get_speed(&md->bl);
WBUFW(buf,8)=md->opt1;
WBUFW(buf,10)=md->opt2;
WBUFW(buf,12)=md->option;
@@ -1009,7 +1010,7 @@ static int clif_mob0078(struct mob_data *md, unsigned char *buf)
WBUFB(buf,48)|=md->dir&0x0f;
WBUFB(buf,49)=5;
WBUFB(buf,50)=5;
- WBUFW(buf,52)=((level = battle_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+ WBUFW(buf,52)=((level = status_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
return packet_len_table[0x78];
}
@@ -1027,7 +1028,7 @@ static int clif_mob007b(struct mob_data *md, unsigned char *buf) {
WBUFW(buf,0)=0x7b;
WBUFL(buf,2)=md->bl.id;
- WBUFW(buf,6)=battle_get_speed(&md->bl);
+ WBUFW(buf,6)=status_get_speed(&md->bl);
WBUFW(buf,8)=md->opt1;
WBUFW(buf,10)=md->opt2;
WBUFW(buf,12)=md->option;
@@ -1062,7 +1063,7 @@ static int clif_mob007b(struct mob_data *md, unsigned char *buf) {
WBUFPOS2(buf,50,md->bl.x,md->bl.y,md->to_x,md->to_y);
WBUFB(buf,56)=5;
WBUFB(buf,57)=5;
- WBUFW(buf,58)=((level = battle_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+ WBUFW(buf,58)=((level = status_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
return packet_len_table[0x7b];
}
@@ -1156,7 +1157,7 @@ static int clif_pet0078(struct pet_data *pd, unsigned char *buf) {
WBUFB(buf,48)|=pd->dir&0x0f;
WBUFB(buf,49)=0;
WBUFB(buf,50)=0;
- WBUFW(buf,52)=((level = battle_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+ WBUFW(buf,52)=((level = status_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
return packet_len_table[0x78];
}
@@ -1199,7 +1200,7 @@ static int clif_pet007b(struct pet_data *pd, unsigned char *buf) {
WBUFPOS2(buf,50,pd->bl.x,pd->bl.y,pd->to_x,pd->to_y);
WBUFB(buf,56)=0;
WBUFB(buf,57)=0;
- WBUFW(buf,58)=((level = battle_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+ WBUFW(buf,58)=((level = status_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
return packet_len_table[0x7b];
}
@@ -2884,13 +2885,13 @@ int clif_changeoption(struct block_list* bl)
nullpo_retr(0, bl);
- option = *battle_get_option(bl);
- sc_data = battle_get_sc_data(bl);
+ option = *status_get_option(bl);
+ sc_data = status_get_sc_data(bl);
WBUFW(buf,0) = 0x119;
WBUFL(buf,2) = bl->id;
- WBUFW(buf,6) = *battle_get_opt1(bl);
- WBUFW(buf,8) = *battle_get_opt2(bl);
+ WBUFW(buf,6) = *status_get_opt1(bl);
+ WBUFW(buf,8) = *status_get_opt2(bl);
WBUFW(buf,10) = option;
WBUFB(buf,12) = 0; // ??
@@ -2908,9 +2909,9 @@ int clif_changeoption(struct block_list* bl)
for(i=0;i<sizeof(omask)/sizeof(omask[0]);i++){
if( option&omask[i] ){
if( sc_data[scnum[i]].timer==-1)
- skill_status_change_start(bl,scnum[i],0,0,0,0,0,0);
+ status_change_start(bl,scnum[i],0,0,0,0,0,0);
} else {
- skill_status_change_end(bl,scnum[i],-1);
+ status_change_end(bl,scnum[i],-1);
}
}
@@ -3695,7 +3696,7 @@ int clif_damage(struct block_list *src,struct block_list *dst,unsigned int tick,
nullpo_retr(0, src);
nullpo_retr(0, dst);
- sc_data = battle_get_sc_data(dst);
+ sc_data = status_get_sc_data(dst);
if(type != 4 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
type = 9;
@@ -4191,7 +4192,7 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
if(range < 0) {
range = skill_get_range(id,sd->status.skill[skillid].lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
WFIFOW(fd,12)= range;
} else
WFIFOW(fd,12)= range;
@@ -4228,7 +4229,7 @@ int clif_skillinfoblock(struct map_session_data *sd)
WFIFOW(fd,len+8) = skill_get_sp(id,sd->status.skill[i].lv);
range = skill_get_range(id,sd->status.skill[i].lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
WFIFOW(fd,len+10)= range;
memset(WFIFOP(fd,len+12),0,24);
if(!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn == 1 || (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) )
@@ -4263,7 +4264,7 @@ int clif_skillup(struct map_session_data *sd,int skill_num)
WFIFOW(fd,6) = skill_get_sp(skill_num,sd->status.skill[skill_num].lv);
range = skill_get_range(skill_num,sd->status.skill[skill_num].lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
WFIFOW(fd,8) = range;
//WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_get_max(sd->status.skill[skill_num].id)) ? 1 : 0;
WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_tree_get_max(sd->status.skill[skill_num].id, sd->status.class_)) ? 1 : 0;
@@ -4355,7 +4356,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,
nullpo_retr(0, src);
nullpo_retr(0, dst);
- sc_data = battle_get_sc_data(dst);
+ sc_data = status_get_sc_data(dst);
if(type != 5 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
type = 9;
@@ -4410,7 +4411,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,
nullpo_retr(0, src);
nullpo_retr(0, dst);
- sc_data = battle_get_sc_data(dst);
+ sc_data = status_get_sc_data(dst);
if(type != 5 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
type = 9;
@@ -4639,10 +4640,10 @@ int clif_skill_estimation(struct map_session_data *sd,struct block_list *dst)
WBUFW(buf, 4)=md->level;
WBUFW(buf, 6)=mob_db[md->class_].size;
WBUFL(buf, 8)=md->hp;
- WBUFW(buf,12)=battle_get_def2(&md->bl);
+ WBUFW(buf,12)=status_get_def2(&md->bl);
WBUFW(buf,14)=mob_db[md->class_].race;
- WBUFW(buf,16)=battle_get_mdef2(&md->bl) - (mob_db[md->class_].vit>>1);
- WBUFW(buf,18)=battle_get_elem_type(&md->bl);
+ WBUFW(buf,16)=status_get_mdef2(&md->bl) - (mob_db[md->class_].vit>>1);
+ WBUFW(buf,18)=status_get_elem_type(&md->bl);
for(i=0;i<9;i++)
WBUFB(buf,20+i)= battle_attr_fix(100,i+1,md->def_ele);
@@ -5116,7 +5117,7 @@ int clif_item_skill(struct map_session_data *sd,int skillid,int skilllv,const ch
WFIFOW(fd,10)=skill_get_sp(skillid,skilllv);
range = skill_get_range(skillid,skilllv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
WFIFOW(fd,12)=range;
strncpy((char*)WFIFOP(fd,14),name,24);
WFIFOB(fd,38)=0;
@@ -7529,13 +7530,13 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
// オートバーサーク発動
- skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+ status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
// if(time(&timer) < ((weddingtime=pc_readglobalreg(sd,"PC_WEDDING_TIME")) + 3600))
-// skill_status_change_start(&sd->bl,SC_WEDDING,0,weddingtime,0,0,36000,0);
+// status_change_start(&sd->bl,SC_WEDDING,0,weddingtime,0,0,36000,0);
if(battle_config.muting_players && sd->status.manner < 0)
- skill_status_change_start(&sd->bl,SC_NOCHAT,0,0,0,0,0,0);
+ status_change_start(&sd->bl,SC_NOCHAT,0,0,0,0,0,0);
if (night_flag) {
if (battle_config.night_darkness_level > 0 && !map[sd->bl.m].flag.indoors)
@@ -7554,16 +7555,16 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
// option
clif_changeoption(&sd->bl);
if(sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl,SC_TRICKDEAD,-1);
+ status_change_end(&sd->bl,SC_TRICKDEAD,-1);
if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
- skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
if(sd->special_state.infinite_endure && sd->sc_data[SC_ENDURE].timer == -1)
- skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
+ status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
for(i=0;i<MAX_INVENTORY;i++){
if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0002 && sd->status.inventory[i].attribute==1)
- skill_status_change_start(&sd->bl,SC_BROKNWEAPON,0,0,0,0,0,0);
+ status_change_start(&sd->bl,SC_BROKNWEAPON,0,0,0,0,0,0);
if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && sd->status.inventory[i].attribute==1)
- skill_status_change_start(&sd->bl,SC_BROKNARMOR,0,0,0,0,0,0);
+ status_change_start(&sd->bl,SC_BROKNARMOR,0,0,0,0,0,0);
}
map_foreachinarea(clif_getareachar,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd);
@@ -7961,7 +7962,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data *sd) { // S 008c <
sd->state.snovice_flag = 3;
else if (sd->state.snovice_flag == 3) {
int i;
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],1,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],1,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,1),0 );
for(i=0;i<5;i++)
pc_addspiritball(sd,skill_get_time(MO_CALLSPIRITS,1),5);
sd->state.snovice_flag = 0;
@@ -8031,7 +8032,7 @@ void clif_changed_dir(struct block_list *bl) {
WBUFL(buf,2) = bl->id;
if (sd)
WBUFW(buf,6) = sd->head_dir;
- WBUFB(buf,8) = battle_get_dir(bl);
+ WBUFB(buf,8) = status_get_dir(bl);
if (sd && sd->disguise > 23 && sd->disguise < 4001) // mob disguises [Valaris]
clif_send(buf, packet_len_table[0x9c], &sd->bl, AREA);
else
@@ -8610,9 +8611,9 @@ void clif_parse_UnequipItem(int fd,struct map_session_data *sd)
index = RFIFOW(fd,2)-2;
/*if(sd->status.inventory[index].attribute == 1 && sd->sc_data && sd->sc_data[SC_BROKNWEAPON].timer!=-1)
- skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
+ status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
if(sd->status.inventory[index].attribute == 1 && sd->sc_data && sd->sc_data[SC_BROKNARMOR].timer!=-1)
- skill_status_change_end(&sd->bl,SC_BROKNARMOR,-1);
+ status_change_end(&sd->bl,SC_BROKNARMOR,-1);
if(sd->sc_count && ( sd->sc_data[SC_BLADESTOP].timer!=-1 || sd->sc_data[SC_BERSERK].timer!=-1 ))
return;*/
@@ -10062,10 +10063,10 @@ void clif_parse_GMReqNoChat(int fd,struct map_session_data *sd)
WFIFOSET(dstfd,packet_len_table[0x14b]);
dstsd->status.manner -= limit;
if(dstsd->status.manner < 0)
- skill_status_change_start(bl,SC_NOCHAT,0,0,0,0,0,0);
+ status_change_start(bl,SC_NOCHAT,0,0,0,0,0,0);
else{
dstsd->status.manner = 0;
- skill_status_change_end(bl,SC_NOCHAT,-1);
+ status_change_end(bl,SC_NOCHAT,-1);
}
printf("name:%s type:%d limit:%d manner:%d\n",dstsd->status.name,type,limit,dstsd->status.manner);
}
@@ -10263,7 +10264,7 @@ void clif_parse_sn_explosionspirits(int fd, struct map_session_data *sd)
}
if(s_class.job == 23 && sd->status.base_exp > 0 && nextbaseexp > 0 && (int)((double)1000*sd->status.base_exp/nextbaseexp)%100==0){
clif_skill_nodamage(&sd->bl,&sd->bl,MO_EXPLOSIONSPIRITS,5,1);
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],5,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,5),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],5,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,5),0 );
}
}
return;
diff --git a/src/map/guild.c b/src/map/guild.c
index 8099ac934..64e2b29d2 100644
--- a/src/map/guild.c
+++ b/src/map/guild.c
@@ -13,6 +13,7 @@
#include "battle.h"
#include "npc.h"
#include "pc.h"
+#include "status.h"
#include "map.h"
#include "mob.h"
#include "intif.h"
@@ -995,7 +996,7 @@ int guild_skillup(struct map_session_data *sd,int skill_num,int flag)
g->skill[idx].lv < guild_skill_get_max(skill_num) ){
intif_guild_skillup(g->guild_id,skill_num,sd->status.account_id,flag);
}
- pc_calcstatus (sd, 0); // Celest
+ status_calc_pc (sd, 0); // Celest
return 0;
}
diff --git a/src/map/map.c b/src/map/map.c
index 00643faca..2a74e94e8 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -22,6 +22,7 @@
#include "intif.h"
#include "npc.h"
#include "pc.h"
+#include "status.h"
#include "mob.h"
#include "chat.h"
#include "itemdb.h"
@@ -1011,7 +1012,7 @@ int map_quit(struct map_session_data *sd) {
if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中の終了はHPを100に
sd->status.hp = 100;
- skill_status_change_clear(&sd->bl,1); // ステ?タス異常を解除する
+ status_change_clear(&sd->bl,1); // ステ?タス異常を解除する
skill_clear_unitgroup(&sd->bl); // スキルユニットグル?プの削除
skill_cleartimerskill(&sd->bl);
@@ -1025,7 +1026,7 @@ int map_quit(struct map_session_data *sd) {
skill_gangsterparadise(sd,0);
if (sd->state.auth)
- pc_calcstatus(sd,4);
+ status_calc_pc(sd,4);
// skill_clear_unitgroup(&sd->bl); // [Sara-chan]
clif_clearchar_area(&sd->bl,2);
@@ -2808,6 +2809,7 @@ int do_init(int argc, char *argv[]) {
do_init_mob(); // npcの初期化時?でmob_spawnして、mob_dbを?照するのでinit_npcより先
do_init_script();
do_init_pc();
+ do_init_status();
do_init_party();
do_init_guild();
do_init_storage();
diff --git a/src/map/mob.c b/src/map/mob.c
index 741982041..6a2666cf1 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -13,6 +13,7 @@
#include "clif.h"
#include "intif.h"
#include "pc.h"
+#include "status.h"
#include "mob.h"
#include "guild.h"
#include "itemdb.h"
@@ -449,8 +450,8 @@ static int calc_next_walk_step(struct mob_data *md)
if(md->walkpath.path_pos>=md->walkpath.path_len)
return -1;
if(md->walkpath.path[md->walkpath.path_pos]&1)
- return battle_get_speed(&md->bl)*14/10;
- return battle_get_speed(&md->bl);
+ return status_get_speed(&md->bl)*14/10;
+ return status_get_speed(&md->bl);
}
static int mob_walktoxy_sub(struct mob_data *md);
@@ -634,9 +635,9 @@ static int mob_attack(struct mob_data *md,unsigned int tick,int data)
md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+ status_change_end(&md->bl,SC_CLOAKING,-1);
- md->attackabletime = tick + battle_get_adelay(&md->bl);
+ md->attackabletime = tick + status_get_adelay(&md->bl);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
md->state.state=MS_ATTACK;
@@ -693,7 +694,7 @@ int mob_changestate(struct mob_data *md,int state,int type)
if(i>0 && i<2000)
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
else if(type) {
- md->attackabletime = tick + battle_get_amotion(&md->bl);
+ md->attackabletime = tick + status_get_amotion(&md->bl);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
}
else {
@@ -712,7 +713,7 @@ int mob_changestate(struct mob_data *md,int state,int type)
// Since it died, all aggressors' attack to this mob is stopped.
clif_foreachclient(mob_stopattacked,md->bl.id);
skill_unit_out_all(&md->bl,gettick(),1);
- skill_status_change_clear(&md->bl,2); // ステータス異常を解除する
+ status_change_clear(&md->bl,2); // ステータス異常を解除する
skill_clear_unitgroup(&md->bl); // 全てのスキルユニットグループを削除する
skill_cleartimerskill(&md->bl);
if(md->deletetimer!=-1)
@@ -996,10 +997,10 @@ int mob_spawn(int id)
memset(md->skillunit,0,sizeof(md->skillunit));
memset(md->skillunittick,0,sizeof(md->skillunittick));
- md->hp = battle_get_max_hp(&md->bl);
+ md->hp = status_get_max_hp(&md->bl);
if(md->hp<=0){
mob_makedummymobdb(md->class_);
- md->hp = battle_get_max_hp(&md->bl);
+ md->hp = status_get_max_hp(&md->bl);
}
clif_spawnmob(md);
@@ -1067,7 +1068,7 @@ int mob_stop_walking(struct mob_data *md,int type)
if(type&0x01)
clif_fixmobpos(md);
if(type&0x02) {
- int delay=battle_get_dmotion(&md->bl);
+ int delay=status_get_dmotion(&md->bl);
unsigned int tick = gettick();
if(md->canmove_tick < tick)
md->canmove_tick = tick + delay;
@@ -1169,8 +1170,8 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist)
nullpo_retr(0, md);
nullpo_retr(0, bl);
- sc_data = battle_get_sc_data(bl);
- option = battle_get_option(bl);
+ sc_data = status_get_sc_data(bl);
+ option = status_get_option(bl);
race=mob_db[md->class_].race;
if(!md->mode)
@@ -1502,7 +1503,7 @@ static int mob_randomwalk(struct mob_data *md,int tick)
nullpo_retr(0, md);
- speed=battle_get_speed(&md->bl);
+ speed=status_get_speed(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0){
int i,x,y,c,d=12-md->move_fail_count;
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
@@ -2110,7 +2111,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
- max_hp = battle_get_max_hp(&md->bl);
+ max_hp = status_get_max_hp(&md->bl);
if(src && src->type == BL_PC) {
sd = (struct map_session_data *)src;
@@ -2289,9 +2290,9 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
} // end addition [Valaris]
if(md->option&2 )
- skill_status_change_end(&md->bl, SC_HIDING, -1);
+ status_change_end(&md->bl, SC_HIDING, -1);
if(md->option&4 )
- skill_status_change_end(&md->bl, SC_CLOAKING, -1);
+ status_change_end(&md->bl, SC_CLOAKING, -1);
if(md->state.special_mob_ai == 2){//スフィアーマイン
int skillidx=0;
@@ -2321,7 +2322,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
memset(tmpsd,0,sizeof(tmpsd));
memset(pt,0,sizeof(pt));
- max_hp = battle_get_max_hp(&md->bl);
+ max_hp = status_get_max_hp(&md->bl);
if(src && src->type == BL_MOB)
mob_unlocktarget((struct mob_data *)src,tick);
@@ -2329,7 +2330,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
/* ソウルドレイン */
if(sd && sd->state.attack_type == BF_MAGIC && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){
clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1);
- sp = (battle_get_lv(&md->bl))*(65+15*skill)/100;
+ sp = (status_get_lv(&md->bl))*(65+15*skill)/100;
if(sd->status.sp + sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.sp += sp;
@@ -2530,7 +2531,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
if(sd && sd->state.attack_type == BF_WEAPON) {
for(i=0;i<sd->monster_drop_item_count;i++) {
struct delay_item_drop *ditem;
- int race = battle_get_race(&md->bl);
+ int race = status_get_race(&md->bl);
if(sd->monster_drop_itemid[i] <= 0)
continue;
if(sd->monster_drop_race[i] & (1<<race) ||
@@ -2684,11 +2685,11 @@ int mob_class_change(struct mob_data *md,int *value)
class_ = value[rand()%count];
if(class_<=1000 || class_>MAX_MOB_DB) return 0;
- max_hp = battle_get_max_hp(&md->bl);
+ max_hp = status_get_max_hp(&md->bl);
hp_rate = md->hp*100/max_hp;
clif_mob_class_change(md,class_);
md->class_ = class_;
- max_hp = battle_get_max_hp(&md->bl);
+ max_hp = status_get_max_hp(&md->bl);
if(battle_config.monster_class_change_full_recover==1) {
md->hp = max_hp;
memset(md->dmglog,0,sizeof(md->dmglog));
@@ -2738,7 +2739,7 @@ int mob_class_change(struct mob_data *md,int *value)
*/
int mob_heal(struct mob_data *md,int heal)
{
- int max_hp = battle_get_max_hp(&md->bl);
+ int max_hp = status_get_max_hp(&md->bl);
nullpo_retr(0, md);
@@ -3079,7 +3080,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
return 0;
}
if(md->skillid != NPC_EMOTION)
- md->last_thinktime=tick + battle_get_adelay(&md->bl);
+ md->last_thinktime=tick + status_get_adelay(&md->bl);
if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //スキルターゲットが存在しない
//printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
@@ -3089,12 +3090,12 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
return 0;
if(md->skillid == PR_LEXAETERNA) {
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)))
return 0;
}
else if(md->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
int dist = distance(md->bl.x,md->bl.y,bl->x,bl->y);
if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir)))
return 0;
@@ -3104,7 +3105,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
return 0;
range = skill_get_range(md->skillid,md->skilllv);
if(range < 0)
- range = battle_get_range(&md->bl) - (range + 1);
+ range = status_get_range(&md->bl) - (range + 1);
if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,bl->x,bl->y))
return 0;
@@ -3122,7 +3123,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
break;
case 1:// 支援系
if(!mob_db[md->class_].skill[md->skillidx].val[0] &&
- (md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) )
+ (md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) )
skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
else
skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
@@ -3236,7 +3237,7 @@ int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
range = skill_get_range(md->skillid,md->skilllv);
if(range < 0)
- range = battle_get_range(&md->bl) - (range + 1);
+ range = status_get_range(&md->bl) - (range + 1);
if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,md->skillx,md->skilly))
return 0;
md->skilldelay[md->skillidx]=tick;
@@ -3300,7 +3301,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
// 射程と障害物チェック
range = skill_get_range(skill_id,skill_lv);
if(range < 0)
- range = battle_get_range(&md->bl) - (range + 1);
+ range = status_get_range(&md->bl) - (range + 1);
if(!battle_check_range(&md->bl,target,range))
return 0;
@@ -3312,7 +3313,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
switch(skill_id){ /* 何か特殊な処理が必要 */
case ALL_RESURRECTION: /* リザレクション */
- if(target->type != BL_PC && battle_check_undead(battle_get_race(target),battle_get_elem_type(target))){ /* 敵がアンデッドなら */
+ if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */
forcecast=1; /* ターンアンデットと同じ詠唱時間 */
casttime=skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
}
@@ -3358,7 +3359,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
md->skillidx = skill_idx;
if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
- skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+ status_change_end(&md->bl,SC_CLOAKING,-1);
if( casttime>0 ){
md->skilltimer =
@@ -3417,7 +3418,7 @@ int mobskill_use_pos( struct mob_data *md,
bl.y = skill_y;
range = skill_get_range(skill_id,skill_lv);
if(range < 0)
- range = battle_get_range(&md->bl) - (range + 1);
+ range = status_get_range(&md->bl) - (range + 1);
if(!battle_check_range(&md->bl,&bl,range))
return 0;
@@ -3447,7 +3448,7 @@ int mobskill_use_pos( struct mob_data *md,
md->skilllv = skill_lv;
md->skillidx = skill_idx;
if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+ status_change_end(&md->bl,SC_CLOAKING,-1);
if( casttime>0 ){
md->skilltimer =
add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
@@ -3553,7 +3554,7 @@ int mobskill_use(struct mob_data *md,unsigned int tick,int event)
nullpo_retr(0, md);
nullpo_retr(0, ms = mob_db[md->class_].skill);
- max_hp = battle_get_max_hp(&md->bl);
+ max_hp = status_get_max_hp(&md->bl);
if(battle_config.mob_skill_use == 0 || md->skilltimer != -1)
return 0;
diff --git a/src/map/npc.c b/src/map/npc.c
index 349514e3b..133ab0ed7 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -15,6 +15,7 @@
#include "clif.h"
#include "intif.h"
#include "pc.h"
+#include "status.h"
#include "itemdb.h"
#include "script.h"
#include "mob.h"
@@ -1117,8 +1118,8 @@ static int calc_next_walk_step(struct npc_data *nd)
if(nd->walkpath.path_pos>=nd->walkpath.path_len)
return -1;
if(nd->walkpath.path[nd->walkpath.path_pos]&1)
- return battle_get_speed(&nd->bl)*14/10;
- return battle_get_speed(&nd->bl);
+ return status_get_speed(&nd->bl)*14/10;
+ return status_get_speed(&nd->bl);
}
@@ -1327,7 +1328,7 @@ int npc_stop_walking(struct npc_data *nd,int type)
if(type&0x01)
clif_fixnpcpos(nd);
if(type&0x02) {
- int delay=battle_get_dmotion(&nd->bl);
+ int delay=status_get_dmotion(&nd->bl);
unsigned int tick = gettick();
if(nd->canmove_tick < tick)
nd->canmove_tick = tick + delay;
diff --git a/src/map/pc.c b/src/map/pc.c
index 3713b4409..7f43c88e9 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -15,6 +15,7 @@
#include "clif.h"
#include "intif.h"
#include "pc.h"
+#include "status.h"
#include "npc.h"
#include "mob.h"
#include "pet.h"
@@ -43,15 +44,6 @@
#define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔
-#define STATE_BLIND 0x10
-
-static int max_weight_base[MAX_PC_CLASS];
-static int hp_coefficient[MAX_PC_CLASS];
-static int hp_coefficient2[MAX_PC_CLASS];
-static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
-static int sp_coefficient[MAX_PC_CLASS];
-static int aspd_base[MAX_PC_CLASS][20];
-static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
static int exp_table[14][MAX_LEVEL];
static char statp[255][7];
@@ -61,10 +53,6 @@ struct skill_tree_entry skill_tree[3][MAX_PC_CLASS][100];
int day_timer_tid;
int night_timer_tid;
-static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
-static int refinebonus[5][3]; // 精?ボ?ナステ?ブル(refine_db.txt)
-static int percentrefinery[5][10]; // 精?成功率(refine_db.txt)
-
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
@@ -132,12 +120,6 @@ int pc_set_gm_level(int account_id, int level) {
return 0;
}
-int pc_getrefinebonus(int lv, int type) {
- if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
- return refinebonus[lv][type];
- return 0;
-}
-
static int distance(int x0, int y0, int x1, int y1) {
int dx, dy;
@@ -279,7 +261,7 @@ int pc_setrestartvalue(struct map_session_data *sd,int type) {
sd->status.sp=sd->status.max_sp;
if (sd->state.snovice_flag == 4) {
sd->state.snovice_flag = 0;
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],1,0,0,0,skill_get_time(MO_STEELBODY,1),0 );
}
}
else {
@@ -553,7 +535,7 @@ int pc_isequip(struct map_session_data *sd,int n)
nullpo_retr(0, sd);
item = sd->inventory_data[n];
- sc_data = battle_get_sc_data(&sd->bl);
+ sc_data = status_get_sc_data(&sd->bl);
//s_class = pc_calc_base_job(sd->status.class_);
if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
@@ -889,7 +871,7 @@ int pc_authok(int id, int login_id2, time_t connect_until_time, struct mmo_chars
}
// ステ?タス初期計算など
- pc_calcstatus(sd,1);
+ status_calc_pc(sd,1);
if (pc_isGM(sd))
sprintf(tmp_output,"GM Character '"CL_WHITE"%s"CL_RESET"' logged in. (Acc. ID: '"CL_WHITE"%d"CL_RESET"', GM Level '"CL_WHITE"%d"CL_RESET"').\n", sd->status.name, sd->status.account_id, pc_isGM(sd));
@@ -1183,1208 +1165,16 @@ int pc_checkweighticon(struct map_session_data *sd)
if(flag==1){
if(sd->sc_data[SC_WEIGHT50].timer==-1)
- skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
+ status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
}else{
- skill_status_change_end(&sd->bl,SC_WEIGHT50,-1);
+ status_change_end(&sd->bl,SC_WEIGHT50,-1);
}
if(flag==2){
if(sd->sc_data[SC_WEIGHT90].timer==-1)
- skill_status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0);
+ status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0);
}else{
- skill_status_change_end(&sd->bl,SC_WEIGHT90,-1);
- }
- return 0;
-}
-
-/*==========================================
- * パラメ?タ計算
- * first==0の斬A計算?象のパラメ?タが呼び出し前から
- * ? 化した場合自動でsendするが、
- * 能動的に?化させたパラメ?タは自前でsendするように
- *------------------------------------------
- */
-int pc_calcstatus(struct map_session_data* sd,int first)
-{
- int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
- int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
- int b_base_atk;
- struct skill b_skill[MAX_SKILL];
- int i,bl,index;
- int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
- int pele=0,pdef_ele=0;
- int str,dstr,dex;
- struct pc_base_job s_class;
-
- nullpo_retr(0, sd);
-
- //?生や養子の場合の元の職業を算出する
- s_class = pc_calc_base_job(sd->status.class_);
-
- b_speed = sd->speed;
- b_max_hp = sd->status.max_hp;
- b_max_sp = sd->status.max_sp;
- b_hp = sd->status.hp;
- b_sp = sd->status.sp;
- b_weight = sd->weight;
- b_max_weight = sd->max_weight;
- memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
- memcpy(b_parame,&sd->paramc,sizeof(b_parame));
- memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
- b_hit = sd->hit;
- b_flee = sd->flee;
- b_aspd = sd->aspd;
- b_watk = sd->watk;
- b_def = sd->def;
- b_watk2 = sd->watk2;
- b_def2 = sd->def2;
- b_flee2 = sd->flee2;
- b_critical = sd->critical;
- b_attackrange = sd->attackrange;
- b_matk1 = sd->matk1;
- b_matk2 = sd->matk2;
- b_mdef = sd->mdef;
- b_mdef2 = sd->mdef2;
- b_class = sd->view_class;
- sd->view_class = sd->status.class_;
- b_base_atk = sd->base_atk;
-
- pc_calc_skilltree(sd); // スキルツリ?の計算
-
- sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
-
- if(first&1) {
- sd->weight=0;
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
- }
- sd->cart_max_weight=battle_config.max_cart_weight;
- sd->cart_weight=0;
- sd->cart_max_num=MAX_CART;
- sd->cart_num=0;
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0)
- continue;
- sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
- sd->cart_num++;
- }
- }
-
- memset(sd->paramb,0,sizeof(sd->paramb));
- memset(sd->parame,0,sizeof(sd->parame));
- sd->hit = 0;
- sd->flee = 0;
- sd->flee2 = 0;
- sd->critical = 0;
- sd->aspd = 0;
- sd->watk = 0;
- sd->def = 0;
- sd->mdef = 0;
- sd->watk2 = 0;
- sd->def2 = 0;
- sd->mdef2 = 0;
- sd->status.max_hp = 0;
- sd->status.max_sp = 0;
- sd->attackrange = 0;
- sd->attackrange_ = 0;
- sd->atk_ele = 0;
- sd->def_ele = 0;
- sd->star =0;
- sd->overrefine =0;
- sd->matk1 =0;
- sd->matk2 =0;
- sd->speed = DEFAULT_WALK_SPEED ;
- sd->hprate=battle_config.hp_rate;
- sd->sprate=battle_config.sp_rate;
- sd->castrate=100;
- sd->delayrate=100;
- sd->dsprate=100;
- sd->base_atk=0;
- sd->arrow_atk=0;
- sd->arrow_ele=0;
- sd->arrow_hit=0;
- sd->arrow_range=0;
- sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
- memset(sd->addele,0,sizeof(sd->addele));
- memset(sd->addrace,0,sizeof(sd->addrace));
- memset(sd->addsize,0,sizeof(sd->addsize));
- memset(sd->addele_,0,sizeof(sd->addele_));
- memset(sd->addrace_,0,sizeof(sd->addrace_));
- memset(sd->addsize_,0,sizeof(sd->addsize_));
- memset(sd->subele,0,sizeof(sd->subele));
- memset(sd->subrace,0,sizeof(sd->subrace));
- memset(sd->addeff,0,sizeof(sd->addeff));
- memset(sd->addeff2,0,sizeof(sd->addeff2));
- memset(sd->reseff,0,sizeof(sd->reseff));
- memset(&sd->special_state,0,sizeof(sd->special_state));
- memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
- memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
- memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
- memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
-
- sd->watk_ = 0; //二刀流用(?)
- sd->watk_2 = 0;
- sd->atk_ele_ = 0;
- sd->star_ = 0;
- sd->overrefine_ = 0;
-
- sd->aspd_rate = 100;
- sd->speed_rate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->critical_def = 0;
- sd->double_rate = 0;
- sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
- sd->atk_rate = sd->matk_rate = 100;
- sd->ignore_def_ele = sd->ignore_def_race = 0;
- sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
- sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
- sd->arrow_cri = 0;
- sd->magic_def_rate = sd->misc_def_rate = 0;
- memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
- memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
- memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
- memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
- memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
- memset(sd->magic_addele,0,sizeof(sd->magic_addele));
- memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
- memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
- sd->perfect_hit = 0;
- 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->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
- sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
- sd->get_zeny_num = 0;
- sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
- sd->add_def_class_count = sd->add_mdef_class_count = 0;
- sd->monster_drop_item_count = 0;
- memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
- memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
- memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
- memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
- memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
- memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
- memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
- sd->speed_add_rate = sd->aspd_add_rate = 100;
- sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
- sd->splash_range = sd->splash_add_range = 0;
- sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
- sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
- sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
- sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
- sd->magic_damage_return = 0; //AppleGirl Was Here
- sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
- sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
- sd->unbreakable_equip = 0;
-
-
- if(!sd->disguiseflag && sd->disguise) {
- sd->disguise=0;
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif_clearchar(&sd->bl, 9);
- pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
- }
-
- for(i=0;i<10;i++) {
- index = sd->equip_index[i];
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
-
- if(sd->inventory_data[index]) {
- if(sd->inventory_data[index]->type == 4) {
- if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
- int j;
- for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
- int c=sd->status.inventory[index].card[j];
- if(c>0){
- if(i == 8 && sd->status.inventory[index].equip == 0x20)
- sd->state.lr_flag = 1;
- run_script(itemdb_equipscript(c),0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- }
- }
- }
- }
- else if(sd->inventory_data[index]->type==5){ // 防具
- if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
- int j;
- for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
- int c=sd->status.inventory[index].card[j];
- if(c>0)
- run_script(itemdb_equipscript(c),0,sd->bl.id,0);
- }
- }
- }
- }
- }
- wele = sd->atk_ele;
- wele_ = sd->atk_ele_;
- def_ele = sd->def_ele;
- if(sd->status.pet_id > 0) {
- struct pet_data *pd=sd->pd;
- if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
- if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0)
- run_script(sd->petDB->script,0,sd->bl.id,0);
- pele = sd->atk_ele;
- pdef_ele = sd->def_ele;
- sd->atk_ele = sd->def_ele = 0;
- }
- }
- memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
-
- // ?備品によるステ?タス?化はここで?行
- for(i=0;i<10;i++) {
- index = sd->equip_index[i];
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
- if(sd->inventory_data[index]) {
- sd->def += sd->inventory_data[index]->def;
- if(sd->inventory_data[index]->type == 4) {
- int r,wlv = sd->inventory_data[index]->wlv;
- if(i == 8 && sd->status.inventory[index].equip == 0x20) {
- //二刀流用デ?タ入力
- sd->watk_ += sd->inventory_data[index]->atk;
- sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
- refinebonus[wlv][0];
- if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
- sd->overrefine_ = r*refinebonus[wlv][1];
-
- if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
- sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
- wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
- }
- sd->attackrange_ += sd->inventory_data[index]->range;
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- }
- else { //二刀流武器以外
- sd->watk += sd->inventory_data[index]->atk;
- sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
- refinebonus[wlv][0];
- if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
- sd->overrefine += r*refinebonus[wlv][1];
-
- if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
- sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
- wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
- }
- sd->attackrange += sd->inventory_data[index]->range;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- }
- }
- else if(sd->inventory_data[index]->type == 5) {
- sd->watk += sd->inventory_data[index]->atk;
- refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- }
- }
- }
-
- if(sd->equip_index[10] >= 0){ // 矢
- index = sd->equip_index[10];
- if(sd->inventory_data[index]){ //まだ?性が入っていない
- sd->state.lr_flag = 2;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- sd->arrow_atk += sd->inventory_data[index]->atk;
- }
- }
- sd->def += (refinedef+50)/100;
-
- if(sd->attackrange < 1) sd->attackrange = 1;
- if(sd->attackrange_ < 1) sd->attackrange_ = 1;
- if(sd->attackrange < sd->attackrange_)
- sd->attackrange = sd->attackrange_;
- if(sd->status.weapon == 11)
- sd->attackrange += sd->arrow_range;
- if(wele > 0)
- sd->atk_ele = wele;
- if(wele_ > 0)
- sd->atk_ele_ = wele_;
- if(def_ele > 0)
- sd->def_ele = def_ele;
- if(battle_config.pet_status_support) {
- if(pele > 0 && !sd->atk_ele)
- sd->atk_ele = pele;
- if(pdef_ele > 0 && !sd->def_ele)
- sd->def_ele = pdef_ele;
- }
- sd->double_rate += sd->double_add_rate;
- sd->perfect_hit += sd->perfect_hit_add;
- sd->get_zeny_num += sd->get_zeny_add_num;
- sd->splash_range += sd->splash_add_range;
- if(sd->speed_add_rate != 100)
- sd->speed_rate += sd->speed_add_rate - 100;
- if(sd->aspd_add_rate != 100)
- sd->aspd_rate += sd->aspd_add_rate - 100;
-
- // 武器ATKサイズ補正 (右手)
- sd->atkmods[0] = atkmods[0][sd->weapontype1];
- sd->atkmods[1] = atkmods[1][sd->weapontype1];
- sd->atkmods[2] = atkmods[2][sd->weapontype1];
- //武器ATKサイズ補正 (左手)
- sd->atkmods_[0] = atkmods[0][sd->weapontype2];
- sd->atkmods_[1] = atkmods[1][sd->weapontype2];
- sd->atkmods_[2] = atkmods[2][sd->weapontype2];
-
- // jobボ?ナス分
- for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
- if(job_bonus[s_class.upper][s_class.job][i])
- sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
- }
-
- if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
- sd->max_weight += skill*2000;
-
- if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
- sd->paramb[4] += skill;
-
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
- sd->paramb[0] ++;
- sd->base_atk += 4;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
- sd->paramb[3] += (skill+1)*0.5;
- }
-
- // New guild skills - Celest
- if (sd->status.guild_id > 0 && !(first&4)) {
- struct guild *g;
- if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) {
- if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) {
- skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) {
- skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) {
- skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) {
- skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0);
- }
- }
- else if (g) {
- if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) {
- sd->paramb[0]+= 5;
- sd->paramb[3]+= 5;
- sd->paramb[4]+= 5;
- }
- if (sd->state.leadership_flag)
- sd->paramb[0] += 2;
- if (sd->state.glorywounds_flag)
- sd->paramb[2] += 2;
- if (sd->state.soulcold_flag)
- sd->paramb[1] += 2;
- if (sd->state.hawkeyes_flag)
- sd->paramb[4] += 2;
- }
- }
-
- // ステ?タス?化による基本パラメ?タ補正
- if(sd->sc_count){
- if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
- sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
- sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
- }
- if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
- sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで)
- sd->speed = sd->speed *125/100;
- if(sd->sc_data[SC_CLOAKING].timer!=-1) {
- sd->critical_rate += 100; // critical increases
- sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
- }
- if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
- sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
- if(sd->sc_data[SC_CHASEWALK].val4)
- sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
- }
- if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
- sd->speed = sd->speed*150/100;
- if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
- sd->speed -= sd->speed*25/100;
- if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング
- sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
- sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
- sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
- }
- if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア
- sd->paramb[5]+= 30;
- if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
- sd->paramb[0]+= 4;
- if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア
- //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
- //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
- //sd->paramb[1]-= agib > 50 ? 50 : agib;
- //sd->paramb[4]-= dexb > 50 ? 50 : dexb;
- sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
- sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
- sd->speed = sd->speed*3/2;
- }
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト
- sd->paramb[0]+= 5;
- sd->paramb[1]+= 5;
- sd->paramb[2]+= 5;
- sd->paramb[3]+= 5;
- sd->paramb[4]+= 5;
- sd->paramb[5]+= 5;
- }
- if(sd->sc_data[SC_MARIONETTE].timer!=-1){
- struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
- if (psd) { // if partner is found
- sd->paramb[0]-= sd->status.str/2; // bonuses not included
- sd->paramb[1]-= sd->status.agi/2;
- sd->paramb[2]-= sd->status.vit/2;
- sd->paramb[3]-= sd->status.int_/2;
- sd->paramb[4]-= sd->status.dex/2;
- sd->paramb[5]-= sd->status.luk/2;
- }
- }
- else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
- struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
- if (psd) { // if partner is found
- sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
- sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
- sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
- sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
- sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
- sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
- }
- }
- if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
- if (sd->sc_data[SC_GOSPEL].val3 == 6) {
- sd->paramb[0]+= 2;
- sd->paramb[1]+= 2;
- sd->paramb[2]+= 2;
- sd->paramb[3]+= 2;
- sd->paramb[4]+= 2;
- sd->paramb[5]+= 2;
- }
- }
- }
-
- //1度も死んでないJob70スパノビに+10
- if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
- sd->paramb[0]+= 15;
- sd->paramb[1]+= 15;
- sd->paramb[2]+= 15;
- sd->paramb[3]+= 15;
- sd->paramb[4]+= 15;
- sd->paramb[5]+= 15;
- }
- sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
- sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
- sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
- sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
- sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
- sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
- for(i=0;i<6;i++)
- if(sd->paramc[i] < 0) sd->paramc[i] = 0;
-
- if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
- str = sd->paramc[4];
- dex = sd->paramc[0];
- }
- else {
- str = sd->paramc[0];
- dex = sd->paramc[4];
- }
- dstr = str/10;
- sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
- sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
- sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
- if(sd->matk1 < sd->matk2) {
- int temp = sd->matk2;
- sd->matk2 = sd->matk1;
- sd->matk1 = temp;
- }
- sd->hit += sd->paramc[4] + sd->status.base_level;
- sd->flee += sd->paramc[1] + sd->status.base_level;
- sd->def2 += sd->paramc[2];
- sd->mdef2 += sd->paramc[3];
- sd->flee2 += sd->paramc[5]+10;
- sd->critical += (sd->paramc[5]*3)+10;
-
- if(sd->base_atk < 1)
- sd->base_atk = 1;
- if(sd->critical_rate != 100)
- sd->critical = (sd->critical*sd->critical_rate)/100;
- if(sd->critical < 10) sd->critical = 10;
- if(sd->hit_rate != 100)
- sd->hit = (sd->hit*sd->hit_rate)/100;
- if(sd->hit < 1) sd->hit = 1;
- if(sd->flee_rate != 100)
- sd->flee = (sd->flee*sd->flee_rate)/100;
- if(sd->flee < 1) sd->flee = 1;
- if(sd->flee2_rate != 100)
- sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
- if(sd->flee2 < 10) sd->flee2 = 10;
- if(sd->def_rate != 100)
- sd->def = (sd->def*sd->def_rate)/100;
- if(sd->def < 0) sd->def = 0;
- if(sd->def2_rate != 100)
- sd->def2 = (sd->def2*sd->def2_rate)/100;
- if(sd->def2 < 1) sd->def2 = 1;
- if(sd->mdef_rate != 100)
- sd->mdef = (sd->mdef*sd->mdef_rate)/100;
- if(sd->mdef < 0) sd->mdef = 0;
- if(sd->mdef2_rate != 100)
- sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
- if(sd->mdef2 < 1) sd->mdef2 = 1;
-
- // 二刀流 ASPD 修正
- if (sd->status.weapon <= 16)
- sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
- else
- sd->aspd += (
- (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
- (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
- ) * 140 / 200;
-
- aspd_rate = sd->aspd_rate;
-
- //攻?速度?加
-
- if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
- sd->hit += skill;
- if(sd->status.weapon == 11)
- sd->attackrange += skill;
- }
-
- if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加
- sd->hit += skill*2;
- if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
- sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
- if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下
- sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
- else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
- sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
- sd->max_weight += 10000;
- }
- if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
- sd->status.max_hp += skill*200;
- sd->subele[6] += skill*5;
- }
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[0] += skill;
- sd->subele[3] += skill*5;
- }
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
- aspd_rate -= skill*0.5;
-
- bl=sd->status.base_level;
-
- sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
- if (s_class.upper==1) // [MouseJstr]
- sd->status.max_hp = sd->status.max_hp * 130/100;
- else if (s_class.upper==2)
- sd->status.max_hp = sd->status.max_hp * 70/100;
-
- if(sd->hprate!=100)
- sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
-
- if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク
- sd->status.max_hp = sd->status.max_hp * 3;
- // sd->status.hp = sd->status.hp * 3;
- if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.max_hp = battle_config.max_hp;
- if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.hp = battle_config.max_hp;
- }
- if(s_class.job == 23 && sd->status.base_level >= 99){
- sd->status.max_hp = sd->status.max_hp + 2000;
- }
-
- if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.max_hp = battle_config.max_hp;
- if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
-
- // 最大SP計算
- sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
- if (s_class.upper==1) // [MouseJstr]
- sd->status.max_sp = sd->status.max_sp * 130/100;
- else if (s_class.upper==2)
- sd->status.max_sp = sd->status.max_sp * 70/100;
- if(sd->sprate!=100)
- sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
-
- if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
- sd->status.max_sp += sd->status.max_sp*skill/100;
- if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
- sd->status.max_sp += sd->status.max_sp*2*skill/100;
-
- if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
-
- //自然回復HP
- sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
- if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
- sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
- if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
- }
- //自然回復SP
- sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
- if(sd->paramc[3] >= 120)
- sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
- if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
- sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
- if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
- }
-
- if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
- sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
- sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
- if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
- if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
- }
- if(sd->hprecov_rate != 100) {
- sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
- if(sd->nhealhp < 1) sd->nhealhp = 1;
- }
- if(sd->sprecov_rate != 100) {
- sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
- if(sd->nhealsp < 1) sd->nhealsp = 1;
- }
- /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
- sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
- if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
- } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
-
- // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも)
- if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
- skill = skill*4;
- sd->addrace[9]+=skill;
- sd->addrace_[9]+=skill;
- sd->subrace[9]+=skill;
- sd->magic_addrace[9]+=skill;
- sd->magic_subrace[9]-=skill;
- }
-
- //Flee上昇
- if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加
- if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){
- sd->flee += skill*3;
- }
- if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018)
- sd->flee += skill*4;
- if(sd->status.class_==12||sd->status.class_==4013)
- sd->speed -= sd->speed *(skill*1.5)/100;
- }
- if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
- sd->flee += (skill*3)>>1;
-
- // スキルやステ?タス異常による?りのパラメ?タ補正
- if(sd->sc_count){
- // ATK/DEF?化形
- if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
- sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
- if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
- sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
- }
- if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
- sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
- sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- }
- if(sd->sc_data[SC_ENDURE].timer!=-1)
- sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
- if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
- sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
- sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
- sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
- }
- if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態
- sd->def2 = sd->def2*75/100;
- if(sd->sc_data[SC_CURSE].timer!=-1){
- sd->base_atk = sd->base_atk*75/100;
- sd->watk = sd->watk*75/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk_*75/100;
- }
- if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き
- sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
- sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
- }
- if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
- index = sd->equip_index[9];
- /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
- sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
- sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[9];*/
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
- }
-
- if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ
- sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
- }
-
- if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
- sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
- if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス
- sd->def=0;
-
- if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション
- sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- }
-
- if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅
- sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
- sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
- }
- if(sd->sc_data[SC_ATKPOT].timer!=-1)
- sd->watk += sd->sc_data[SC_ATKPOT].val1;
- if(sd->sc_data[SC_MATKPOT].timer!=-1){
- sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
- sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
- }
-
- // ASPD/移動速度?化系
- if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
- sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
- if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sd->sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
- if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
- aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
- sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- }
- if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
- aspd_rate -= sd->sc_data[i].val2;
- if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算
- sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
- if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
- sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
- if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い?
- sd->speed -= sd->speed *25/100;
- if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
- sd->speed = 2*DEFAULT_WALK_SPEED;
-
- // HIT/FLEE?化系
- if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
- sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
- +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
- sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
- }
- if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
- sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
- +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
- if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
- sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
- }
- if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗?
- sd->hit -= sd->hit*25/100;
- sd->flee -= sd->flee*25/100;
- }
- if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク
- sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
- if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
- sd->flee -= sd->flee*50/100;
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
- sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
- if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション
- sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
-
- // 耐性
- if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド
- sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火
- sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- }
- if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス
- sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性
- sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔
- }
-
- // その他
- if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
- sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
- +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
- if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ
- sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
- if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ?
- sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
- +sd->sc_data[SC_SERVICE4U].val3)/100;
- if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
- +sd->sc_data[SC_SERVICE4U].val3);
- if(sd->dsprate<0)sd->dsprate=0;
- }
-
- if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
- sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
- +sd->sc_data[SC_FORTUNE].val3)*10;
-
- if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
- if(s_class.job==23)
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
- else
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
- }
-
- if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
- sd->def = 90;
- sd->mdef = 90;
- aspd_rate += 25;
- sd->speed = (sd->speed * 125) / 100;
- }
- if(sd->sc_data[SC_DEFENDER].timer != -1) {
- sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
- // removed as of 12/14's patch [celest]
- //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
- }
- if(sd->sc_data[SC_ENCPOISON].timer != -1)
- sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
-
- if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
- sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
- //sd->speed*=4;
- sd->nhealsp = 0;
- sd->nshealsp = 0;
- sd->nsshealsp = 0;
- }
- if(sd->sc_data[SC_CURSE].timer!=-1)
- sd->speed += 450;
-
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
- sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
-
-/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
- sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
- if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
- sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
- */
- if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
- sd->def = sd->def2 = 0;
- sd->mdef = sd->mdef2 = 0;
- sd->flee -= sd->flee*50/100;
- aspd_rate -= 30;
- //sd->base_atk *= 3;
- }
- if(sd->sc_data[SC_KEEPING].timer!=-1)
- sd->def = 100;
- if(sd->sc_data[SC_BARRIER].timer!=-1)
- sd->mdef = 100;
-
- if(sd->sc_data[SC_GOSPEL].timer!=-1) {
- if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
- switch (sd->sc_data[SC_GOSPEL].val3)
- {
- case 4:
- sd->status.max_hp += sd->status.max_hp * 25 / 100;
- if(sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- break;
- case 5:
- sd->status.max_sp += sd->status.max_sp * 25 / 100;
- if(sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- break;
- case 11:
- sd->def += sd->def * 25 / 100;
- sd->def2 += sd->def2 * 25 / 100;
- break;
- case 12:
- sd->base_atk += sd->base_atk * 8 / 100;
- break;
- case 13:
- sd->flee += sd->flee * 5 / 100;
- break;
- case 14:
- sd->hit += sd->hit * 5 / 100;
- break;
- }
- } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
- switch (sd->sc_data[SC_GOSPEL].val3)
- {
- case 5:
- sd->def = 0;
- sd->def2 = 0;
- break;
- case 6:
- sd->base_atk = 0;
- sd->watk = 0;
- sd->watk2 = 0;
- break;
- case 7:
- sd->flee = 0;
- break;
- case 8:
- sd->speed_rate += 75;
- aspd_rate += 75;
- break;
- }
- }
- }
- }
-
- if (sd->speed_rate <= 0)
- sd->speed_rate = 1;
-
- if(sd->speed_rate != 100)
- sd->speed = sd->speed*sd->speed_rate/100;
- if(sd->speed < 1) sd->speed = 1;
- if(aspd_rate != 100)
- sd->aspd = sd->aspd*aspd_rate/100;
- if(pc_isriding(sd)) // 騎兵修練
- sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
- if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
- sd->amotion = sd->aspd;
- sd->dmotion = 800-sd->paramc[1]*4;
- if(sd->dmotion<400)
- sd->dmotion = 400;
- if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- }
-
- if(sd->status.hp>sd->status.max_hp)
- sd->status.hp=sd->status.max_hp;
- if(sd->status.sp>sd->status.max_sp)
- sd->status.sp=sd->status.max_sp;
-
- if(first&4)
- return 0;
- if(first&3) {
- clif_updatestatus(sd,SP_SPEED);
- clif_updatestatus(sd,SP_MAXHP);
- clif_updatestatus(sd,SP_MAXSP);
- if(first&1) {
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- }
- return 0;
- }
-
- if(b_class != sd->view_class) {
- clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
-#if PACKETVER < 4
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
-#else
- clif_changelook(&sd->bl,LOOK_WEAPON,0);
-#endif
- }
-
- if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
- clif_skillinfoblock(sd); // スキル送信
-
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_weight != sd->weight)
- clif_updatestatus(sd,SP_WEIGHT);
- if(b_max_weight != sd->max_weight) {
- clif_updatestatus(sd,SP_MAXWEIGHT);
- pc_checkweighticon(sd);
- }
- for(i=0;i<6;i++)
- if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
- clif_updatestatus(sd,SP_STR+i);
- if(b_hit != sd->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_flee != sd->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_aspd != sd->aspd)
- clif_updatestatus(sd,SP_ASPD);
- if(b_watk != sd->watk || b_base_atk != sd->base_atk)
- clif_updatestatus(sd,SP_ATK1);
- if(b_def != sd->def)
- clif_updatestatus(sd,SP_DEF1);
- if(b_watk2 != sd->watk2)
- clif_updatestatus(sd,SP_ATK2);
- if(b_def2 != sd->def2)
- clif_updatestatus(sd,SP_DEF2);
- if(b_flee2 != sd->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_critical != sd->critical)
- clif_updatestatus(sd,SP_CRITICAL);
- if(b_matk1 != sd->matk1)
- clif_updatestatus(sd,SP_MATK1);
- if(b_matk2 != sd->matk2)
- clif_updatestatus(sd,SP_MATK2);
- if(b_mdef != sd->mdef)
- clif_updatestatus(sd,SP_MDEF1);
- if(b_mdef2 != sd->mdef2)
- clif_updatestatus(sd,SP_MDEF2);
- if(b_attackrange != sd->attackrange)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_max_hp != sd->status.max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_max_sp != sd->status.max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_hp != sd->status.hp)
- clif_updatestatus(sd,SP_HP);
- if(b_sp != sd->status.sp)
- clif_updatestatus(sd,SP_SP);
-
-/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
- before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
- clif_updatestatus(sd,SP_CARTINFO);*/
-
- //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
- if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
- (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
- // オ?トバ?サ?ク?動
- skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
-
- return 0;
-}
-
-/*==========================================
- * For quick calculating [Celest]
- *------------------------------------------
- */
-int pc_calcspeed (struct map_session_data *sd)
-{
- int b_speed, skill;
- struct pc_base_job s_class;
-
- nullpo_retr(0, sd);
-
- s_class = pc_calc_base_job(sd->status.class_);
-
- b_speed = sd->speed;
- sd->speed = DEFAULT_WALK_SPEED ;
-
- if(sd->sc_count){
- if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
- sd->speed = sd->speed *125/100;
- }
- if(sd->sc_data[SC_CLOAKING].timer!=-1) {
- sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
- }
- if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
- sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
- }
- if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
- sd->speed = sd->speed*3/2;
- }
- if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
- sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
- }
- if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
- sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
- }
- if(sd->sc_data[SC_BERSERK].timer!=-1) {
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_WEDDING].timer!=-1) {
- sd->speed = 2*DEFAULT_WALK_SPEED;
- }
- if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
- sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- }
- if(sd->sc_data[SC_STEELBODY].timer!=-1){
- sd->speed = (sd->speed * 125) / 100;
- }
- if(sd->sc_data[SC_DEFENDER].timer != -1) {
- // removed as of 12/14's patch [celest]
- //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
- }
- if( sd->sc_data[SC_DANCING].timer!=-1 ){
- sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
- }
- if(sd->sc_data[SC_CURSE].timer!=-1)
- sd->speed += 450;
- if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
- sd->speed = sd->speed*150/100;
- if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
- sd->speed -= sd->speed*25/100;
- }
-
- if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
- sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
- if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
- sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
- else if (pc_isriding(sd)) {
- sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ status_change_end(&sd->bl,SC_WEIGHT90,-1);
}
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- if(s_class.job==12)
- sd->speed -= sd->speed *(skill*1.5)/100;
-
- if(sd->speed_rate != 100)
- sd->speed = sd->speed*sd->speed_rate/100;
- if(sd->speed < 1) sd->speed = 1;
-
- if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- }
-
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
-
return 0;
}
@@ -3076,12 +1866,12 @@ int pc_skill(struct map_session_data *sd,int id,int level,int flag)
}
if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
sd->status.skill[id].lv=level;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_skillinfoblock(sd);
}
else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する
sd->status.skill[id].lv+=level;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_skillinfoblock(sd);
}
else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら
@@ -3949,19 +2739,19 @@ int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrt
if (sd->sc_count) {
if(sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
+ status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if(sd->sc_data[SC_BLADESTOP].timer!=-1)
- skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
+ status_change_end(&sd->bl,SC_BLADESTOP,-1);
if(sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
skill_stop_dancing(&sd->bl,0);
}
if(sd->status.option&2)
- skill_status_change_end(&sd->bl, SC_HIDING, -1);
+ status_change_end(&sd->bl, SC_HIDING, -1);
if(sd->status.option&4)
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
+ status_change_end(&sd->bl, SC_CLOAKING, -1);
if(sd->status.option&16386)
- skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
+ status_change_end(&sd->bl, SC_CHASEWALK, -1);
if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
pet_stopattack(sd->pd);
@@ -3999,7 +2789,7 @@ int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrt
sd->pd = NULL;
sd->petDB = NULL;
if(battle_config.pet_status_support)
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
}
else if(sd->pet.intimate > 0) {
pet_stopattack(sd->pd);
@@ -4056,7 +2846,7 @@ int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrt
sd->pd = NULL;
sd->petDB = NULL;
if(battle_config.pet_status_support)
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
pc_makesavestatus(sd);
chrif_save(sd);
storage_storage_save(sd);
@@ -4332,7 +3122,7 @@ static int pc_walk(int tid,unsigned int tick,int id,int data)
if ((su = (struct skill_unit *)sd->sc_data[SC_BASILICA].val4)) {
struct skill_unit_group *sg;
if ((sg = su->group) && sg->src_id == sd->bl.id) {
- skill_status_change_end(&sd->bl,SC_BASILICA,-1);
+ status_change_end(&sd->bl,SC_BASILICA,-1);
skill_delunitgroup (sg);
}
}
@@ -4449,7 +3239,7 @@ int pc_stop_walking(struct map_session_data *sd,int type)
clif_fixpos(&sd->bl);
if(type&0x02 && battle_config.pc_damage_delay) {
unsigned int tick = gettick();
- int delay = battle_get_dmotion(&sd->bl);
+ int delay = status_get_dmotion(&sd->bl);
if(sd->canmove_tick < tick)
sd->canmove_tick = tick + delay;
}
@@ -4584,41 +3374,41 @@ int pc_checkallowskill(struct map_session_data *sd)
nullpo_retr(0, sd->sc_data);
if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ
- skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除
+ status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除
return -1;
}
if(!(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オ?ラブレ?ド */
- skill_status_change_end(&sd->bl,SC_AURABLADE,-1); /* オ?ラブレ?ドを解除 */
+ status_change_end(&sd->bl,SC_AURABLADE,-1); /* オ?ラブレ?ドを解除 */
return -1;
}
if(!(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */
- skill_status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */
+ status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */
return -1;
}
if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<<sd->status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレ?ション */
- skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレ?ションを解除 */
+ status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレ?ションを解除 */
return -1;
}
if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン
- skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除
+ status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除
return -1;
}
if(!(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ
- skill_status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除
+ status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除
return -1;
}
if(sd->status.shield <= 0) {
if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オ?トガ?ド
- skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1);
+ status_change_end(&sd->bl,SC_AUTOGUARD,-1);
return -1;
}
if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダ?
- skill_status_change_end(&sd->bl,SC_DEFENDER,-1);
+ status_change_end(&sd->bl,SC_DEFENDER,-1);
return -1;
}
if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシ?ルド
- skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
+ status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
return -1;
}
}
@@ -4764,11 +3554,11 @@ int pc_attack_timer(int tid,unsigned int tick,int id,int data)
return 0;
}
- //if((opt = battle_get_option(bl)) != NULL && *opt&0x46)
- if((opt = battle_get_option(bl)) != NULL && *opt&0x42)
+ //if((opt = status_get_option(bl)) != NULL && *opt&0x46)
+ if((opt = status_get_option(bl)) != NULL && *opt&0x42)
return 0;
- if(((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) ||
- ((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 ))
+ if(((sc_data = status_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) ||
+ ((sc_data = status_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 ))
return 0;
if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0)
@@ -4808,7 +3598,7 @@ int pc_attack_timer(int tid,unsigned int tick,int id,int data)
sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0);
// &2 = ? - Celest
if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
pet_target_check(sd,bl,0);
map_freeblock_unlock();
@@ -4969,16 +3759,16 @@ int pc_checkbaselevelup(struct map_session_data *sd)
clif_updatestatus(sd,SP_STATUSPOINT);
clif_updatestatus(sd,SP_BASELEVEL);
clif_updatestatus(sd,SP_NEXTBASEEXP);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
pc_heal(sd,sd->status.max_hp,sd->status.max_sp);
//スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
if(s_class.job == 23){
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
}
clif_misceffect(&sd->bl,0);
@@ -5005,7 +3795,7 @@ int pc_checkjoblevelup(struct map_session_data *sd)
clif_updatestatus(sd,SP_NEXTJOBEXP);
sd->status.skill_point ++;
clif_updatestatus(sd,SP_SKILLPOINT);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_misceffect(&sd->bl,1);
return 1;
@@ -5261,7 +4051,7 @@ int pc_statusup(struct map_session_data *sd,int type)
}
clif_updatestatus(sd,SP_STATUSPOINT);
clif_updatestatus(sd,type);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_statusupack(sd,type,1,val);
return 0;
@@ -5337,7 +4127,7 @@ int pc_statusup2(struct map_session_data *sd,int type,int val)
}
clif_updatestatus(sd,type-SP_STR+SP_USTR);
clif_updatestatus(sd,type);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_statusupack(sd,type,1,val);
return 0;
@@ -5363,7 +4153,7 @@ int pc_skillup(struct map_session_data *sd,int skill_num)
{
sd->status.skill[skill_num].lv++;
sd->status.skill_point--;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_skillup(sd,skill_num);
clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd);
@@ -5421,7 +4211,7 @@ int pc_allskillup(struct map_session_data *sd)
}
}
}
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
return 0;
}
@@ -5506,7 +4296,7 @@ int pc_resetlvl(struct map_session_data* sd,int type)
}
clif_skillinfoblock(sd);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
return 0;
}
@@ -5559,7 +4349,7 @@ int pc_resetstate(struct map_session_data* sd)
clif_updatestatus(sd,SP_UDEX);
clif_updatestatus(sd,SP_ULUK); // End Addition
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
return 0;
}
@@ -5594,7 +4384,7 @@ int pc_resetskill(struct map_session_data* sd)
}
clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
return 0;
}
@@ -5626,7 +4416,7 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
if (sd->sc_data[SC_ENDURE].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1 && !sd->special_state.infinite_endure)
pc_stop_walking(sd,3);
else if(sd->sc_data[SC_ENDURE].timer != -1 && (src != NULL && src->type==BL_MOB) && (--sd->sc_data[SC_ENDURE].val2) <= 0)
- skill_status_change_end(&sd->bl, SC_ENDURE, -1);
+ status_change_end(&sd->bl, SC_ENDURE, -1);
} else
pc_stop_walking(sd,3);
@@ -5639,13 +4429,13 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
pet_target_check(sd,src,1);
if (sd->sc_data[SC_TRICKDEAD].timer != -1)
- skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
+ status_change_end(&sd->bl, SC_TRICKDEAD, -1);
if(sd->status.option&2)
- skill_status_change_end(&sd->bl, SC_HIDING, -1);
+ status_change_end(&sd->bl, SC_HIDING, -1);
if(sd->status.option&4)
- skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
+ status_change_end(&sd->bl, SC_CLOAKING, -1);
if(sd->status.option&16386)
- skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
+ status_change_end(&sd->bl, SC_CHASEWALK, -1);
if(sd->status.hp>0){
// まだ生きているならHP更新
@@ -5655,7 +4445,7 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
// オ?トバ?サ?ク?動
- skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+ status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
sd->canlog_tick = gettick();
@@ -5686,11 +4476,11 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
pc_setdead(sd);
skill_unit_out_all(&sd->bl,gettick(),1);
if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除
- skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
+ status_change_end(&sd->bl,SC_BLADESTOP,-1);
pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンタ?書き?み
- skill_status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
+ status_change_clear(&sd->bl,0); // ステ?タス異常を解除する
clif_updatestatus(sd,SP_HP);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
if (sd->state.event_death) {
struct npc_data *npc;
@@ -5735,7 +4525,7 @@ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
for(i=0;i<5;i++)
if(sd->dev.val1[i]){
- skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1);
+ status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1);
sd->dev.val1[i] = sd->dev.val2[i]=0;
}
@@ -5992,7 +4782,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
clif_updatestatus(sd, SP_NEXTBASEEXP);
clif_updatestatus(sd, SP_STATUSPOINT);
clif_updatestatus(sd, SP_BASEEXP);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
break;
case SP_JOBLEVEL:
@@ -6012,7 +4802,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
clif_updatestatus(sd, SP_NEXTJOBEXP);
clif_updatestatus(sd, SP_JOBEXP);
clif_updatestatus(sd, SP_SKILLPOINT);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
clif_misceffect(&sd->bl, 1);
} else {
sd->status.job_level = val;
@@ -6020,7 +4810,7 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
clif_updatestatus(sd, SP_JOBLEVEL);
clif_updatestatus(sd, SP_NEXTJOBEXP);
clif_updatestatus(sd, SP_JOBEXP);
- pc_calcstatus(sd, 0);
+ status_calc_pc(sd, 0);
}
clif_updatestatus(sd,type);
break;
@@ -6351,7 +5141,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
if(battle_config.muting_players && sd->status.manner < 0)
clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
pc_checkallowskill(sd);
pc_equiplookall(sd);
clif_equiplist(sd);
@@ -6439,7 +5229,7 @@ int pc_setoption(struct map_session_data *sd,int type)
sd->status.option=type;
clif_changeoption(&sd->bl);
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
return 0;
}
@@ -6654,7 +5444,7 @@ int pc_setglobalreg(struct map_session_data *sd,char *reg,int val)
//PC_DIE_COUNTERがスクリプトなどで?更された暫フ?理
if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
sd->die_counter = val;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
} else if(strcmp(reg,"PCDieEvent") == 0){
sd->state.event_death = val;
} else if(strcmp(reg,"PCKillEvent") == 0){
@@ -6811,29 +5601,6 @@ int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val)
return 1;
}
-/*==========================================
- * 精?成功率
- *------------------------------------------
- */
-int pc_percentrefinery(struct map_session_data *sd,struct item *item)
-{
- int percent;
-
- nullpo_retr(0, item);
- percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
-
- percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器?究スキル所持
-
- // 確率の有?範?チェック
- if( percent > 100 ){
- percent = 100;
- }
- if( percent < 0 ){
- percent = 0;
- }
-
- return percent;
-}
/*==========================================
* イベントタイマ??理
@@ -7085,20 +5852,20 @@ int pc_equipitem(struct map_session_data *sd,int n,int pos)
clif_arrowequip(sd,arrow);
sd->status.inventory[arrow].equip=32768;
}
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
if(sd->special_state.infinite_endure) {
if(sd->sc_data[SC_ENDURE].timer == -1)
- skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
+ status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
}
else {
if(sd->sc_count && sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
- skill_status_change_end(&sd->bl,SC_ENDURE,-1);
+ status_change_end(&sd->bl,SC_ENDURE,-1);
}
if(sd->sc_count) {
if (sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
- skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14))
skill_stop_dancing(&sd->bl,0);
}
@@ -7162,10 +5929,10 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
if(sd->sc_count) {
if (sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 &&
sd->status.inventory[n].attribute == 1)
- skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
+ status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
if(sd->sc_data[SC_BROKNARMOR].timer != -1 && sd->status.inventory[n].equip & 0x0010 &&
sd->status.inventory[n].attribute == 1)
- skill_status_change_end(&sd->bl,SC_BROKNARMOR,-1);
+ status_change_end(&sd->bl,SC_BROKNARMOR,-1);
}
clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
@@ -7178,9 +5945,9 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
clif_unequipitemack(sd,n,0,0);
}
if(flag&1) {
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
if(sd->sc_count && sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
- skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
+ status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
}
return 0;
@@ -7261,7 +6028,7 @@ int pc_checkitem(struct map_session_data *sd)
pc_setequipindex(sd);
if(calc_flag)
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
return 0;
}
@@ -7980,7 +6747,7 @@ void pc_setstand(struct map_session_data *sd){
nullpo_retv(sd);
if(sd->sc_count && sd->sc_data[SC_TENSIONRELAX].timer!=-1)
- skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+ status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
sd->state.dead_sit = 0;
}
@@ -8042,96 +6809,6 @@ int pc_readdb(void)
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/exp.txt");
ShowStatus(tmp_output);
- // JOB補正?値1
- fp=fopen("db/job_db1.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db1.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<21 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(j<21)
- continue;
- max_weight_base[i]=atoi(split[0]);
- hp_coefficient[i]=atoi(split[1]);
- hp_coefficient2[i]=atoi(split[2]);
- sp_coefficient[i]=atoi(split[3]);
- for(j=0;j<17;j++)
- aspd_base[i][j]=atoi(split[j+4]);
- i++;
-// -- moonsoul (below two lines added to accommodate high numbered new class ids)
- if(i==24)
- i=4001;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
- ShowStatus(tmp_output);
-
- // JOBボ?ナス
- memset(job_bonus,0,sizeof(job_bonus));
- fp=fopen("db/job_db2.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db2.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL && p;j++){
- if(sscanf(p,"%d",&k)==0)
- break;
- job_bonus[0][i][j]=k;
- job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので?
- p=strchr(p,',');
- if(p) p++;
- }
- i++;
-// -- moonsoul (below two lines added to accommodate high numbered new class ids)
- if(i==24)
- i=4001;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
- ShowStatus(tmp_output);
-
- // JOBボ?ナス2 ?生職用
- fp=fopen("db/job_db2-2.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db2-2.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL && p;j++){
- if(sscanf(p,"%d",&k)==0)
- break;
- job_bonus[1][i][j]=k;
- p=strchr(p,',');
- if(p) p++;
- }
- i++;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
- ShowStatus(tmp_output);
-
// スキルツリ?
memset(skill_tree,0,sizeof(skill_tree));
fp=fopen("db/skill_tree.txt","r");
@@ -8221,88 +6898,6 @@ int pc_readdb(void)
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/attr_fix.txt");
ShowStatus(tmp_output);
- // サイズ補正テ?ブル
- for(i=0;i<3;i++)
- for(j=0;j<20;j++)
- atkmods[i][j]=100;
- fp=fopen("db/size_fix.txt","r");
- if(fp==NULL){
- printf("can't read db/size_fix.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[20];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<20 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- for(j=0;j<20 && split[j];j++)
- atkmods[i][j]=atoi(split[j]);
- i++;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
- ShowStatus(tmp_output);
-
- // 精?デ?タテ?ブル
- for(i=0;i<5;i++){
- for(j=0;j<10;j++)
- percentrefinery[i][j]=100;
- refinebonus[i][0]=0;
- refinebonus[i][1]=0;
- refinebonus[i][2]=10;
- }
- fp=fopen("db/refine_db.txt","r");
- if(fp==NULL){
- printf("can't read db/refine_db.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<16 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
- refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
- refinebonus[i][2]=atoi(split[2]); // 安全精?限界
- for(j=0;j<10 && split[j];j++)
- percentrefinery[i][j]=atoi(split[j+3]);
- i++;
- }
- fclose(fp); //Lupus. close this file!!!
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
- ShowStatus(tmp_output);
-
- return 0;
-}
-
-static int pc_calc_sigma(void)
-{
- int i,j,k;
-
- for(i=0;i<MAX_PC_CLASS;i++) {
- memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
- for(k=0,j=2;j<=MAX_LEVEL;j++) {
- k += hp_coefficient[i]*j + 50;
- k -= k%100;
- hp_sigma_val[i][j-1] = k;
- }
- }
return 0;
}
@@ -8317,12 +6912,12 @@ static void pc_statpointdb(void)
if(stp==NULL){
printf("can't read db/statpoint.txt\n");
- return;
+ return;
}
- fseek(stp, 0, SEEK_END);
- end = ftell(stp);
- rewind(stp);
+ fseek(stp, 0, SEEK_END);
+ end = ftell(stp);
+ rewind(stp);
buf_stat = (char *) aMallocA (end + 1);
l = fread(buf_stat,1,end,stp);
@@ -8332,16 +6927,16 @@ static void pc_statpointdb(void)
// printf("read db/statpoint.txt done (size=%d)\n",l);
for(i=0;i<255;i++) {
- j=0;
- while (*(buf_stat+k)!='\n') {
- statp[i][j]=*(buf_stat+k);
- j++;k++;
- }
- statp[i][j+1]='\0';
- k++;
+ j=0;
+ while (*(buf_stat+k)!='\n') {
+ statp[i][j]=*(buf_stat+k);
+ j++;k++;
+ }
+ statp[i][j+1]='\0';
+ k++;
}
- aFree(buf_stat);
+ aFree(buf_stat);
}
/*==========================================
@@ -8351,7 +6946,6 @@ static void pc_statpointdb(void)
int do_init_pc(void) {
pc_readdb();
pc_statpointdb();
- pc_calc_sigma();
// gm_account_db = numdb_init();
diff --git a/src/map/pc.h b/src/map/pc.h
index 02dfcb74a..6fe04c946 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -7,6 +7,7 @@
#define OPTION_MASK 0xd7b8
#define CART_MASK 0x788
+#define STATE_BLIND 0x10
#define pc_setdead(sd) ((sd)->state.dead_sit = 1)
#define pc_setsit(sd) ((sd)->state.dead_sit = 2)
@@ -44,6 +45,7 @@ int pc_checkskill(struct map_session_data *sd,int skill_id);
int pc_checkallowskill(struct map_session_data *sd);
int pc_checkequip(struct map_session_data *sd,int pos);
+int pc_calc_skilltree(struct map_session_data *sd);
int pc_calc_skilltree_normalize_job(int c, struct map_session_data *sd);
int pc_checkoverhp(struct map_session_data*);
@@ -79,8 +81,6 @@ int pc_dropitem(struct map_session_data*,int,int);
int pc_checkweighticon(struct map_session_data *sd);
-int pc_calcstatus(struct map_session_data*,int);
-int pc_calcspeed(struct map_session_data*); // [Celest]
int pc_bonus(struct map_session_data*,int,int);
int pc_bonus2(struct map_session_data *sd,int,int,int);
int pc_bonus3(struct map_session_data *sd,int,int,int,int);
@@ -146,7 +146,6 @@ int pc_readaccountreg(struct map_session_data*,char*);
int pc_setaccountreg(struct map_session_data*,char*,int);
int pc_readaccountreg2(struct map_session_data*,char*);
int pc_setaccountreg2(struct map_session_data*,char*,int);
-int pc_percentrefinery(struct map_session_data *sd,struct item *item);
int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name);
int pc_deleventtimer(struct map_session_data *sd,const char *name);
diff --git a/src/map/pet.c b/src/map/pet.c
index 99f2a4d95..759e2d11b 100644
--- a/src/map/pet.c
+++ b/src/map/pet.c
@@ -9,6 +9,7 @@
#include "nullpo.h"
#include "malloc.h"
#include "pc.h"
+#include "status.h"
#include "map.h"
#include "intif.h"
#include "clif.h"
@@ -202,7 +203,7 @@ static int pet_attack(struct pet_data *pd,unsigned int tick,int data)
pd->target_lv = battle_weapon_attack(&pd->bl,&md->bl,tick,0);
- pd->attackabletime = tick + battle_get_adelay(&pd->bl);
+ pd->attackabletime = tick + status_get_adelay(&pd->bl);
pd->timer=add_timer(pd->attackabletime,pet_timer,pd->bl.id,0);
pd->state.state=MS_ATTACK;
@@ -310,7 +311,7 @@ int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type)
Assert((pd->msd == 0) || (pd->msd->pd == pd));
- if(bl && pd && bl->type == BL_MOB && sd->pet.intimate > 900 && sd->pet.hungry > 0 && pd->class_ != battle_get_class(bl)
+ if(bl && pd && bl->type == BL_MOB && sd->pet.intimate > 900 && sd->pet.hungry > 0 && pd->class_ != status_get_class(bl)
&& pd->state.state != MS_DELAY) {
mode=mob_db[pd->class_].mode;
race=mob_db[pd->class_].race;
@@ -518,9 +519,9 @@ static int pet_hungry(int tid,unsigned int tick,int id,int data)
sd->pet.intimate = 0;
if(battle_config.pet_status_support && t > 0) {
if(sd->bl.prev != NULL)
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
else
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
}
}
clif_send_petdata(sd,1,sd->pet.intimate);
@@ -672,9 +673,9 @@ int pet_return_egg(struct map_session_data *sd)
}
if(battle_config.pet_status_support && sd->pet.intimate > 0) {
if(sd->bl.prev != NULL)
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
else
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
}
// ルートしたItemを落とさせる
pet_lootitem_drop(pd,sd);
@@ -821,9 +822,9 @@ int pet_recv_petdata(int account_id,struct s_pet *p,int flag)
}
if(battle_config.pet_status_support && sd->pet.intimate > 0) {
if(sd->bl.prev != NULL)
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
else
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
}
return 0;
@@ -995,7 +996,7 @@ int pet_equipitem(struct map_session_data *sd,int index)
else {
pc_delitem(sd,index,1,0);
sd->pet.equip = sd->pd->equip = nameid;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_pet_equip(sd->pd,nameid);
}
@@ -1016,7 +1017,7 @@ int pet_unequipitem(struct map_session_data *sd)
nameid = sd->pet.equip;
sd->pet.equip = sd->pd->equip = 0;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
clif_pet_equip(sd->pd,0);
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid = nameid;
@@ -1069,9 +1070,9 @@ int pet_food(struct map_session_data *sd)
sd->pet.intimate = 0;
if(battle_config.pet_status_support && t > 0) {
if(sd->bl.prev != NULL)
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
else
- pc_calcstatus(sd,2);
+ status_calc_pc(sd,2);
}
}
else if(sd->pet.intimate > 1000)
@@ -1096,7 +1097,7 @@ static int pet_randomwalk(struct pet_data *pd,int tick)
Assert((pd->msd == 0) || (pd->msd->pd == pd));
- speed = battle_get_speed(&pd->bl);
+ speed = status_get_speed(&pd->bl);
if(DIFF_TICK(pd->next_walktime,tick) < 0){
int i,x,y,c,d=12-pd->move_fail_count;
@@ -1201,7 +1202,7 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
pet_unlocktarget(pd);
else {
i=0;
- pd->speed = battle_get_speed(&pd->bl);
+ pd->speed = status_get_speed(&pd->bl);
do {
if(i==0) { // 最初はAEGISと同じ方法で検索
dx=md->bl.x - pd->bl.x;
@@ -1285,14 +1286,14 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
else {
if(dist <= 3 || (pd->timer != -1 && pd->state.state == MS_WALK && distance(pd->to_x,pd->to_y,sd->bl.x,sd->bl.y) < 3) )
return 0;
- pd->speed = battle_get_speed(&pd->bl);
+ pd->speed = status_get_speed(&pd->bl);
pet_calc_pos(pd,sd->bl.x,sd->bl.y,sd->dir);
if(pet_walktoxy(pd,pd->to_x,pd->to_y))
pet_randomwalk(pd,tick);
}
}
else {
- pd->speed = battle_get_speed(&pd->bl);
+ pd->speed = status_get_speed(&pd->bl);
if(pd->state.state == MS_ATTACK)
pet_stopattack(pd);
pet_randomwalk(pd,tick);
@@ -1492,7 +1493,7 @@ int pet_recovery_timer(int tid,unsigned int tick,int id,int data)
return 0;
if(sd->sc_data[pd->skilltype].timer != -1)
- skill_status_change_end(&sd->bl,pd->skilltype,-1);
+ status_change_end(&sd->bl,pd->skilltype,-1);
pd->skillbonustimer=add_timer(gettick()+pd->skilltimer*1000,pet_recovery_timer,sd->bl.id,0);
@@ -1543,7 +1544,7 @@ int pet_mag_timer(int tid,unsigned int tick,int id,int data)
if(sd->status.hp < sd->status.max_hp * pd->skilltype/100 && sd->status.sp < sd->status.max_sp * pd->skillduration/100) {
clif_skill_nodamage(&pd->bl,&sd->bl,PR_MAGNIFICAT,pd->skillval,1);
- skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],pd->skillval,0,0,0,skill_get_time(PR_MAGNIFICAT,pd->skillval),0 );
+ status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],pd->skillval,0,0,0,skill_get_time(PR_MAGNIFICAT,pd->skillval),0 );
}
pd->skillbonustimer=add_timer(gettick()+pd->skilltimer*1000,pet_mag_timer,sd->bl.id,0);
diff --git a/src/map/script.c b/src/map/script.c
index 083f3cfd1..0e8a054e7 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -24,6 +24,7 @@
#include "chrif.h"
#include "itemdb.h"
#include "pc.h"
+#include "status.h"
#include "script.h"
#include "storage.h"
#include "mob.h"
@@ -3028,7 +3029,7 @@ int buildin_getequippercentrefinery(struct script_state *st)
sd=script_rid2sd(st);
i=pc_checkequip(sd,equip[num-1]);
if(i >= 0)
- push_val(st->stack,C_INT,pc_percentrefinery(sd,&sd->status.inventory[i]));
+ push_val(st->stack,C_INT,status_percentrefinery(sd,&sd->status.inventory[i]));
else
push_val(st->stack,C_INT,0);
@@ -4274,7 +4275,7 @@ int buildin_sc_start(struct script_state *st)
if (bl != 0) {
if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
- skill_status_change_start(bl,type,val1,0,0,0,tick,0);
+ status_change_start(bl,type,val1,0,0,0,tick,0);
}
return 0;
}
@@ -4298,7 +4299,7 @@ int buildin_sc_start2(struct script_state *st)
if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
if(rand()%10000 < per)
- skill_status_change_start(bl,type,val1,0,0,0,tick,0);
+ status_change_start(bl,type,val1,0,0,0,tick,0);
return 0;
}
@@ -4314,7 +4315,7 @@ int buildin_sc_end(struct script_state *st)
bl = map_id2bl(st->rid);
if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
- skill_status_change_end(bl,type,-1);
+ status_change_end(bl,type,-1);
// if(battle_config.etc_log)
// printf("sc_end : %d %d\n",st->rid,type);
return 0;
@@ -4336,10 +4337,10 @@ int buildin_getscrate(struct script_state *st)
else
bl = map_id2bl(st->rid);
- luk = battle_get_luk(bl);
- sc_def_mdef2=100 - (3 + battle_get_mdef(bl) + luk/3);
- sc_def_vit2=100 - (3 + battle_get_vit(bl) + luk/3);
- sc_def_int2=100 - (3 + battle_get_int(bl) + luk/3);
+ luk = status_get_luk(bl);
+ sc_def_mdef2=100 - (3 + status_get_mdef(bl) + luk/3);
+ sc_def_vit2=100 - (3 + status_get_vit(bl) + luk/3);
+ sc_def_int2=100 - (3 + status_get_int(bl) + luk/3);
sc_def_luk2=100 - (3 + luk);
if(type==SC_STONE || type==SC_FREEZE)
diff --git a/src/map/skill.c b/src/map/skill.c
index b42d3d898..8c2ff23be 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -14,6 +14,7 @@
#include "map.h"
#include "clif.h"
#include "pc.h"
+#include "status.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
@@ -877,7 +878,7 @@ int skill_tree_get_max(int id, int b_class){
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
-int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
+int status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
int skill_clear_element_field(struct block_list *bl);
@@ -1064,16 +1065,16 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
}
//?象の耐性
- luk = battle_get_luk(bl);
- sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
- sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
- sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
+ luk = status_get_luk(bl);
+ sc_def_mdef=100 - (3 + status_get_mdef(bl) + luk/3);
+ sc_def_vit=100 - (3 + status_get_vit(bl) + luk/3);
+ sc_def_int=100 - (3 + status_get_int(bl) + luk/3);
sc_def_luk=100 - (3 + luk);
//自分の耐性
- luk = battle_get_luk(src);
- sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
- sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
- sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
+ luk = status_get_luk(src);
+ sc_def_mdef2=100 - (3 + status_get_mdef(src) + luk/3);
+ sc_def_vit2=100 - (3 + status_get_vit(src) + luk/3);
+ sc_def_int2=100 - (3 + status_get_int(src) + luk/3);
sc_def_luk2=100 - (3 + luk);
if(bl->type==BL_PC)
dstsd=(struct map_session_data *)bl;
@@ -1120,8 +1121,8 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
}
// エンチャントデットリ?ポイズン(猛毒?果)
if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
- int mhp = battle_get_max_hp(bl);
- int hp = battle_get_hp(bl);
+ int mhp = status_get_max_hp(bl);
+ int hp = status_get_hp(bl);
int lvl = sd->sc_data[SC_EDP].val1;
int diff;
// MHPの1/4以下にはならない
@@ -1140,21 +1141,21 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
md->hp = mhp>>2;
}
}
- skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
+ status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
}
break;
case SM_BASH: /* バッシュ(急所攻?) */
if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
}
break;
case TF_POISON: /* インベナム */
case AS_SPLASHER: /* ベナムスプラッシャ? */
if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else{
if(sd && skillid==TF_POISON)
clif_skill_fail(sd,skillid,0,0);
@@ -1163,128 +1164,128 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
case AS_SONICBLOW: /* ソニックブロ? */
if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
rate=skilllv*3+35;
if(rand()%100 < rate*sc_def_mdef/100)
- skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case MG_FROSTDIVER: /* フロストダイバ? */
case WZ_FROSTNOVA: /* フロストノヴァ */
- rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
+ rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
rate=rate<=5?5:rate;
if(rand()%100 < rate)
- skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else if(sd && skillid==MG_FROSTDIVER)
clif_skill_fail(sd,skillid,0,0);
break;
case WZ_STORMGUST: /* スト?ムガスト */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
if(sc_data) {
sc_data[SC_FREEZE].val3++;
if(sc_data[SC_FREEZE].val3 >= 3)
- skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
}
break;
case HT_LANDMINE: /* ランドマイン */
if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
if(map[bl->m].flag.pvp && dstsd){
dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
- pc_calcstatus(dstsd,0);
+ status_calc_pc(dstsd,0);
}
break;
case HT_SANDMAN: /* サンドマン */
if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
- skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_SPRINKLESAND: /* 砂まき */
if( rand()%100 < 20*sc_def_int/100 )
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_THROWSTONE: /* 石投げ */
if( rand()%100 < 7*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_HOLYCROSS: /* ホ?リ?クロス */
if( rand()%100 < 3*skilllv*sc_def_int/100 )
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_GRANDCROSS: /* グランドクロス */
case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
{
- int race = battle_get_race(bl);
- if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ int race = status_get_race(bl);
+ if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case AM_ACIDTERROR:
if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case RG_RAID: /* サプライズアタック */
if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BA_FROSTJOKE:
if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
- skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case DC_SCREAM:
if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BD_LULLABY: /* 子守唄 */
if( rand()%100 < 15*sc_def_int/100 )
- skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
/* MOBの追加?果付きスキル */
case NPC_PETRIFYATTACK:
if(rand()%100 < sc_def_mdef)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_POISON:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
if(rand()%100 < sc_def_vit && src->type!=BL_PET)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if(src->type==BL_PET)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
+ status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
break;
case NPC_CURSEATTACK:
if(rand()%100 < sc_def_luk)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_SLEEPATTACK:
case NPC_BLINDATTACK:
if(rand()%100 < sc_def_int)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_MENTALBREAKER:
if(dstsd) {
@@ -1298,45 +1299,45 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
//
case WZ_METEOR:
if(rand()%100 < sc_def_vit)
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case WZ_VERMILION:
if(rand()%100 < sc_def_int)
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
// -- moonsoul (stun ability of new champion skill tigerfist)
//
case CH_TIGERFIST:
if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
- int sec = skill_get_time2 (skillid,skilllv) - battle_get_agi(bl)/10;
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
+ int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10;
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
}
break;
case LK_SPIRALPIERCE:
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case ST_REJECTSWORD: /* フリ?ジングトラップ */
if( rand()%100 < (skilllv*15) )
- skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_FOGWALL: /* ホ?リ?クロス */
if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case LK_HEADCRUSH: /* ヘッドクラッシュ */
{//?件が良く分からないので適?に
- int race=battle_get_race(bl);
- if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ int race=status_get_race(bl);
+ if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
+ status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case LK_JOINTBEAT: /* ジョイントビ?ト */
//?件が良く分からないので適?に
if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
- skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_SPIDERWEB: /* スパイダ?ウェッブ */
{
@@ -1346,24 +1347,24 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
sec = sec/2;
battle_stopwalking(bl,1);
- skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
+ status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
}
}
break;
case ASC_METEORASSAULT: /* メテオアサルト */
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
- skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
//阿修羅を使うと5分間自然回復しないようになる
- skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
break;
case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
// skilllv*5%の確率で呪い
if (rand()%10000 < 5*skilllv*sc_def_luk)
- skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
+ status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
break;
}
@@ -1386,14 +1387,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
- skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
else {
if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
- skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
//自分に?態異常
@@ -1410,14 +1411,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
else {
if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
+ status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
}
@@ -1457,7 +1458,7 @@ int skill_blown( struct block_list *src, struct block_list *target,int count)
dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
}
if(dx==0 && dy==0){
- int dir=battle_get_dir(target);
+ int dir=status_get_dir(target);
if(dir>=0 && dir<8){
dx=-dirx[dir];
dy=-diry[dir];
@@ -1509,7 +1510,7 @@ int skill_blown( struct block_list *src, struct block_list *target,int count)
if(su){
skill_unit_move_unit_group(su->group,target->m,dx,dy);
}else{
-// struct status_change *sc_data=battle_get_sc_data(target);
+// struct status_change *sc_data=status_get_sc_data(target);
if(moveblock) map_delblock(target);
target->x=nx;
target->y=ny;
@@ -1571,7 +1572,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
nullpo_retr(0, dsrc);
nullpo_retr(0, bl);
- sc_data = battle_get_sc_data(bl);
+ sc_data = status_get_sc_data(bl);
//何もしない判定ここから
if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
@@ -1635,7 +1636,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//マジックロッド?理ここまで
if(src->type==BL_PET) { // [Valaris]
- dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
+ dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) );
dmg.damage2=0;
}
@@ -1661,12 +1662,12 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
nullpo_retr(0, sd);
//連打掌(MO_CHAINCOMBO)ここから
if(skillid == MO_CHAINCOMBO) {
- int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算
- if(damage < battle_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算
+ if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
+ status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //コンボディレイパケットの送信
@@ -1674,8 +1675,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//連打掌(MO_CHAINCOMBO)ここまで
//猛龍拳(MO_COMBOFINISH)ここから
else if(skillid == MO_COMBOFINISH) {
- int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
- if(damage < battle_get_hp(bl)) {
+ int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl)) {
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
//伏虎拳(CH_TIGERFIST)取得時も+300ms
if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
@@ -1683,7 +1684,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
+ status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //コンボディレイパケットの送信
@@ -1691,12 +1692,12 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//猛龍拳(MO_COMBOFINISH)ここまで
//伏虎拳(CH_TIGERFIST)ここから
else if(skillid == CH_TIGERFIST) {
- int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
- if(damage < battle_get_hp(bl)) {
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl)) {
if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
+ status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //コンボディレイパケットの送信
@@ -1704,13 +1705,13 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//伏虎拳(CH_TIGERFIST)ここまで
//連柱崩?(CH_CHAINCRUSH)ここから
else if(skillid == CH_CHAINCRUSH) {
- int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
- if(damage < battle_get_hp(bl)) {
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl)) {
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
- skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
+ status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //コンボディレイパケットの送信
@@ -1790,8 +1791,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
/* ?際にダメ?ジ?理を行う */
if(skillid || flag)
battle_damage(src,bl,damage,0);
- if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
- int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
+ if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
+ int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
int rate = 50 + skilllv * 5;
rate = rate + (s_lv - t_lv);
if(rand()%100 < rate)
@@ -1875,7 +1876,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
- skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
+ status_change_end(bl,SC_AUTOCOUNTER,-1);
}
map_freeblock_unlock();
@@ -2303,7 +2304,7 @@ int skill_cleartimerskill(struct block_list *src)
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
struct map_session_data *sd = NULL;
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
int i;
if(skillid > 0 && skilllv <= 0) return 0;
@@ -2391,9 +2392,9 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case PA_PRESSURE: /* プレッシャ? */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (rand()%100 < 50)
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
else
- skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
+ status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
if (bl->type == BL_PC) {
int sp;
struct map_session_data *tsd = (struct map_session_data *)bl;
@@ -2410,10 +2411,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
break;
case MO_INVESTIGATE: /* ?勁 */
{
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end(src,SC_BLADESTOP,-1);
+ status_change_end(src,SC_BLADESTOP,-1);
}
break;
case SN_FALCONASSAULT: /* ファルコンアサルト */
@@ -2437,12 +2438,12 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
break;
case RG_BACKSTAP: /* バックスタブ */
{
- int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl);
int dist = distance(src->x,src->y,bl->x,bl->y);
if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
if(sc_data && sc_data[SC_HIDING].timer != -1)
- skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
+ status_change_end(src, SC_HIDING, -1); // ハイディング解除
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
if (bl->type == BL_PC)
@@ -2466,7 +2467,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
break;
case MO_FINGEROFFENSIVE: /* 指? */
{
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
if(!battle_config.finger_offensive_type)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
@@ -2479,15 +2480,15 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
}
}
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end(src,SC_BLADESTOP,-1);
+ status_change_end(src,SC_BLADESTOP,-1);
}
break;
case MO_CHAINCOMBO: /* 連打掌 */
{
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end(src,SC_BLADESTOP,-1);
+ status_change_end(src,SC_BLADESTOP,-1);
}
break;
case MO_COMBOFINISH: /* 猛龍拳 */
@@ -2498,7 +2499,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
break;
case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
{
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
if(sd) {
struct walkpath_data wpd;
@@ -2530,13 +2531,13 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
if(sd->canact_tick < sd->canmove_tick)
sd->canact_tick = sd->canmove_tick;
pc_movepos(sd,sd->to_x,sd->to_y);
- skill_status_change_end(&sd->bl,SC_COMBO,-1);
+ status_change_end(&sd->bl,SC_COMBO,-1);
}
else
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
+ status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end(src,SC_BLADESTOP,-1);
+ status_change_end(src,SC_BLADESTOP,-1);
}
break;
/* 武器系範?攻?スキル */
@@ -2559,9 +2560,9 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
0x0500|dist );
if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
- skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
+ status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
}
}
}else{
@@ -2591,7 +2592,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
if (skillid == SM_MAGNUM) // fire element for 10 seconds
- skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
+ status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
}
break;
@@ -2643,7 +2644,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case ALL_RESURRECTION: /* リザレクション */
case PR_TURNUNDEAD: /* タ?ンアンデッド */
- if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
else {
map_freeblock_unlock();
@@ -2671,10 +2672,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case MG_FROSTDIVER: /* フロストダイバー */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
int sc_def_mdef, rate, damage;
- sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
- rate = (skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
+ sc_def_mdef = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
+ rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
rate = rate<=5?5:rate;
if (sc_data && sc_data[SC_FREEZE].timer != -1) {
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
@@ -2683,8 +2684,8 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
break;
}
damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (battle_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
- skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
} else if (sd) {
clif_skill_fail(sd,skillid,0,0);
}
@@ -2694,11 +2695,11 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
if(skilllv>1)
- skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
+ status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
break;
case PR_BENEDICTIO: /* 聖?降福 */
- if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
+ if(status_get_race(bl)==1 || status_get_race(bl)==6)
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2779,7 +2780,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case WZ_SIGHTRASHER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- skill_status_change_end(src,SC_SIGHT,-1);
+ status_change_end(src,SC_SIGHT,-1);
break;
/* その他 */
@@ -2838,7 +2839,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
sd->status.sp = 0;
clif_updatestatus(sd,SP_SP);
}
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
}
break;
@@ -2858,7 +2859,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
struct mob_data *md;
if((md=(struct mob_data *)src)){
skill_area_temp[1]=bl->id;
- skill_area_temp[2]=battle_get_hp(src);
+ skill_area_temp[2]=status_get_hp(src);
clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
map_foreachinarea(skill_area_sub,
bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
@@ -2918,7 +2919,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
}
if(sc_data) {
if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
- skill_status_change_end(src,SC_MAGICPOWER,-1);
+ status_change_end(src,SC_MAGICPOWER,-1);
}
map_freeblock_unlock();
@@ -2954,11 +2955,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
else if(src->type==BL_MOB)
md=(struct mob_data *)src;
- sc_dex=battle_get_mdef(bl);
- sc_luk=battle_get_luk(bl);
- sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
- //sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
- sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
+ sc_dex=status_get_mdef(bl);
+ sc_luk=status_get_luk(bl);
+ sc_def_vit = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
+ //sc_def_vit = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
+ sc_def_mdef = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
if(bl->type==BL_PC){
nullpo_retr(1, dstsd=(struct map_session_data *)bl);
@@ -2980,7 +2981,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
return 1;
if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
return 1;
- if(battle_get_class(bl) == 1288)
+ if(status_get_class(bl) == 1288)
return 1;
if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
return 0;
@@ -3067,20 +3068,20 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case AL_DECAGI: /* 速度減少 */
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
+ if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
break;
case AL_CRUCIS:
if(flag&1) {
- int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
+ int race = status_get_race(bl),ele = status_get_elem_type(bl);
if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
- int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
+ int slv=status_get_lv(src),tlv=status_get_lv(bl),rate;
rate = 25 + skilllv*2 + slv - tlv;
if(rand()%100 < rate)
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
}
}
else {
@@ -3095,14 +3096,14 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case PR_LEXDIVINA: /* レックスディビ?ナ */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if(sc_data && sc_data[SC_DIVINA].timer != -1)
- skill_status_change_end(bl,SC_DIVINA,-1);
+ status_change_end(bl,SC_DIVINA,-1);
else if( rand()%100 < sc_def_vit ) {
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
}
break;
@@ -3141,7 +3142,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
- if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
+ if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl);
break;
case SA_SUMMONMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -3180,7 +3181,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
case SA_FORTUNE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
+ if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
break;
case SA_TAMINGMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -3204,15 +3205,15 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}else{
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case CG_MARIONETTE: /* マリオネットコントロ?ル */
if(sd && dstsd){
- struct status_change *sc_data = battle_get_sc_data(src);
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(src);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc = SkillStatusChangeTable[skillid];
int sc2 = SC_MARIONETTE2;
@@ -3226,13 +3227,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
if(sc_data && tsc_data){
if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
- skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
- skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
+ status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
+ status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
}
else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
- skill_status_change_end(src, sc, -1);
- skill_status_change_end(bl, sc2, -1);
+ status_change_end(src, sc, -1);
+ status_change_end(bl, sc2, -1);
}
else {
clif_skill_fail(sd,skillid,0,0);
@@ -3273,7 +3274,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
}
else {
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
@@ -3284,13 +3285,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
if(bl->type==BL_MOB)
break;
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case PR_KYRIE: /* キリエエレイソン */
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case KN_AUTOCOUNTER: /* オ?トカウンタ? */
case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
@@ -3319,24 +3320,24 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case ASC_EDP: // [Celest]
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case SM_ENDURE: /* インデュア */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
break;
case SM_AUTOBERSERK: // Celest
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( tsc_data ){
if( tsc_data[sc].timer==-1 )
- skill_status_change_start(bl,sc,skilllv,0,0,0,0,0);
+ status_change_start(bl,sc,skilllv,0,0,0,0,0);
else
- skill_status_change_end(bl, sc, -1);
+ status_change_end(bl, sc, -1);
}
}
break;
@@ -3353,17 +3354,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case LK_TENSIONRELAX: /* テンションリラックス */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_setsit(sd);
clif_sitting(sd);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case LK_BERSERK: /* バ?サ?ク */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
//sd->status.hp = sd->status.max_hp * 3;
break;
case MC_CHANGECART:
@@ -3373,25 +3374,25 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
{
int range = 1;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- map_foreachinarea( skill_status_change_timer_sub,
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ map_foreachinarea( status_change_timer_sub,
src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
src,SkillStatusChangeTable[skillid],tick);
}
break;
case SM_PROVOKE: /* プロボック */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
/* MVPmobと不死には?かない */
- if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
+ if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
{
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel(bl,0);
@@ -3401,17 +3402,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(sc_data){
if(sc_data[SC_FREEZE].timer!=-1)
- skill_status_change_end(bl,SC_FREEZE,-1);
+ status_change_end(bl,SC_FREEZE,-1);
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- skill_status_change_end(bl,SC_STONE,-1);
+ status_change_end(bl,SC_STONE,-1);
if(sc_data[SC_SLEEP].timer!=-1)
- skill_status_change_end(bl,SC_SLEEP,-1);
+ status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
- range = battle_get_range(src) - (range + 1);
+ range = status_get_range(src) - (range + 1);
dstmd->state.provoke_flag = src->id;
mob_target(dstmd,src,range);
}
@@ -3449,7 +3450,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_devotion(sd,bl->id);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
}
else clif_skill_fail(sd,skillid,0,0);
break;
@@ -3468,7 +3469,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
case MO_BLADESTOP: // 白刃取り
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case MO_ABSORBSPIRITS: // ?奪
i=0;
@@ -3536,7 +3537,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
break;
if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
@@ -3552,7 +3553,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
- skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
+ status_change_end(src, SC_HIDING, -1); // ハイディング解除
break;
case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
@@ -3615,7 +3616,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
else{
/* パ?ティ全?への?理 */
@@ -3631,7 +3632,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
/* 個別の?理 */
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
}
else{
/* パ?ティ全?への?理 */
@@ -3648,60 +3649,60 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case CR_DEFENDER: /* ディフェンダ? */
case CR_AUTOGUARD: /* オ?トガ?ド */
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( tsc_data ){
if( tsc_data[sc].timer==-1 )
/* 付加する */
- skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
else
/* 解除する */
- skill_status_change_end(bl, sc, -1);
+ status_change_end(bl, sc, -1);
}
}
break;
case TF_HIDING: /* ハイディング */
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,-1,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* 解除する */
- skill_status_change_end(bl, sc, -1);
+ status_change_end(bl, sc, -1);
else
/* 付加する */
- skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
break;
case AS_CLOAKING: /* クロ?キング */
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* 解除する */
- skill_status_change_end(bl, sc, -1);
+ status_change_end(bl, sc, -1);
else
/* 付加する */
- skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
//skill_check_cloaking(bl);
}
break;
case ST_CHASEWALK: /* ハイディング */
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,-1,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* 解除する */
- skill_status_change_end(bl, sc, -1);
+ status_change_end(bl, sc, -1);
else
/* 付加する */
- skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
break;
@@ -3732,20 +3733,20 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case HP_BASILICA: /* バジリカ */
{
// cancel Basilica if already in effect
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
if(sc_data && sc_data[SC_BASILICA].timer != -1){
struct skill_unit *su;
if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
struct skill_unit_group *sg;
if ((sg = su->group) && sg->src_id == sd->bl.id) {
- skill_status_change_end(src,SC_BASILICA,-1);
+ status_change_end(src,SC_BASILICA,-1);
skill_delunitgroup (sg);
break;
}
}
} else {
// otherwise allow casting
- skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
skill_clear_unitgroup(src);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
@@ -3757,12 +3758,12 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
skill_clear_unitgroup(src);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
break;
case BD_ADAPTATION: /* アドリブ */
{
- struct status_change *sc_data = battle_get_sc_data(src);
+ struct status_change *sc_data = status_get_sc_data(src);
if(sc_data && sc_data[SC_DANCING].timer!=-1){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_stop_dancing(src,0);
@@ -3790,7 +3791,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(pc_steal_coin(sd,bl)) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
- range = battle_get_range(src) - (range + 1);
+ range = status_get_range(src) - (range + 1);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
mob_target((struct mob_data *)bl,src,range);
}
@@ -3801,10 +3802,10 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case MG_STONECURSE: /* スト?ンカ?ス */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
// Level 6-10 doesn't consume a red gem if it fails [celest]
int i, gem_flag = 1;
- if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
+ if (bl->type==BL_MOB && status_get_mode(bl)&0x20) {
clif_skill_fail(sd,sd->skillid,0,0);
break;
}
@@ -3812,12 +3813,12 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if (sc_data && sc_data[SC_STONE].timer != -1) {
- skill_status_change_end(bl,SC_STONE,-1);
+ status_change_end(bl,SC_STONE,-1);
if (sd)
clif_skill_fail(sd,skillid,0,0);
}
- else if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
- skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
+ status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else if(sd) {
if (skilllv > 5) gem_flag = 0;
clif_skill_fail(sd,skillid,0,0);
@@ -3843,18 +3844,18 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_end(bl, SC_SILENCE , -1 );
- skill_status_change_end(bl, SC_BLIND , -1 );
- skill_status_change_end(bl, SC_CONFUSION, -1 );
- if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
+ status_change_end(bl, SC_SILENCE , -1 );
+ status_change_end(bl, SC_BLIND , -1 );
+ status_change_end(bl, SC_CONFUSION, -1 );
+ if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
+ status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
}
break;
case TF_DETOXIFY: /* 解毒 */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_end(bl, SC_POISON , -1 );
- skill_status_change_end(bl, SC_DPOISON , -1 );
+ status_change_end(bl, SC_POISON , -1 );
+ status_change_end(bl, SC_DPOISON , -1 );
break;
case PR_STRECOVERY: /* リカバリ? */
@@ -3862,16 +3863,16 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_end(bl, SC_FREEZE , -1 );
- skill_status_change_end(bl, SC_STONE , -1 );
- skill_status_change_end(bl, SC_SLEEP , -1 );
- skill_status_change_end(bl, SC_STAN , -1 );
- if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
+ status_change_end(bl, SC_FREEZE , -1 );
+ status_change_end(bl, SC_STONE , -1 );
+ status_change_end(bl, SC_SLEEP , -1 );
+ status_change_end(bl, SC_STAN , -1 );
+ if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
int blind_time;
- //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
- blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
- if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
- skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
+ //blind_time=30-status_get_vit(bl)/10-status_get_int/15;
+ blind_time=30*(100-(status_get_int(bl)+status_get_vit(bl))/2)/100;
+ if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)))
+ status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
}
if(dstmd){
dstmd->attacked_id=0;
@@ -3975,7 +3976,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case RG_STRIPHELM: /* ストリップヘルム */
case ST_FULLSTRIP: // Celest
{
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
int scid, equip, strip_fix, strip_num = 0;
scid = SkillStatusChangeTable[skillid];
switch (skillid) {
@@ -4002,7 +4003,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if (tsc_data && tsc_data[scid].timer != -1)
break;
- strip_fix = battle_get_dex(src) - battle_get_dex(bl);
+ strip_fix = status_get_dex(src) - status_get_dex(bl);
if(strip_fix < 0)
strip_fix=0;
strip_per = 5+2*skilllv+strip_fix/5;
@@ -4022,7 +4023,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
- skill_status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
+ status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
break;
}
@@ -4055,7 +4056,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
pc_delitem(sd,i,skill_db[skillid].amount[x],0);
sd->state.potionpitcher_flag = 0;
if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
- hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
+ hp = status_get_max_hp(bl) * sd->potion_per_hp / 100;
hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
if(dstsd) {
sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
@@ -4065,13 +4066,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
else {
if(sd->potion_hp > 0) {
hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
+ hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if(sd->potion_sp > 0) {
sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
+ sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
if(dstsd)
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
}
@@ -4079,7 +4080,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
else {
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
- hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
+ hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
@@ -4101,11 +4102,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case AM_CP_HELM:
{
int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(tsc_data && tsc_data[scid].timer != -1)
- skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_end(bl, SC_STRIPWEAPON, -1 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
}
break;
@@ -4121,7 +4122,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
|| i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
|| i==SC_CP_HELM || i==SC_COMBO)
continue;
- skill_status_change_end(bl,i,-1);
+ status_change_end(bl,i,-1);
}
}
break;
@@ -4150,7 +4151,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
case SA_SPELLBREAKER: // スペルブレイカ?
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
int sp;
if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
if(dstsd) {
@@ -4215,7 +4216,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case SA_MAGICROD:
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case SA_AUTOSPELL: /* オ?トスペル */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4246,7 +4247,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
maxlv = 3;
}
if(spellid > 0)
- skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
+ status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv),0);
}
break;
@@ -4281,7 +4282,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case NPC_KEEPING:
@@ -4289,7 +4290,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
{
int skill_time = skill_get_time(skillid,skilllv);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
if (src->type == BL_MOB)
mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
else if (src->type == BL_PC)
@@ -4299,15 +4300,15 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case NPC_DARKBLESSING:
{
- int sc_def = 100 - battle_get_mdef(bl);
+ int sc_def = 100 - status_get_mdef(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
- if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
+ if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6)
break;
if(rand()%100 < sc_def*(50+skilllv*5)/100) {
if(dstsd) {
- int hp = battle_get_hp(bl)-1;
+ int hp = status_get_hp(bl)-1;
pc_heal(dstsd,-hp,0);
}
else if(dstmd)
@@ -4318,7 +4319,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case NPC_SELFDESTRUCTION: /* 自爆 */
case NPC_SELFDESTRUCTION2: /* 自爆2 */
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
break;
case NPC_LICK:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4327,7 +4328,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(dstsd)
pc_heal(dstsd,0,-100);
if(rand()%100 < (skilllv*5)*sc_def_vit/100)
- skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_SUICIDE: /* 自決 */
@@ -4470,7 +4471,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(su->group->unit_id == 0x91 && su->group->val2){
struct block_list *target=map_id2bl(su->group->val2);
if(target && (target->type == BL_PC || target->type == BL_MOB))
- skill_status_change_end(target,SC_ANKLE,-1);
+ status_change_end(target,SC_ANKLE,-1);
}
skill_delunit(su);
}
@@ -4506,25 +4507,25 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
case AS_SPLASHER: /* ベナムスプラッシャ? */
- if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上?っていたら失敗
+ if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) //HPが2/3以上?っていたら失敗
return 1;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
break;
case PF_MINDBREAKER: /* プロボック */
{
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
/* MVPmobと不死には?かない */
- if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
+ if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
{
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel(bl,0);
@@ -4534,17 +4535,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(sc_data){
if(sc_data[SC_FREEZE].timer!=-1)
- skill_status_change_end(bl,SC_FREEZE,-1);
+ status_change_end(bl,SC_FREEZE,-1);
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- skill_status_change_end(bl,SC_STONE,-1);
+ status_change_end(bl,SC_STONE,-1);
if(sc_data[SC_SLEEP].timer!=-1)
- skill_status_change_end(bl,SC_SLEEP,-1);
+ status_change_end(bl,SC_SLEEP,-1);
}
if(bl->type==BL_MOB) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
- range = battle_get_range(src) - (range + 1);
+ range = status_get_range(src) - (range + 1);
mob_target((struct mob_data *)bl,src,range);
}
}
@@ -4594,7 +4595,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if (sd && flag&1) {
struct block_list tbl;
int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- hp = hp * (100 + (battle_get_vit(bl)<<1))/100;
+ hp = hp * (100 + (status_get_vit(bl)<<1))/100;
if (dstsd) {
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
}
@@ -4611,13 +4612,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case CR_FULLPROTECTION:
{
int i, skilltime;
- struct status_change *tsc_data = battle_get_sc_data(bl);
+ struct status_change *tsc_data = status_get_sc_data(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skilltime = skill_get_time(skillid,skilllv);
for (i=0; i<4; i++) {
if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
- skill_status_change_end(bl, SC_STRIPWEAPON + i, -1 );
- skill_status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
+ status_change_end(bl, SC_STRIPWEAPON + i, -1 );
+ status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
}
}
break;
@@ -4638,9 +4639,9 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case ST_PRESERVE:
if (sd){
if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
- skill_status_change_end(src, SC_PRESERVE, -1 );
+ status_change_end(src, SC_PRESERVE, -1 );
else
- skill_status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
+ status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
clif_skill_nodamage(src,src,skillid,skilllv,1);
}
break;
@@ -4657,7 +4658,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
if(flag&1) {
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- skill_status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
+ status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
}
}
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
@@ -4667,7 +4668,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
}
}
break;
@@ -4682,7 +4683,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
if(flag&1) {
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- skill_status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
+ status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
}
}
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
@@ -4692,7 +4693,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
}
}
break;
@@ -4722,7 +4723,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
}
}
break;
@@ -4751,7 +4752,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
}
}
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
}
}
break;
@@ -4804,7 +4805,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
}
if(sd->skillid == PR_LEXAETERNA) {
- struct status_change *sc_data = battle_get_sc_data(bl);
+ struct status_change *sc_data = status_get_sc_data(bl);
if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
clif_skill_fail(sd,sd->skillid,0,0);
sd->canact_tick = tick;
@@ -4814,7 +4815,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
}
}
else if(sd->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
clif_skill_fail(sd,sd->skillid,0,0);
@@ -4837,7 +4838,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
int fail_flag = 1;
if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
fail_flag = 0;
- if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
+ if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl))
fail_flag = 0;
if(fail_flag) {
clif_skill_fail(sd,sd->skillid,0,0);
@@ -4850,7 +4851,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
range = skill_get_range(sd->skillid,sd->skilllv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
range += battle_config.pc_skill_add_range;
if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
(sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
@@ -4893,7 +4894,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
break;
case 1:/* 支援系 */
- if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+ if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
else
skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
@@ -4960,7 +4961,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
x+=(src->x-x>0)?-range:range;
if(src->y!=y)
y+=(src->y-y>0)?-range:range;
- map_foreachinarea( skill_status_change_timer_sub,
+ map_foreachinarea( status_change_timer_sub,
src->m, x-range, y-range, x+range,y+range,0,
src,SC_SIGHT,tick);
}
@@ -5060,7 +5061,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
pc_movepos(sd,x,y);
}else if( src->type==BL_MOB )
mob_warp((struct mob_data *)src,-1,x,y,0);
- skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
+ status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
break;
case AM_CANNIBALIZE: // バイオプラント
if(sd){
@@ -5250,7 +5251,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
nullpo_retr(0, src);
- sc_data = battle_get_sc_data(src); // for firewall and fogwall - celest
+ sc_data = status_get_sc_data(src); // for firewall and fogwall - celest
switch(skillid){ /* 設定 */
@@ -5460,8 +5461,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_NOENEMY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
- val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
- val2 |= (battle_get_luk(src)/10)&0xffff;
+ val2 = ((status_get_agi(src)/10)&0xffff)<<16;
+ val2 |= (status_get_luk(src)/10)&0xffff;
break;
case DC_HUMMING: /* ハミング */
count=49;
@@ -5470,7 +5471,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_NOENEMY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = battle_get_dex(src)/10;
+ val2 = status_get_dex(src)/10;
break;
case BA_DISSONANCE: /* 不協和音 */
@@ -5488,8 +5489,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_ENEMY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = ((battle_get_str(src)/20)&0xffff)<<16;
- val2 |= (battle_get_agi(src)/10)&0xffff;
+ val2 = ((status_get_str(src)/20)&0xffff)<<16;
+ val2 |= (status_get_agi(src)/10)&0xffff;
break;
case BA_POEMBRAGI: /* ブラギの詩 */
count=49;
@@ -5498,8 +5499,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_NOENEMY;
if(src->type == BL_PC)
val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
- val2 |= (battle_get_int(src)/5)&0xffff;
+ val2 = ((status_get_dex(src)/10)&0xffff)<<16;
+ val2 |= (status_get_int(src)/5)&0xffff;
break;
case BA_APPLEIDUN: /* イドゥンの林檎 */
count=49;
@@ -5510,7 +5511,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
else
val1 = 0;
- val1 |= (battle_get_vit(src))&0xffff;
+ val1 |= (status_get_vit(src))&0xffff;
val2 = 0;//回復用タイムカウンタ(6秒?に1?加)
break;
case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
@@ -5520,7 +5521,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_PARTY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = battle_get_int(src)/10;
+ val2 = status_get_int(src)/10;
break;
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
count=49;
@@ -5529,7 +5530,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_NOENEMY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
- val2 = battle_get_agi(src)/20;
+ val2 = status_get_agi(src)/20;
break;
case DC_FORTUNEKISS: /* 幸運のキス */
count=49;
@@ -5538,7 +5539,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target=BCT_NOENEMY;
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
- val2 = battle_get_luk(src)/10;
+ val2 = status_get_luk(src)/10;
break;
case AM_DEMONSTRATION: /* デモンストレ?ション */
@@ -5559,7 +5560,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
range=3;
//Fix to prevent the priest from walking while Basilica is up.
battle_stopwalking(src,1);
- //skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
+ //status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
//sd->canmove_tick = gettick() + limit; // added later [celest]
break;
@@ -5928,10 +5929,10 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
switch(sg->unit_id){
case 0x83: /* サンクチュアリ */
{
- int race=battle_get_race(bl);
- int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
+ int race=status_get_race(bl);
+ int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
- if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
+ if( status_get_hp(bl)>=status_get_max_hp(bl) && !damage_flag)
break;
if((sg->val1--)<=0){
@@ -5955,8 +5956,8 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x84: /* マグヌスエクソシズム */
{
- int race=battle_get_race(bl);
- int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
+ int race=status_get_race(bl);
+ int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
if(!damage_flag)
return 0;
@@ -5967,14 +5968,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x85: /* ニュ?マ */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SC_PNEUMA;
if(sc_data) {
if (sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
ts->tick-=sg->interval;
}
}
@@ -5983,14 +5984,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x7e: /* セイフティウォ?ル */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SC_SAFETYWALL;
if(sc_data) {
if (sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
if(sg->val1 < unit2->group->val1 )
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
ts->tick-=sg->interval;
}
}
@@ -6060,14 +6061,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x91: /* アンクルスネア */
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - battle_get_agi(bl)/10;
- if(battle_get_mode(bl)&0x20)
+ int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)/10;
+ if(status_get_mode(bl)&0x20)
sec = sec/5;
battle_stopwalking(bl,1);
- skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
+ status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
if(moveblock) map_delblock(bl);
bl->x = src->bl.x;
@@ -6109,20 +6110,20 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x8e: /* クァグマイア */
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if(sc_data && sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
}
break;
case 0x92: /* ベノムダスト */
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if(sc_data && sc_data[type].timer==-1 )
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
}
break;
case 0x9a: /* ボルケ?ノ */
@@ -6130,14 +6131,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0x9c: /* バイオレントゲイル */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if(sc_data) {
if (sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
- skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
ts->tick-=sg->interval;
}
}
@@ -6164,17 +6165,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
// case 0xb6: /* フォグウォ?ル */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if(sg->src_id == bl->id)
break;
if(sc_data) {
if (sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
- skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
ts->tick-=sg->interval;
}
@@ -6184,17 +6185,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0xaa: /* イドゥンの林檎 */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if(sg->src_id == bl->id)
break;
if(sc_data) {
if (sc_data[type].timer==-1)
- skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
+ status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
- skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
+ status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
ts->tick-=sg->interval;
}
@@ -6204,17 +6205,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
case 0xb6: /* フォグウォ?ル */
{
struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=SkillStatusChangeTable[sg->skill_id];
if(sc_data) {
if (sc_data[type].timer==-1) {
- skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
}
else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) {
- skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
}
@@ -6273,7 +6274,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
sd->status.guild_id == srcsd->status.guild_id &&
sd != srcsd) {
sd->state.leadership_flag = (int)src;
- pc_calcstatus (sd, 0);
+ status_calc_pc (sd, 0);
}
}
break;
@@ -6284,7 +6285,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
sd->status.guild_id == srcsd->status.guild_id &&
sd != srcsd) {
sd->state.glorywounds_flag = (int)src;
- pc_calcstatus (sd, 0);
+ status_calc_pc (sd, 0);
}
}
break;
@@ -6295,7 +6296,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
sd->status.guild_id == srcsd->status.guild_id &&
sd != srcsd) {
sd->state.soulcold_flag = (int)src;
- pc_calcstatus (sd, 0);
+ status_calc_pc (sd, 0);
}
}
break;
@@ -6306,7 +6307,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
sd->status.guild_id == srcsd->status.guild_id &&
sd != srcsd) {
sd->state.hawkeyes_flag = (int)src;
- pc_calcstatus (sd, 0);
+ status_calc_pc (sd, 0);
}
}
break;
@@ -6355,14 +6356,14 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
case 0x85: /* ニュ?マ */
case 0x8e: /* クァグマイア */
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
int type=
(sg->unit_id==0x85)?SC_PNEUMA:
((sg->unit_id==0x7e)?SC_SAFETYWALL:
SC_QUAGMIRE);
if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
- skill_status_change_end(bl,type,-1);
+ status_change_end(bl,type,-1);
}
} break;
@@ -6370,7 +6371,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
{
struct block_list *target=map_id2bl(sg->val2);
if( target && target==bl ){
- skill_status_change_end(bl,SC_ANKLE,-1);
+ status_change_end(bl,SC_ANKLE,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
}
}
@@ -6380,19 +6381,19 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
{
struct block_list *target=map_id2bl(sg->val2);
if( target==bl )
- skill_status_change_end(bl,SC_SPIDERWEB,-1);
+ status_change_end(bl,SC_SPIDERWEB,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
}
break;
case 0xb6:
{
struct block_list *target=map_id2bl(sg->val2);
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
if( target==bl ) {
- skill_status_change_end(bl,SC_FOGWALL,-1);
+ status_change_end(bl,SC_FOGWALL,-1);
if (sc_data && sc_data[SC_BLIND].timer!=-1)
sc_data[SC_BLIND].timer = add_timer(
- gettick() + 30000, skill_status_change_timer, bl->id, 0);
+ gettick() + 30000, status_change_timer, bl->id, 0);
}
//sg->limit=DIFF_TICK(tick,sg->tick)+1000;
}
@@ -6401,11 +6402,11 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
case 0x9b: /* デリュ?ジ */
case 0x9c: /* バイオレントゲイル */
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
struct skill_unit *su;
int type=SkillStatusChangeTable[sg->skill_id];
if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
- skill_status_change_end(bl,type,-1);
+ status_change_end(bl,type,-1);
}
}
break;
@@ -6430,11 +6431,11 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
case 0xaf: /* サ?ビスフォ?ユ? */
case 0xb4:
{
- struct status_change *sc_data=battle_get_sc_data(bl);
+ struct status_change *sc_data=status_get_sc_data(bl);
struct skill_unit *su;
int type=SkillStatusChangeTable[sg->skill_id];
if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
- skill_status_change_end(bl,type,-1);
+ status_change_end(bl,type,-1);
}
}
break;
@@ -6442,7 +6443,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
{
struct block_list *target=map_id2bl(sg->val2);
if( target && target==bl )
- skill_status_change_end(bl,SC_SPIDERWEB,-1);
+ status_change_end(bl,SC_SPIDERWEB,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
}
break;
@@ -6769,7 +6770,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
if(sd->skilllv <= 0) return 0;
range = skill_get_range(sd->skillid,sd->skilllv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
range += battle_config.pc_skill_add_range;
if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
@@ -6905,7 +6906,7 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
sd->status.sp -= 10;
- pc_calcstatus(sd,0);
+ status_calc_pc(sd,0);
(*c)++;
}
break;
@@ -6930,7 +6931,7 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
){
ssd->sc_data[SC_DANCING].val4=bl->id;
clif_skill_nodamage(bl,src,skillid,skilllv,1);
- skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
+ status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
sd->skillid_dance=sd->skillid=skillid;
sd->skilllv_dance=sd->skilllv=skilllv;
(*c)++;
@@ -7400,7 +7401,7 @@ int skill_castfix( struct block_list *bl, int time )
if(lv <= 0) return 0;
- sc_data = battle_get_sc_data(bl);
+ sc_data = status_get_sc_data(bl);
if (skill > MAX_SKILL_DB || skill < 0)
return 0;
@@ -7408,14 +7409,14 @@ int skill_castfix( struct block_list *bl, int time )
/* サフラギウム */
if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
- skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
+ status_change_end( bl, SC_SUFFRAGIUM, -1);
if(time==0)
return 0;
if (sd) {
if(!skill_get_castnodex(skill, lv) > 0) {
castrate=((struct map_session_data *)bl)->castrate;
- time=time*castrate*(battle_config.castrate_dex_scale - battle_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
+ time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
time=time*battle_config.cast_rate/100;
}
}
@@ -7448,7 +7449,7 @@ int skill_delayfix( struct block_list *bl, int time )
if(lv <= 0) return 0;
- sc_data = battle_get_sc_data(bl);
+ sc_data = status_get_sc_data(bl);
if(sd) {
delayrate=((struct map_session_data *)bl)->delayrate;
@@ -7456,15 +7457,15 @@ int skill_delayfix( struct block_list *bl, int time )
// instant cast attack skills depend on aspd as delay [celest]
if (time == 0) {
if (skill_db[skill].skill_type == BF_WEAPON)
- time = battle_get_adelay (bl)/2;
+ time = status_get_adelay (bl)/2;
else
time = 300; // default delay, according to official servers
} else if (time < 0)
- time = abs(time) + battle_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
+ time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
if(battle_config.delay_dependon_dex && /* dexの影響を計算する */
!skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex
- time = time * (battle_config.castrate_dex_scale - battle_get_dex(bl)) / (battle_config.castrate_dex_scale);
+ time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);
time = time * delayrate * battle_config.delay_rate / 10000;
@@ -7552,7 +7553,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
struct skill_unit_group *sg;
// if caster is the owner of basilica
if ((sg = su->group) && sg->src_id == sd->bl.id) {
- // skill_status_change_end(&sd->bl,SC_BASILICA,-1);
+ // status_change_end(&sd->bl,SC_BASILICA,-1);
// skill_delunitgroup (sg);
if (skill_num != HP_BASILICA) return 0;
} // otherwise...
@@ -7669,7 +7670,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
/* 射程と障害物チェック */
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
// be lenient if the skill was cast before we have moved to the correct position [Celest]
if (sd->walktimer != -1)
range += battle_config.skill_range_leniency;
@@ -7706,11 +7707,11 @@ int skill_use_id( struct map_session_data *sd, int target_id,
switch(skill_num){ /* 何か特殊な?理が必要 */
// case AL_HEAL: /* ヒ?ル */
-// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
+// if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
// forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
// break;
case ALL_RESURRECTION: /* リザレクション */
- if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */
+ if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* 敵がアンデッドなら */
forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
}
@@ -7759,7 +7760,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
//rangeをもう1回?査
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
if(!battle_check_range(&sd->bl,&p_sd->bl,range))
return 0;
}
@@ -7767,7 +7768,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
// removed on 12/14's patch [celest]
//case AS_SPLASHER: /* ベナムスプラッシャ? */
/* {
- struct status_change *t_sc_data = battle_get_sc_data(bl);
+ struct status_change *t_sc_data = status_get_sc_data(bl);
if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
clif_skill_fail(sd,skill_num,0,10);
return 0;
@@ -7792,7 +7793,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
casttime = casttime/2;
if((--sc_data[SC_MEMORIZE].val2)<=0)
- skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
+ status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if(battle_config.pc_skill_log)
@@ -7824,7 +7825,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
- skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
if(casttime > 0) {
sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
@@ -7893,7 +7894,7 @@ int skill_use_pos( struct map_session_data *sd,
struct skill_unit_group *sg;
// if caster is the owner of basilica
if ((sg = su->group) && sg->src_id == sd->bl.id) {
- // skill_status_change_end(&sd->bl,SC_BASILICA,-1);
+ // status_change_end(&sd->bl,SC_BASILICA,-1);
// skill_delunitgroup (sg);
if (skill_num != HP_BASILICA) return 0;
} // otherwise...
@@ -7926,7 +7927,7 @@ int skill_use_pos( struct map_session_data *sd,
bl.y = skill_y;
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
- range = battle_get_range(&sd->bl) - (range + 1);
+ range = status_get_range(&sd->bl) - (range + 1);
// be lenient if the skill was cast before we have moved to the correct position [Celest]
if (sd->walktimer != -1)
range += battle_config.skill_range_leniency;
@@ -7948,7 +7949,7 @@ int skill_use_pos( struct map_session_data *sd,
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
casttime = casttime/3;
if((--sc_data[SC_MEMORIZE].val2)<=0)
- skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
+ status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if( casttime>0 ) /* 詠唱が必要 */
@@ -7964,7 +7965,7 @@ int skill_use_pos( struct map_session_data *sd,
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
if(casttime > 0) {
sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
@@ -7981,7 +7982,7 @@ int skill_use_pos( struct map_session_data *sd,
}
//マジックパワ?の?果終了
if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
- skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+ status_change_end(&sd->bl,SC_MAGICPOWER,-1);
return 0;
}
@@ -8246,7 +8247,7 @@ void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,
md->dev.val1[target]=md->dev.val2[target]=0;
if(sd && sd->sc_data){
- // skill_status_change_end(sd->bl,SC_DEVOTION,-1);
+ // status_change_end(sd->bl,SC_DEVOTION,-1);
sd->sc_data[SC_DEVOTION].val1=0;
sd->sc_data[SC_DEVOTION].val2=0;
clif_status_change(&sd->bl,SC_DEVOTION,0);
@@ -8288,7 +8289,7 @@ int skill_autospell(struct map_session_data *sd,int skillid)
if(maxlv > (lv=pc_checkskill(sd,skillid)))
maxlv = lv;
- skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
+ status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
return 0;
}
@@ -8664,994 +8665,6 @@ int skill_trap_splash(struct block_list *bl, va_list ap )
return 0;
}
-/*----------------------------------------------------------------------------
- * ステ?タス異常
- *----------------------------------------------------------------------------
- */
-
-/*==========================================
- * ステ?タス異常タイマ?範??理
- *------------------------------------------
- */
-int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
-{
- struct block_list *src;
- int type;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- type=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
-
- if(bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
-
- switch( type ){
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if( (*battle_get_option(bl))&6 ){
- skill_status_change_end( bl, SC_HIDING, -1);
- skill_status_change_end( bl, SC_CLOAKING, -1);
- }
- break;
- case SC_RUWACH: /* ルアフ */
- if( (*battle_get_option(bl))&6 ){
- if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
- struct status_change *sc_data = battle_get_sc_data(bl); // check whether the target is hiding/cloaking [celest]
- if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
- sc_data[SC_CLOAKING].timer != -1)) {
- skill_status_change_end( bl, SC_HIDING, -1);
- skill_status_change_end( bl, SC_CLOAKING, -1);
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
- }
- }
- }
- break;
- }
- return 0;
-}
-
-/*==========================================
- * ステ?タス異常終了
- *------------------------------------------
- */
-int skill_status_change_end(struct block_list* bl, int type, int tid)
-{
- struct status_change* sc_data;
- int opt_flag=0, calc_flag = 0;
- short *sc_count, *option, *opt1, *opt2, *opt3;
-
- nullpo_retr(0, bl);
- if(bl->type!=BL_PC && bl->type!=BL_MOB) {
- if(battle_config.error_log)
- printf("skill_status_change_end: neither MOB nor PC !\n");
- return 0;
- }
- nullpo_retr(0, sc_data = battle_get_sc_data(bl));
- nullpo_retr(0, sc_count = battle_get_sc_count(bl));
- nullpo_retr(0, option = battle_get_option(bl));
- nullpo_retr(0, opt1 = battle_get_opt1(bl));
- nullpo_retr(0, opt2 = battle_get_opt2(bl));
- nullpo_retr(0, opt3 = battle_get_opt3(bl));
-
- if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
-
- if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
- delete_timer(sc_data[type].timer,skill_status_change_timer);
-
- /* 該?の異常を正常に?す */
- sc_data[type].timer=-1;
- (*sc_count)--;
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- case SC_ENDURE: // celest
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_BLESSING: /* ブレッシング */
- case SC_ANGELUS: /* アンゼルス */
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- case SC_HIDING:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ENCPOISON: /* エンチャントポイズン */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_PROVIDENCE: /* プロヴィデンス */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_VOLCANO:
- case SC_DELUGE:
- case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_HUMMING: /* ハミング */
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- case SC_STEELBODY: // 金剛
- case SC_DEFENDER:
- case SC_SPEEDPOTION0: /* ?速ポ?ション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_SPEEDPOTION3:
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_RIDING:
- case SC_BLADESTOP_WAIT:
- case SC_AURABLADE: /* オ?ラブレ?ド */
- case SC_PARRYING: /* パリイング */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- case SC_TENSIONRELAX: /* テンションリラックス */
- case SC_ASSUMPTIO: /* アシャンプティオ */
- case SC_WINDWALK: /* ウインドウォ?ク */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- case SC_MAGICPOWER: /* 魔法力?幅 */
- case SC_CHASEWALK:
- case SC_ATKPOT: /* attack potion [Valaris] */
- case SC_MATKPOT: /* magic attack potion [Valaris] */
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- case SC_MELTDOWN: /* メルトダウン */
- // Celest
- case SC_EDP:
- case SC_SLOWDOWN:
- case SC_SPEEDUP0:
-/* case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:*/
- case SC_BATTLEORDERS:
- case SC_REGENERATION:
- calc_flag = 1;
- break;
- case SC_AUTOBERSERK:
- if (sc_data[SC_PROVOKE].timer != -1)
- skill_status_change_end(bl,SC_PROVOKE,-1);
- break;
- case SC_BERSERK: /* バ?サ?ク */
- calc_flag = 1;
- clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
- break;
- case SC_DEVOTION: /* ディボ?ション */
- {
- struct map_session_data *md = map_id2sd(sc_data[type].val1);
- sc_data[type].val1=sc_data[type].val2=0;
- skill_devotion(md,bl->id);
- calc_flag = 1;
- }
- break;
- case SC_BLADESTOP:
- {
- struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
- //片方が切れたので相手の白刃?態が切れてないのなら解除
- if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
- skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
-
- if(sc_data[type].val2==2)
- clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *d_sc_data;
- if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
- d_sc_data = dsd->sc_data;
- //合奏で相手がいる場合相手のval4を0にする
- if(d_sc_data && d_sc_data[type].timer!=-1)
- d_sc_data[type].val4=0;
- }
- }
- calc_flag = 1;
- break;
- case SC_GRAFFITI:
- {
- struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
- if(sg)
- skill_delunitgroup(sg);
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- {
- struct map_session_data *sd=NULL;
- if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
- if (sd->status.manner >= 0) // weeee ^^ [celest]
- sd->status.manner = 0;
- clif_updatestatus(sd,SP_MANNER);
- }
- }
- break;
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- {
- struct block_list *src=map_id2bl(sc_data[type].val3);
- if(src && tid!=-1){
- //自分にダメ?ジ&周?3*3にダメ?ジ
- skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- {
- //自分のダメ?ジは0にして
- struct mob_data *md=NULL;
- if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
- skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- break;
- /* option1 */
- case SC_FREEZE:
- sc_data[type].val3 = 0;
- break;
-
- /* option2 */
- case SC_POISON: /* 毒 */
- case SC_BLIND: /* 暗? */
- case SC_CURSE:
- calc_flag = 1;
- break;
-
- // celest
- case SC_CONFUSION:
- {
- struct map_session_data *sd=NULL;
- if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
- sd->next_walktime = -1;
- }
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2: /// Marionette target
- {
- // check for partner and end their marionette status as well
- int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sc_data[type].val3);
- if (pbl) {
- struct status_change* sc_data;
- if (*battle_get_sc_count(pbl) > 0 &&
- (sc_data = battle_get_sc_data(pbl)) &&
- sc_data[type2].timer != -1)
- skill_status_change_end(pbl, type2, -1);
- }
- calc_flag = 1;
- }
- break;
- }
-
- if(bl->type==BL_PC &&
- (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
- clif_status_change(bl,type,0); /* アイコン消去 */
-
- switch(type){ /* 正常に?るときなにか?理が必要 */
- case SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- *opt1 = 0;
- opt_flag = 1;
- break;
-
- case SC_POISON:
- if (sc_data[SC_DPOISON].timer != -1) //
- break; // DPOISON用のオプション
- *opt2 &= ~1; // が?用に用意された場合には
- opt_flag = 1; // ここは削除する
- break; //
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 &= ~(1<<(type-SC_POISON));
- opt_flag = 1;
- break;
- case SC_DPOISON:
- if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
- break; // 用意されたら削除
- *opt2 &= ~1; // 毒?態解除
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 &= ~0x40;
- opt_flag = 1;
- break;
-
- case SC_HIDING:
- case SC_CLOAKING:
- *option &= ~((type == SC_HIDING) ? 2 : 4);
- calc_flag = 1; // orn
- opt_flag = 1 ;
- break;
-
- case SC_CHASEWALK:
- *option &= ~16388;
- opt_flag = 1 ;
- break;
-
- case SC_SIGHT:
- *option &= ~1;
- opt_flag = 1;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- *option &= ~4096;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option &= ~8192;
- opt_flag = 1;
- break;
-
- //opt3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- *opt3 &= ~1;
- break;
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- *opt3 &= ~2;
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- *opt3 &= ~4;
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- *opt3 &= ~8;
- break;
- case SC_STEELBODY: // 金剛
- *opt3 &= ~16;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- *opt3 &= ~32;
- break;
- case SC_BERSERK: /* バ?サ?ク */
- *opt3 &= ~128;
- break;
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- *opt3 &= ~1024;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 &= ~2048;
- break;
- }
-
- if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
- !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
- *opt2 |= STATE_BLIND;
- opt_flag = 1;
- }
-
- if(opt_flag) /* optionの?更を?える */
- clif_changeoption(bl);
-
- if (bl->type == BL_PC && calc_flag)
- pc_calcstatus((struct map_session_data *)bl,0); /* ステ?タス再計算 */
- }
-
- return 0;
-}
-/*==========================================
- * ステ?タス異常終了タイマ?
- *------------------------------------------
- */
-int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
-{
- int type=data;
- struct block_list *bl;
- struct map_session_data *sd=NULL;
- struct status_change *sc_data;
- //short *sc_count; //使ってない?
-
- nullpo_retr(0, bl=map_id2bl(id));
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
-
- if(bl->type==BL_PC)
- nullpo_retr(0, sd=(struct map_session_data *)bl);
-
- //sc_count=battle_get_sc_count(bl); //使ってない?
-
- if(sc_data[type].timer != tid) {
- if(battle_config.error_log)
- printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
- return 0;
- }
-
- switch(type){ /* 特殊な?理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
- case SC_CLOAKING:
- if(sd){
- if( sd->status.sp > 0 ){ /* SP切れるまで持? */
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_CHASEWALK:
- if(sd){
- int sp = 10+sc_data[SC_CHASEWALK].val1*2;
- if (map[sd->bl.m].flag.gvg) sp *= 5;
- if( sd->status.sp > sp){
- sd->status.sp -= sp; // update sp cost [Celest]
- clif_updatestatus(sd,SP_SP);
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
- sc_data[SC_CHASEWALK].val4++;
- if (sc_data[SC_CHASEWALK].val4 > 3)
- sc_data[SC_CHASEWALK].val4 = 0;
- pc_calcstatus (sd, 0);
- return 0;
- }
- }
- break;
-
- case SC_HIDING: /* ハイディング */
- if(sd){ /* SPがあって、時間制限の間は持? */
- if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
- if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SIGHT: /* サイト */
- case SC_RUWACH: /* ルアフ */
- {
- int range = 5;
- if ( type == SC_SIGHT ) range = 7;
- map_foreachinarea( skill_status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
- bl,type,tick);
-
- if( (--sc_data[type].val2)>0 ){
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 250+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- {
- int race = battle_get_race(bl);
- if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
- sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- }
- break;
-
- case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
- if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
- if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
- break;
- sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_WATERBALL: /* ウォ?タ?ボ?ル */
- {
- struct block_list *target=map_id2bl(sc_data[type].val2);
- nullpo_retb(target);
- nullpo_retb(target->prev);
- skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
- if((--sc_data[type].val3)>0) {
- sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- }
- break;
-
- case SC_ENDURE: /* インデュア */
- case SC_AUTOBERSERK: // Celest
- if(sd && sd->special_state.infinite_endure) {
-#ifdef TWILIGHT
- sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
-#else
- sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
-#endif
- //sc_data[type].val2=1;
- return 0;
- }
- break;
-
- case SC_DISSONANCE: /* 不協和音 */
- if( (--sc_data[type].val2)>0){
- struct skill_unit *unit=
- (struct skill_unit *)sc_data[type].val4;
- struct block_list *src;
- /*if(!unit || !unit->group)
- break;
- src=map_id2bl(unit->group->src_id);
- if(!src)
- break;*/
- nullpo_retb(unit);
- nullpo_retb(unit->group);
- nullpo_retr(0, src=map_id2bl(unit->group->src_id));
- skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
- sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
- skill_status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_LULLABY: /* 子守唄 */
- if( (--sc_data[type].val2)>0){
- struct skill_unit *unit=
- (struct skill_unit *)sc_data[type].val4;
- nullpo_retb(unit);
- nullpo_retb(unit->group);
- if(unit->group->src_id == bl->id)
- break;
- skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
- if (unit->group != 0)
- sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
- skill_status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_STONE:
- if(sc_data[type].val2 != 0) {
- short *opt1 = battle_get_opt1(bl);
- sc_data[type].val2 = 0;
- sc_data[type].val4 = 0;
- battle_stopwalking(bl,1);
- if(opt1) {
- *opt1 = 1;
- clif_changeoption(bl);
- }
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- else if( (--sc_data[type].val3) > 0) {
- int hp = battle_get_max_hp(bl);
- if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
- hp = hp/100;
- if(hp < 1) hp = 1;
- if(sd)
- pc_heal(sd,-hp,0);
- else if(bl->type == BL_MOB){
- struct mob_data *md;
- if((md=((struct mob_data *)bl)) == NULL)
- break;
- md->hp -= hp;
- }
- }
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- break;
- case SC_POISON:
- if(sc_data[SC_SLOWPOISON].timer == -1) {
- if( (--sc_data[type].val3) > 0) {
- int hp = battle_get_max_hp(bl);
- if(battle_get_hp(bl) > hp>>2) {
- if(bl->type == BL_PC) {
- hp = 3 + hp*3/200;
- pc_heal((struct map_session_data *)bl,-hp,0);
- }
- else if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/200;
- md->hp -= hp;
- }
- }
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- }
- }
- else
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- break;
- case SC_DPOISON:
- if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
- int hp = battle_get_max_hp(bl);
- if (battle_get_hp(bl) > hp>>2) {
- if(sd) {
- hp = 3 + hp/50;
- pc_heal(sd, -hp, 0);
- } else if (bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if ((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/100;
- md->hp -= hp;
- }
- }
- }
- if (sc_data[type].val3 > 0)
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- if(sd){ /* SPがあって、HPが?タンでなければ?? */
- if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
-/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
- sd->status.sp -= 12;
- clif_updatestatus(sd,SP_SP);
- } */
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 10000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- if(sd->status.max_hp <= sd->status.hp)
- skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
- }
- break;
- case SC_HEADCRUSH: // temporary damage [celest]
-// case SC_BLEEDING:
- if((--sc_data[type].val3) > 0) {
- int hp = battle_get_max_hp(bl);
- if(sd) {
- hp = 3 + hp*3/200;
- pc_heal(sd,-hp,0);
- }
- else if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/200;
- md->hp -= hp;
- }
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- }
- break;
-
- /* 時間切れ無し?? */
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_RIDING:
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_MAGICPOWER: /* 魔法力?幅 */
- case SC_REJECTSWORD: /* リジェクトソ?ド */
- case SC_MEMORIZE: /* メモライズ */
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- case SC_SACRIFICE:
-// if(sc_data[type].timer==tid)
- sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
- return 0;
-
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s=0;
- if(sd){
- if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
- switch(sc_data[type].val1){
- case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
- case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
- case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
- s=3;
- break;
- case BD_LULLABY: /* 子守歌 4秒にSP1 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
- case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
- case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
- s=4;
- break;
- case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
- case BA_WHISTLE: /* 口笛 5秒でSP1 */
- case DC_HUMMING: /* ハミング 5秒でSP1 */
- case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
- s=5;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
- s=6;
- break;
- case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
- s=10;
- break;
- }
- if(s && ((sc_data[type].val3 % s) == 0)){
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- }
- break;
- case SC_BERSERK: /* バ?サ?ク */
- if(sd){ /* HPが100以上なら?? */
- if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
- sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
- clif_updatestatus(sd,SP_HP);
- sc_data[type].timer = add_timer( /* タイマ?再設定 */
- 10000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- if(sd){
- time_t timer;
- if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 10000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- if(sd && battle_config.muting_players){
- time_t timer;
- if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
- clif_updatestatus(sd,SP_MANNER);
- sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
- 60000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- if(--sc_data[type].val3>0){
- struct mob_data *md;
- if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
- md->speed -= 250;
- md->next_walktime=tick;
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_SPLASHER:
- if (sc_data[type].val4 % 1000 == 0) {
- char timer[2];
- sprintf (timer, "%d", sc_data[type].val4/1000);
- clif_message(bl, timer);
- }
- if((sc_data[type].val4 -= 500) > 0) {
- sc_data[type].timer = add_timer(
- 500 + tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sc_data[type].val3);
- if (pbl && battle_check_range(bl, pbl, 7) &&
- (sc_data[type].val2 -= 1000)>0) {
- sc_data[type].timer = add_timer(
- 1000 + tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
-/* case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if (sd) {
- sc_data[type].timer = add_timer(
- 1000+tick, skill_status_change_timer,
- bl->id, data);
- }
- break;*/
-
- // Celest
- case SC_CONFUSION:
- {
- int i = 3000;
- //struct mob_data *md;
- if (sd) {
- pc_randomwalk (sd, gettick());
- sd->next_walktime = tick + (i=1000 + rand()%1000);
- } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
- md->state.state=MS_WALK;
- if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
- (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
- md->next_walktime = tick + 3000*rand()%2000;
- mob_randomwalk(md,tick);
- }*/
- if ((sc_data[type].val2 -= 1000) > 0) {
- sc_data[type].timer = add_timer(
- i + tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_GOSPEL:
- {
- int calc_flag = 0;
- if (sc_data[type].val3 > 0) {
- sc_data[type].val3 = 0;
- calc_flag = 1;
- }
- if(sd && sc_data[type].val4 == BCT_SELF){
- int hp, sp;
- hp = (sc_data[type].val1 > 5) ? 45 : 30;
- sp = (sc_data[type].val1 > 5) ? 35 : 20;
- if(sd->status.hp - hp > 0 &&
- sd->status.sp - sp > 0){
- sd->status.hp -= hp;
- sd->status.sp -= sp;
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- if ((sc_data[type].val2 -= 10000) > 0) {
- sc_data[type].timer = add_timer(
- 10000+tick, skill_status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- } else if (sd && sc_data[type].val4 == BCT_PARTY) {
- int i;
- switch ((i = rand() % 12)) {
- case 1: // heal between 100-1000
- {
- struct block_list tbl;
- int heal = rand() % 900 + 100;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- break;
- case 2: // end negative status
- {
- int j;
- for (j=0; j<4; j++)
- if(sc_data[i + SC_POISON].timer!=-1) {
- skill_status_change_end(bl,j,-1);
- break;
- }
- }
- break;
- case 3: // +25% resistance to negative status
- case 4: // +25% max hp
- case 5: // +25% max sp
- case 6: // +2 to all stats
- case 11: // +25% armor and vit def
- case 12: // +8% atk
- case 13: // +5% flee
- case 14: // +5% hit
- sc_data[type].val3 = i;
- if (i == 6 ||
- (i >= 11 && i <= 14))
- calc_flag = 1;
- break;
- case 7: // level 5 bless
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
- skill_status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
- }
- break;
- case 8: // level 5 increase agility
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
- skill_status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
- }
- break;
- case 9: // holy element to weapon
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
- skill_status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
- }
- break;
- case 10: // holy element to armour
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
- skill_status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
- }
- break;
- default:
- break;
- }
- } else if (sc_data[type].val4 == BCT_ENEMY) {
- int i;
- switch ((i = rand() % 8)) {
- case 1: // damage between 300-800
- case 2: // damage between 150-550 (ignore def)
- battle_damage(NULL, bl, rand() % 500,0); // temporary damage
- break;
- case 3: // random status effect
- {
- int effect[3] = {
- SC_CURSE,
- SC_BLIND,
- SC_POISON };
- skill_status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
- }
- break;
- case 4: // level 10 provoke
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
- skill_status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
- }
- break;
- case 5: // 0 def
- case 6: // 0 atk
- case 7: // 0 flee
- case 8: // -75% move speed and aspd
- sc_data[type].val3 = i;
- calc_flag = 1;
- break;
- default:
- break;
- }
- }
- if (sd && calc_flag)
- pc_calcstatus (sd, 0);
- }
- break;
- }
-
- return skill_status_change_end( bl,type,tid );
-}
/*==========================================
* ステ?タス異常終了
@@ -9662,979 +8675,20 @@ int skill_encchant_eremental_end(struct block_list *bl,int type)
struct status_change *sc_data;
nullpo_retr(0, bl);
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
+ nullpo_retr(0, sc_data=status_get_sc_data(bl));
if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
- skill_status_change_end(bl,SC_ENCPOISON,-1);
+ status_change_end(bl,SC_ENCPOISON,-1);
if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
- skill_status_change_end(bl,SC_ASPERSIO,-1);
+ status_change_end(bl,SC_ASPERSIO,-1);
if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
- skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
+ status_change_end(bl,SC_FLAMELAUNCHER,-1);
if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
- skill_status_change_end(bl,SC_FROSTWEAPON,-1);
+ status_change_end(bl,SC_FROSTWEAPON,-1);
if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
- skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
+ status_change_end(bl,SC_LIGHTNINGLOADER,-1);
if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
- skill_status_change_end(bl,SC_SEISMICWEAPON,-1);
-
- return 0;
-}
-/*==========================================
- * ステ?タス異常開始
- *------------------------------------------
- */
-int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag)
-{
- struct map_session_data *sd = NULL;
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
- int scdef=0;
-
- nullpo_retr(0, bl);
- if(bl->type == BL_SKILL)
- return 0;
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
- nullpo_retr(0, sc_count=battle_get_sc_count(bl));
- nullpo_retr(0, option=battle_get_option(bl));
- nullpo_retr(0, opt1=battle_get_opt1(bl));
- nullpo_retr(0, opt2=battle_get_opt2(bl));
- nullpo_retr(0, opt3=battle_get_opt3(bl));
-
-
- race=battle_get_race(bl);
- mode=battle_get_mode(bl);
- elem=battle_get_elem_type(bl);
- undead_flag=battle_check_undead(race,elem);
-
- if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
- return 0;
-
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
- break;
- case SC_STAN:
- case SC_SILENCE:
- case SC_POISON:
- case SC_DPOISON:
- scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
- break;
- case SC_SLEEP:
- case SC_BLIND:
- scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
- break;
- case SC_CURSE:
- scdef=3+battle_get_luk(bl);
- break;
-
-// case SC_CONFUSION:
- default:
- scdef=0;
- }
- if(scdef>=100)
- return 0;
- if(bl->type==BL_PC){
- sd=(struct map_session_data *)bl;
- if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
- return 0;
-
- if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
- if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
- if(battle_config.battle_log)
- printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
- return 0;
- }
- }
- }
- else if(bl->type == BL_MOB) {
- }
- else {
- if(battle_config.error_log)
- printf("skill_status_change_start: neither MOB nor PC !\n");
- return 0;
- }
-
- if(type==SC_FREEZE && undead_flag && !(flag&1))
- return 0;
-
- if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
- sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
- return 0;
-
- if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
- type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
- (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
- /* ボスには?かない(ただしカ?ドによる?果は適用される) */
- return 0;
- }
- if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
- battle_stopwalking(bl,1);
-
- if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
- if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
- type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
- && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
- return 0;
- if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
- return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
- if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
- skill_status_change_end(bl,type,-1);
- } else {
- (*sc_count)--;
- delete_timer(sc_data[type].timer, skill_status_change_timer);
- sc_data[type].timer = -1;
- }
- }
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- break;
- case SC_ENDURE: /* インデュア */
- if(tick <= 0) tick = 1000 * 60;
- calc_flag = 1; // for updating mdef
- val2 = 7; // [Celest]
- break;
- case SC_AUTOBERSERK:
- {
- tick = 60*1000;
- if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
- (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
- skill_status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
- }
- break;
- case SC_CONCENTRATE: /* 集中力向上 */
- calc_flag = 1;
- break;
- case SC_BLESSING: /* ブレッシング */
- {
- if(bl->type == BL_PC || (!undead_flag && race != 6)) {
- if(sc_data[SC_CURSE].timer!=-1 )
- skill_status_change_end(bl,SC_CURSE,-1);
- if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
- skill_status_change_end(bl,SC_STONE,-1);
- }
- calc_flag = 1;
- }
- break;
- case SC_ANGELUS: /* アンゼルス */
- calc_flag = 1;
- break;
- case SC_INCREASEAGI: /* 速度上昇 */
- calc_flag = 1;
- if(sc_data[SC_DECREASEAGI].timer!=-1 )
- skill_status_change_end(bl,SC_DECREASEAGI,-1);
- // the effect will still remain [celest]
-// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
-// skill_status_change_end(bl,SC_WINDWALK,-1);
- break;
- case SC_DECREASEAGI: /* 速度減少 */
- if (bl->type == BL_PC) // Celest
- tick>>=1;
- calc_flag = 1;
- if(sc_data[SC_INCREASEAGI].timer!=-1 )
- skill_status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- skill_status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- break;
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- calc_flag = 1;
-// val2 = 14 + val1;
- val2 = 10 + val1*2;
- tick = 600*1000;
- clif_emotion(bl,4);
- break;
- case SC_SLOWPOISON:
- if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
- return 0;
- break;
- case SC_TWOHANDQUICKEN: /* 2HQ */
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- return 0;
- *opt3 |= 1;
- calc_flag = 1;
- break;
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- return 0;
- calc_flag = 1;
- break;
- case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
- // Lasting time penalties have been removed on sakray as of 12/14 [celest]
- //if(battle_config.party_skill_penalty && !val2) tick /= 5;
- break;
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- *opt3 |= 2;
- // Lasting time penalties have been removed on sakray as of 12/14 [celest]
- //if(battle_config.party_skill_penalty && !val2) tick /= 10;
- break;
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
- if(bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000*val1;
- break;
- case SC_ENCPOISON: /* エンチャントポイズン */
- calc_flag = 1;
- val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
- skill_encchant_eremental_end(bl,SC_ENCPOISON);
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; /* 猛毒付?確率(%) */
- calc_flag = 1;
- break;
- case SC_POISONREACT: /* ポイズンリアクト */
- val2=val1/2 + val1%2; // [Celest]
- break;
- case SC_IMPOSITIO: /* インポシティオマヌス */
- calc_flag = 1;
- break;
- case SC_ASPERSIO: /* アスペルシオ */
- skill_encchant_eremental_end(bl,SC_ASPERSIO);
- break;
- case SC_SUFFRAGIUM: /* サフラギム */
- case SC_BENEDICTIO: /* 聖? */
- case SC_MAGNIFICAT: /* マグニフィカ?ト */
- case SC_AETERNA: /* エ?テルナ */
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- *opt3 |= 4;
- break;
- case SC_MAGICROD:
- val2 = val1*20;
- break;
- case SC_KYRIE: /* キリエエレイソン */
- val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
- val3 = (val1 / 2 + 5); /* 回? */
-// -- moonsoul (added to undo assumptio status if target has it)
- if(sc_data[SC_ASSUMPTIO].timer!=-1 )
- skill_status_change_end(bl,SC_ASSUMPTIO,-1);
- break;
- case SC_MINDBREAKER:
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- case SC_GLORIA: /* グロリア */
- calc_flag = 1;
- break;
- case SC_LOUD: /* ラウドボイス */
- calc_flag = 1;
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- if (bl->type == BL_PC) {
- pc_stopattack((struct map_session_data *)sd);
- }
- break;
- case SC_QUAGMIRE: /* クァグマイア */
- calc_flag = 1;
- if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
- skill_status_change_end(bl,SC_CONCENTRATE,-1);
- if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
- skill_status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- skill_status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_LOUD].timer!=-1 )
- skill_status_change_end(bl,SC_LOUD,-1);
- if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
- skill_status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
- skill_status_change_end(bl,SC_WINDWALK,-1);
- if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
- skill_status_change_end(bl,SC_CARTBOOST,-1);
- break;
- case SC_MAGICPOWER:
- calc_flag = 1;
- val2 = 1;
- break;
- case SC_SACRIFICE:
- val2 = 5;
- break;
- case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
- skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
- break;
- case SC_FROSTWEAPON: /* フロストウェポン */
- skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
- break;
- case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
- skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
- break;
- case SC_SEISMICWEAPON: /* サイズミックウェポン */
- skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
- break;
- case SC_DEVOTION: /* ディボ?ション */
- calc_flag = 1;
- break;
- case SC_PROVIDENCE: /* プロヴィデンス */
- calc_flag = 1;
- val2=val1*5;
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3;
- break;
- case SC_STRIPWEAPON:
- if (val2==0) val2=90;
- break;
- case SC_STRIPSHIELD:
- if (val2==0) val2=85;
- break;
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- break;
-
- case SC_AUTOSPELL: /* オ?トスペル */
- val4 = 5 + val1*2;
- break;
-
- case SC_VOLCANO:
- calc_flag = 1;
- val3 = val1*10;
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
- case SC_DELUGE:
- calc_flag = 1;
- val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
- case SC_VIOLENTGALE:
- calc_flag = 1;
- val3 = val1*3;
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
-
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- calc_flag = 1;
- val2 = 20+val1;
- *opt3 |= 1;
- break;
- case SC_COMBO:
- break;
- case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
- break;
- case SC_BLADESTOP: /* 白刃取り */
- if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
- *opt3 |= 32;
- break;
-
- case SC_LULLABY: /* 子守唄 */
- val2 = 11;
- break;
- case SC_RICHMANKIM:
- break;
- case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- calc_flag = 1;
- break;
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- calc_flag = 1;
- val2 = (val1+1)*25;
- val3 = (val1+1)*2;
- break;
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- calc_flag = 1;
- //val2 = (val1+2)*50;
- val3 = (val1+2)*25;
- break;
- case SC_ROKISWEIL: /* ロキの叫び */
- break;
- case SC_INTOABYSS: /* 深淵の中に */
- break;
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- calc_flag = 1;
- val2 = 55 + val1*5;
- val3 = val1*10;
- break;
- case SC_DISSONANCE: /* 不協和音 */
- val2 = 10;
- break;
- case SC_WHISTLE: /* 口笛 */
- calc_flag = 1;
- break;
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- calc_flag = 1;
- break;
- case SC_POEMBRAGI: /* ブラギの詩 */
- break;
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- calc_flag = 1;
- break;
- case SC_UGLYDANCE: /* 自分勝手なダンス */
- val2 = 10;
- break;
- case SC_HUMMING: /* ハミング */
- calc_flag = 1;
- break;
- case SC_DONTFORGETME: /* 私を忘れないで */
- calc_flag = 1;
- if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
- skill_status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- skill_status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_ASSNCROS].timer!=-1 )
- skill_status_change_end(bl,SC_ASSNCROS,-1);
- if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
- skill_status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
- skill_status_change_end(bl,SC_WINDWALK,-1);
- if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
- skill_status_change_end(bl,SC_CARTBOOST,-1);
- break;
- case SC_FORTUNE: /* 幸運のキス */
- calc_flag = 1;
- break;
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- calc_flag = 1;
- break;
- case SC_MOONLIT:
- val2 = bl->id;
- break;
- case SC_DANCING: /* ダンス/演奏中 */
- calc_flag = 1;
- val3= tick / 1000;
- tick = 1000;
- break;
-
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- calc_flag = 1;
- val2 = 75 + 25*val1;
- *opt3 |= 8;
- break;
- case SC_STEELBODY: // 金剛
- calc_flag = 1;
- *opt3 |= 16;
- break;
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- break;
- case SC_AUTOCOUNTER:
- val3 = val4 = 0;
- break;
-
- case SC_SPEEDPOTION0: /* ?速ポ?ション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_SPEEDPOTION3:
- calc_flag = 1;
- tick = 1000 * tick;
- val2 = 5*(2+type-SC_SPEEDPOTION0);
- break;
-
- /* atk & matk potions [Valaris] */
- case SC_ATKPOT:
- case SC_MATKPOT:
- calc_flag = 1;
- tick = 1000 * tick;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- {
- time_t timer;
-
- calc_flag = 1;
- tick = 10000;
- if(!val2)
- val2 = time(&timer);
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- {
- time_t timer;
-
- if(!battle_config.muting_players)
- break;
-
- tick = 60000;
- if(!val2)
- val2 = time(&timer);
- updateflag = SP_MANNER;
- save_flag = 1; // celest
- }
- break;
- case SC_SELFDESTRUCTION: //自爆
- clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
- val3 = tick / 1000;
- tick = 1000;
- break;
-
- /* option1 */
- case SC_STONE: /* 石化 */
- if(!(flag&2)) {
- int sc_def = battle_get_mdef(bl)*200;
- tick = tick - sc_def;
- }
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 5000;
- val2 = 1;
- break;
- case SC_SLEEP: /* 睡眠 */
- if(!(flag&2)) {
-// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
-// tick = tick * sc_def / 100;
-// if(tick < 1000) tick = 1000;
- tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
- }
- break;
- case SC_FREEZE: /* 凍結 */
- if(!(flag&2)) {
- int sc_def = 100 - battle_get_mdef(bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_STAN: /* スタン(val2にミリ秒セット) */
- if(!(flag&2)) {
- int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
- tick = tick * sc_def / 100;
- }
- break;
-
- /* option2 */
- case SC_DPOISON: /* 猛毒 */
- {
- int mhp = battle_get_max_hp(bl);
- int hp = battle_get_hp(bl);
- // MHP?1/4????????
- if (hp > mhp>>2) {
- if(bl->type == BL_PC) {
- int diff = mhp*10/100;
- if (hp - diff < mhp>>2)
- hp = hp - (mhp>>2);
- pc_heal((struct map_session_data *)bl, -hp, 0);
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)bl;
- hp -= mhp*15/100;
- if (hp > mhp>>2)
- md->hp = hp;
- else
- md->hp = mhp>>2;
- }
- }
- } // fall through
- case SC_POISON: /* 毒 */
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
- tick = tick * sc_def / 100;
- }
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 1000;
- break;
- case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
- if(!(flag&2)) {
- int sc_def = 100 - battle_get_vit(bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_CONFUSION:
- val2 = tick;
- tick = 100;
- clif_emotion(bl,1);
- if (sd) {
- pc_stop_walking (sd, 0);
- }
- break;
- case SC_BLIND: /* 暗? */
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
- tick = 30000 - sc_def;
- }
- break;
- case SC_CURSE:
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = 100 - battle_get_vit(bl);
- tick = tick * sc_def / 100;
- }
- break;
-
- /* option */
- case SC_HIDING: /* ハイディング */
- calc_flag = 1;
- if(bl->type == BL_PC) {
- val2 = tick / 1000; /* 持?時間 */
- tick = 1000;
- }
- break;
- case SC_CHASEWALK:
- case SC_CLOAKING: /* クロ?キング */
- if(bl->type == BL_PC) {
- calc_flag = 1; // [Celest]
- val2 = tick;
- val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
- }
- else
- tick = 5000*val1;
- break;
- case SC_SIGHT: /* サイト/ルアフ */
- case SC_RUWACH:
- val2 = tick/250;
- tick = 10;
- break;
-
- /* セ?フティウォ?ル、ニュ?マ */
- case SC_SAFETYWALL: case SC_PNEUMA:
- tick=((struct skill_unit *)val2)->group->limit;
- break;
-
- /* アンクル */
- case SC_ANKLE:
- break;
-
- /* ウォ?タ?ボ?ル */
- case SC_WATERBALL:
- tick=150;
- if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
- val3=5*5-1;
- else
- val3= (val1|1)*(val1|1)-1;
- break;
-
- /* スキルじゃない/時間に?係しない */
- case SC_RIDING:
- calc_flag = 1;
- tick = 600*1000;
- break;
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- tick=600*1000;
- break;
-
- case SC_AUTOGUARD:
- {
- int i,t;
- for(i=val2=0;i<val1;i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- }
- break;
-
- case SC_DEFENDER:
- calc_flag = 1;
- val2 = 5 + val1*15;
- break;
-
- case SC_KEEPING:
- case SC_BARRIER:
- calc_flag = 1;
-
- case SC_HALLUCINATION:
- break;
-
- case SC_CONCENTRATION: /* コンセントレ?ション */
- *opt3 |= 1;
- calc_flag = 1;
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- calc_flag = 1;
- if(bl->type == BL_PC) {
- tick = 10000;
- }
- break;
-
- case SC_AURABLADE: /* オ?ラブレ?ド */
- case SC_PARRYING: /* パリイング */
-// case SC_ASSUMPTIO: /* */
- case SC_HEADCRUSH: /* ヘッドクラッシュ */
- case SC_JOINTBEAT: /* ジョイントビ?ト */
-// case SC_MARIONETTE: /* マリオネットコントロ?ル */
-
- //とりあえず手?き
- break;
-
-// -- moonsoul (for new upper class related skill status effects)
-/*
- case SC_AURABLADE:
- val2 = val1*10;
- break;
- case SC_PARRYING:
- val2=val1*3;
- break;
- case SC_CONCENTRATION:
- calc_flag=1;
- val2=val1*10;
- val3=val1*5;
- break;
- case SC_TENSIONRELAX:
-// val2 = 10;
-// val3 = 15;
- break;
- case SC_BERSERK:
- calc_flag=1;
- break;
- case SC_ASSUMPTIO:
- if(sc_data[SC_KYRIE].timer!=-1 )
- skill_status_change_end(bl,SC_KYRIE,-1);
- break;*/
-
- case SC_WINDWALK: /* ウインドウォ?ク */
- calc_flag = 1;
- val2 = (val1 / 2); //Flee上昇率
- break;
-
- case SC_BERSERK: /* バ?サ?ク */
- if(sd){
- sd->status.hp = sd->status.max_hp * 3;
- sd->status.sp = 0;
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
- sd->canregen_tick = gettick() + 300000;
- }
- *opt3 |= 128;
- tick = 10000;
- calc_flag = 1;
- break;
-
- case SC_ASSUMPTIO: /* アスムプティオ */
- if(sc_data[SC_KYRIE].timer!=-1 )
- skill_status_change_end(bl,SC_KYRIE,-1);
- break;
- *opt3 |= 2048;
- break;
-
- case SC_BASILICA: // [celest]
- break;
-
- case SC_GOSPEL:
- if (val4 == BCT_SELF) { // self effect
- int i;
- if (sd) {
- sd->canact_tick += tick;
- sd->canmove_tick += tick;
- }
- val2 = tick;
- tick = 1000;
- for (i=0; i<=26; i++) {
- if(sc_data[i].timer!=-1)
- skill_status_change_end(bl,i,-1);
- }
- for (i=58; i<=62; i++) {
- if(sc_data[i].timer!=-1)
- skill_status_change_end(bl,i,-1);
- }
- for (i=132; i<=136; i++) {
- if(sc_data[i].timer!=-1)
- skill_status_change_end(bl,i,-1);
- }
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- val2 = tick;
- if (!val3)
- return 0;
- tick = 1000;
- calc_flag = 1;
- *opt3 |= 1024;
- break;
-
- case SC_MELTDOWN: /* メルトダウン */
- case SC_CARTBOOST: /* カ?トブ?スト */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- calc_flag = 1;
- break;
-
- case SC_REJECTSWORD: /* リジェクトソ?ド */
- val2 = 3; //3回攻?を跳ね返す
- break;
-
- case SC_MEMORIZE: /* メモライズ */
- val2 = 3; //3回詠唱を1/3にする
- break;
-
- case SC_GRAFFITI: /* グラフィティ */
- {
- struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
- if(sg)
- val4 = (int)sg;
- }
- break;
-
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- break;
-
- case SC_FOGWALL:
- val2 = 75;
- // calc_flag = 1; // not sure of effects yet [celest]
- break;
-
- case SC_PRESERVE:
- break;
-
- case SC_BLOCKSKILL:
- if (!tick) tick = 60000;
- if (!val3) val3 = -1;
- break;
-
- case SC_SLOWDOWN:
- case SC_SPEEDUP0:
- calc_flag = 1;
- break;
-
- case SC_REGENERATION:
- val1 = 2;
- case SC_BATTLEORDERS:
- tick = 60000; // 1 minute
- calc_flag = 1;
- break;
-
- default:
- if(battle_config.error_log)
- printf("UnknownStatusChange [%d]\n", type);
- return 0;
- }
-
- if(bl->type==BL_PC &&
- (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
- clif_status_change(bl,type,1); /* アイコン表示 */
-
- /* optionの?更 */
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- battle_stopattack(bl); /* 攻?停止 */
- skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
- { /* 同時に掛からないステ?タス異常を解除 */
- int i;
- for(i = SC_STONE; i <= SC_SLEEP; i++){
- if(sc_data[i].timer != -1){
- (*sc_count)--;
- delete_timer(sc_data[i].timer, skill_status_change_timer);
- sc_data[i].timer = -1;
- }
- }
- }
- if(type == SC_STONE)
- *opt1 = 6;
- else
- *opt1 = type - SC_STONE + 1;
- opt_flag = 1;
- break;
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 |= 1<<(type-SC_POISON);
- opt_flag = 1;
- break;
- case SC_DPOISON: // 暫定で毒のエフェクトを使用
- *opt2 |= 1;
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 |= 0x40;
- opt_flag = 1;
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- battle_stopattack(bl); /* 攻?停止 */
- *option |= ((type==SC_HIDING)?2:4);
- opt_flag =1 ;
- break;
- case SC_CHASEWALK:
- battle_stopattack(bl); /* 攻?停止 */
- *option |= 16388;
- opt_flag =1 ;
- break;
- case SC_SIGHT:
- *option |= 1;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option |= 8192;
- opt_flag = 1;
- break;
- case SC_WEDDING:
- *option |= 4096;
- opt_flag = 1;
- }
-
- if(opt_flag) /* optionの?更 */
- clif_changeoption(bl);
-
- (*sc_count)++; /* ステ?タス異常の? */
-
- sc_data[type].val1 = val1;
- sc_data[type].val2 = val2;
- sc_data[type].val3 = val3;
- sc_data[type].val4 = val4;
- /* タイマ?設定 */
- sc_data[type].timer = add_timer(
- gettick() + tick, skill_status_change_timer, bl->id, type);
-
- if(bl->type==BL_PC && calc_flag)
- pc_calcstatus(sd,0); /* ステ?タス再計算 */
-
- if(bl->type==BL_PC && save_flag)
- chrif_save(sd); // save the player status
-
- if(bl->type==BL_PC && updateflag)
- clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
-
- return 0;
-}
-/*==========================================
- * ステ?タス異常全解除
- *------------------------------------------
- */
-int skill_status_change_clear(struct block_list *bl, int type)
-{
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int i;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, sc_data = battle_get_sc_data(bl));
- nullpo_retr(0, sc_count = battle_get_sc_count(bl));
- nullpo_retr(0, option = battle_get_option(bl));
- nullpo_retr(0, opt1 = battle_get_opt1(bl));
- nullpo_retr(0, opt2 = battle_get_opt2(bl));
- nullpo_retr(0, opt3 = battle_get_opt3(bl));
-
- if (*sc_count == 0)
- return 0;
- for(i = 0; i < MAX_STATUSCHANGE; i++){
- if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
- skill_status_change_end(bl, i, -1);
- }
- }
- *sc_count = 0;
- *opt1 = 0;
- *opt2 = 0;
- *opt3 = 0;
- *option &= OPTION_MASK;
-
- if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
- !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
- *opt2 |= STATE_BLIND;
-
- if(!type || type&2)
- clif_changeoption(bl);
+ status_change_end(bl,SC_SEISMICWEAPON,-1);
return 0;
}
@@ -10663,18 +8717,18 @@ int skill_check_cloaking(struct block_list *bl)
}
if(end){
if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
- skill_status_change_end(bl, SC_CLOAKING, -1);
- *battle_get_option(bl)&=~4; /* 念のための?理 */
+ status_change_end(bl, SC_CLOAKING, -1);
+ *status_get_option(bl)&=~4; /* 念のための?理 */
}
else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
sd->sc_data[SC_CLOAKING].val3 = 130;
- pc_calcspeed (sd);
+ status_calc_speed (sd);
}
}
else {
if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
sd->sc_data[SC_CLOAKING].val3 = 103;
- pc_calcspeed (sd);
+ status_calc_speed (sd);
}
}
return end;
@@ -10760,8 +8814,8 @@ void skill_stop_dancing(struct block_list *src, int flag)
short* sc_count;
nullpo_retv(src);
- nullpo_retv(sc_data = battle_get_sc_data(src));
- nullpo_retv(sc_count = battle_get_sc_count(src));
+ nullpo_retv(sc_data = status_get_sc_data(src));
+ nullpo_retv(sc_count = status_get_sc_count(src));
if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
@@ -10780,15 +8834,15 @@ void skill_stop_dancing(struct block_list *src, int flag)
if(flag&2) //ハエ飛びなど
return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
}
- skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
+ status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
//そしてグル?プは消さない&消さないのでステ?タス計算もいらない?
return;
}else{
if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
- skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
+ status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
}
if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない)
- skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
+ status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
}
}
}
@@ -10799,7 +8853,7 @@ void skill_stop_dancing(struct block_list *src, int flag)
}
skill_delunitgroup(group);
if(src->type==BL_PC)
- pc_calcstatus((struct map_session_data *)src,0);
+ status_calc_pc((struct map_session_data *)src,0);
}
}
@@ -10917,8 +8971,8 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
}
group->src_id=src->id;
- group->party_id=battle_get_party_id(src);
- group->guild_id=battle_get_guild_id(src);
+ group->party_id=status_get_party_id(src);
+ group->guild_id=status_get_guild_id(src);
group->group_id=skill_unit_group_newid++;
if(skill_unit_group_newid<=0)
skill_unit_group_newid=10;
@@ -10941,7 +8995,7 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
sd->skillid_dance=skillid;
sd->skilllv_dance=skilllv;
}
- skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
+ status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
switch(skillid){ //合奏スキルは相方をダンス?態にする
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
@@ -10983,7 +9037,7 @@ int skill_delunitgroup(struct skill_unit_group *group)
src=map_id2bl(group->src_id);
if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する
if(src)
- skill_status_change_end(src,SC_DANCING,-1);
+ status_change_end(src,SC_DANCING,-1);
}
group->alive_count=0;
@@ -12382,7 +10436,6 @@ int do_init_skill(void)
add_timer_func_list(skill_castend_id,"skill_castend_id");
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_func_list(skill_status_change_timer,"skill_status_change_timer");
add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
return 0;
diff --git a/src/map/skill.h b/src/map/skill.h
index 44ea5ca22..9187b0d67 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -145,7 +145,7 @@ void skill_devotion2(struct block_list *bl,int crusader);
int skill_devotion3(struct block_list *bl,int target);
void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target);
-#define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))
+#define skill_calc_heal(bl,skill_lv) (( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8))
// その他
int skill_check_cloaking(struct block_list *bl);
@@ -153,11 +153,7 @@ int skill_type_cloaking(struct block_list *bl);
int skill_is_danceskill(int id);
// ステ?タス異常
-int skill_status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
-int skill_status_change_timer(int tid, unsigned int tick, int id, int data);
int skill_encchant_eremental_end(struct block_list *bl, int type);
-int skill_status_change_end( struct block_list* bl , int type,int tid );
-int skill_status_change_clear(struct block_list *bl,int type);
int skillnotok(int skillid, struct map_session_data *sd);
// アイテム作成
diff --git a/src/map/status.c b/src/map/status.c
new file mode 100644
index 000000000..f3c022fe0
--- /dev/null
+++ b/src/map/status.c
@@ -0,0 +1,4699 @@
+
+// ステータス計算、状態異常処理
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+
+#include "timer.h"
+#include "nullpo.h"
+#include "script.h"
+#include "showmsg.h"
+
+static int max_weight_base[MAX_PC_CLASS];
+static int hp_coefficient[MAX_PC_CLASS];
+static int hp_coefficient2[MAX_PC_CLASS];
+static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
+static int sp_coefficient[MAX_PC_CLASS];
+static int aspd_base[MAX_PC_CLASS][20];
+static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
+static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
+
+/*==========================================
+ * 精錬ボーナス
+ *------------------------------------------
+ */
+int status_getrefinebonus(int lv,int type)
+{
+ if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+ return refinebonus[lv][type];
+ return 0;
+}
+
+/*==========================================
+ * 精錬成功率
+ *------------------------------------------
+ */
+int status_percentrefinery(struct map_session_data *sd,struct item *item)
+{
+ int percent;
+
+ nullpo_retr(0, item);
+ percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
+
+ percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持
+
+ // 確率の有効範囲チェック
+ if( percent > 100 ){
+ percent = 100;
+ }
+ if( percent < 0 ){
+ percent = 0;
+ }
+
+ return percent;
+}
+
+/*==========================================
+ * パラメータ計算
+ * first==0の時、計算対象のパラメータが呼び出し前から
+ * 変 化した場合自動でsendするが、
+ * 能動的に変化させたパラメータは自前でsendするように
+ *------------------------------------------
+ */
+
+int status_calc_pc(struct map_session_data* sd,int first)
+{
+ int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
+ int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
+ int b_base_atk;
+ struct skill b_skill[MAX_SKILL];
+ int i,bl,index;
+ int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
+ int pele=0,pdef_ele=0;
+ int str,dstr,dex;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ //?生や養子の場合の元の職業を算出する
+ s_class = pc_calc_base_job(sd->status.class_);
+
+ b_speed = sd->speed;
+ b_max_hp = sd->status.max_hp;
+ b_max_sp = sd->status.max_sp;
+ b_hp = sd->status.hp;
+ b_sp = sd->status.sp;
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
+ memcpy(b_parame,&sd->paramc,sizeof(b_parame));
+ memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
+ b_hit = sd->hit;
+ b_flee = sd->flee;
+ b_aspd = sd->aspd;
+ b_watk = sd->watk;
+ b_def = sd->def;
+ b_watk2 = sd->watk2;
+ b_def2 = sd->def2;
+ b_flee2 = sd->flee2;
+ b_critical = sd->critical;
+ b_attackrange = sd->attackrange;
+ b_matk1 = sd->matk1;
+ b_matk2 = sd->matk2;
+ b_mdef = sd->mdef;
+ b_mdef2 = sd->mdef2;
+ b_class = sd->view_class;
+ sd->view_class = sd->status.class_;
+ b_base_atk = sd->base_atk;
+
+ pc_calc_skilltree(sd); // スキルツリ?の計算
+
+ sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
+
+ if(first&1) {
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight=battle_config.max_cart_weight;
+ sd->cart_weight=0;
+ sd->cart_max_num=MAX_CART;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ memset(sd->paramb,0,sizeof(sd->paramb));
+ memset(sd->parame,0,sizeof(sd->parame));
+ sd->hit = 0;
+ sd->flee = 0;
+ sd->flee2 = 0;
+ sd->critical = 0;
+ sd->aspd = 0;
+ sd->watk = 0;
+ sd->def = 0;
+ sd->mdef = 0;
+ sd->watk2 = 0;
+ sd->def2 = 0;
+ sd->mdef2 = 0;
+ sd->status.max_hp = 0;
+ sd->status.max_sp = 0;
+ sd->attackrange = 0;
+ sd->attackrange_ = 0;
+ sd->atk_ele = 0;
+ sd->def_ele = 0;
+ sd->star =0;
+ sd->overrefine =0;
+ sd->matk1 =0;
+ sd->matk2 =0;
+ sd->speed = DEFAULT_WALK_SPEED ;
+ sd->hprate=battle_config.hp_rate;
+ sd->sprate=battle_config.sp_rate;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->base_atk=0;
+ sd->arrow_atk=0;
+ sd->arrow_ele=0;
+ sd->arrow_hit=0;
+ sd->arrow_range=0;
+ sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
+ memset(sd->addele,0,sizeof(sd->addele));
+ memset(sd->addrace,0,sizeof(sd->addrace));
+ memset(sd->addsize,0,sizeof(sd->addsize));
+ memset(sd->addele_,0,sizeof(sd->addele_));
+ memset(sd->addrace_,0,sizeof(sd->addrace_));
+ memset(sd->addsize_,0,sizeof(sd->addsize_));
+ memset(sd->subele,0,sizeof(sd->subele));
+ memset(sd->subrace,0,sizeof(sd->subrace));
+ memset(sd->addeff,0,sizeof(sd->addeff));
+ memset(sd->addeff2,0,sizeof(sd->addeff2));
+ memset(sd->reseff,0,sizeof(sd->reseff));
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
+ memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
+ memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
+ memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
+
+ sd->watk_ = 0; //二刀流用(?)
+ sd->watk_2 = 0;
+ sd->atk_ele_ = 0;
+ sd->star_ = 0;
+ sd->overrefine_ = 0;
+
+ sd->aspd_rate = 100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->critical_def = 0;
+ sd->double_rate = 0;
+ sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->ignore_def_ele = sd->ignore_def_race = 0;
+ sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
+ sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
+ sd->arrow_cri = 0;
+ sd->magic_def_rate = sd->misc_def_rate = 0;
+ memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
+ memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
+ memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
+ memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
+ memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
+ memset(sd->magic_addele,0,sizeof(sd->magic_addele));
+ memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
+ memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
+ sd->perfect_hit = 0;
+ 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->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
+ sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
+ sd->get_zeny_num = 0;
+ sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
+ sd->add_def_class_count = sd->add_mdef_class_count = 0;
+ sd->monster_drop_item_count = 0;
+ memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
+ memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
+ memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
+ memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
+ memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
+ memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
+ memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
+ sd->speed_add_rate = sd->aspd_add_rate = 100;
+ sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
+ sd->splash_range = sd->splash_add_range = 0;
+ sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
+ sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
+ sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
+ sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
+ sd->magic_damage_return = 0; //AppleGirl Was Here
+ sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
+ sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
+ sd->unbreakable_equip = 0;
+
+
+ if(!sd->disguiseflag && sd->disguise) {
+ sd->disguise=0;
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ clif_clearchar(&sd->bl, 9);
+ pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
+ }
+
+ for(i=0;i<10;i++) {
+ index = sd->equip_index[i];
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ if(sd->inventory_data[index]->type == 4) {
+ if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
+ int j;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
+ int c=sd->status.inventory[index].card[j];
+ if(c>0){
+ if(i == 8 && sd->status.inventory[index].equip == 0x20)
+ sd->state.lr_flag = 1;
+ run_script(itemdb_equipscript(c),0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ }
+ }
+ }
+ }
+ else if(sd->inventory_data[index]->type==5){ // 防具
+ if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
+ int j;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
+ int c=sd->status.inventory[index].card[j];
+ if(c>0)
+ run_script(itemdb_equipscript(c),0,sd->bl.id,0);
+ }
+ }
+ }
+ }
+ }
+ wele = sd->atk_ele;
+ wele_ = sd->atk_ele_;
+ def_ele = sd->def_ele;
+ if(sd->status.pet_id > 0) {
+ struct pet_data *pd=sd->pd;
+ if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
+ if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0)
+ run_script(sd->petDB->script,0,sd->bl.id,0);
+ pele = sd->atk_ele;
+ pdef_ele = sd->def_ele;
+ sd->atk_ele = sd->def_ele = 0;
+ }
+ }
+ memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
+
+ // ?備品によるステ?タス?化はここで?行
+ for(i=0;i<10;i++) {
+ index = sd->equip_index[i];
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+ if(sd->inventory_data[index]) {
+ sd->def += sd->inventory_data[index]->def;
+ if(sd->inventory_data[index]->type == 4) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ if(i == 8 && sd->status.inventory[index].equip == 0x20) {
+ //二刀流用デ?タ入力
+ sd->watk_ += sd->inventory_data[index]->atk;
+ sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
+ sd->overrefine_ = r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
+ sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
+ }
+ sd->attackrange_ += sd->inventory_data[index]->range;
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ }
+ else { //二刀流武器以外
+ sd->watk += sd->inventory_data[index]->atk;
+ sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
+ refinebonus[wlv][0];
+ if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
+ sd->overrefine += r*refinebonus[wlv][1];
+
+ if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
+ sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
+ wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
+ }
+ sd->attackrange += sd->inventory_data[index]->range;
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ }
+ }
+ else if(sd->inventory_data[index]->type == 5) {
+ sd->watk += sd->inventory_data[index]->atk;
+ refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ }
+ }
+ }
+
+ if(sd->equip_index[10] >= 0){ // 矢
+ index = sd->equip_index[10];
+ if(sd->inventory_data[index]){ //まだ?性が入っていない
+ sd->state.lr_flag = 2;
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ sd->arrow_atk += sd->inventory_data[index]->atk;
+ }
+ }
+ sd->def += (refinedef+50)/100;
+
+ if(sd->attackrange < 1) sd->attackrange = 1;
+ if(sd->attackrange_ < 1) sd->attackrange_ = 1;
+ if(sd->attackrange < sd->attackrange_)
+ sd->attackrange = sd->attackrange_;
+ if(sd->status.weapon == 11)
+ sd->attackrange += sd->arrow_range;
+ if(wele > 0)
+ sd->atk_ele = wele;
+ if(wele_ > 0)
+ sd->atk_ele_ = wele_;
+ if(def_ele > 0)
+ sd->def_ele = def_ele;
+ if(battle_config.pet_status_support) {
+ if(pele > 0 && !sd->atk_ele)
+ sd->atk_ele = pele;
+ if(pdef_ele > 0 && !sd->def_ele)
+ sd->def_ele = pdef_ele;
+ }
+ sd->double_rate += sd->double_add_rate;
+ sd->perfect_hit += sd->perfect_hit_add;
+ sd->get_zeny_num += sd->get_zeny_add_num;
+ sd->splash_range += sd->splash_add_range;
+ if(sd->speed_add_rate != 100)
+ sd->speed_rate += sd->speed_add_rate - 100;
+ if(sd->aspd_add_rate != 100)
+ sd->aspd_rate += sd->aspd_add_rate - 100;
+
+ // 武器ATKサイズ補正 (右手)
+ sd->atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->atkmods[2] = atkmods[2][sd->weapontype1];
+ //武器ATKサイズ補正 (左手)
+ sd->atkmods_[0] = atkmods[0][sd->weapontype2];
+ sd->atkmods_[1] = atkmods[1][sd->weapontype2];
+ sd->atkmods_[2] = atkmods[2][sd->weapontype2];
+
+ // jobボ?ナス分
+ for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
+ if(job_bonus[s_class.upper][s_class.job][i])
+ sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
+ }
+
+ if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
+ sd->max_weight += skill*2000;
+
+ if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
+ sd->paramb[4] += skill;
+
+ if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
+ sd->paramb[0] ++;
+ sd->base_atk += 4;
+ }
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
+ sd->paramb[3] += (skill+1)*0.5;
+ }
+
+ // New guild skills - Celest
+ if (sd->status.guild_id > 0 && !(first&4)) {
+ struct guild *g;
+ if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) {
+ if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) {
+ skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0);
+ }
+ if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) {
+ skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0);
+ }
+ if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) {
+ skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0);
+ }
+ if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) {
+ skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0);
+ }
+ }
+ else if (g) {
+ if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) {
+ sd->paramb[0]+= 5;
+ sd->paramb[3]+= 5;
+ sd->paramb[4]+= 5;
+ }
+ if (sd->state.leadership_flag)
+ sd->paramb[0] += 2;
+ if (sd->state.glorywounds_flag)
+ sd->paramb[2] += 2;
+ if (sd->state.soulcold_flag)
+ sd->paramb[1] += 2;
+ if (sd->state.hawkeyes_flag)
+ sd->paramb[4] += 2;
+ }
+ }
+
+ // ステ?タス?化による基本パラメ?タ補正
+ if(sd->sc_count){
+ if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
+ sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
+ }
+ if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
+ sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで)
+ sd->speed = sd->speed *125/100;
+ if(sd->sc_data[SC_CLOAKING].timer!=-1) {
+ sd->critical_rate += 100; // critical increases
+ sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+ }
+ if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+ sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
+ if(sd->sc_data[SC_CHASEWALK].val4)
+ sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
+ }
+ if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
+ sd->speed = sd->speed*150/100;
+ if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
+ sd->speed -= sd->speed*25/100;
+ if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング
+ sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
+ sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
+ sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
+ }
+ if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア
+ sd->paramb[5]+= 30;
+ if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
+ sd->paramb[0]+= 4;
+ if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア
+ //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
+ //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
+ //sd->paramb[1]-= agib > 50 ? 50 : agib;
+ //sd->paramb[4]-= dexb > 50 ? 50 : dexb;
+ sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
+ sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
+ sd->speed = sd->speed*3/2;
+ }
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト
+ sd->paramb[0]+= 5;
+ sd->paramb[1]+= 5;
+ sd->paramb[2]+= 5;
+ sd->paramb[3]+= 5;
+ sd->paramb[4]+= 5;
+ sd->paramb[5]+= 5;
+ }
+ if(sd->sc_data[SC_MARIONETTE].timer!=-1){
+ struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
+ if (psd) { // if partner is found
+ sd->paramb[0]-= sd->status.str/2; // bonuses not included
+ sd->paramb[1]-= sd->status.agi/2;
+ sd->paramb[2]-= sd->status.vit/2;
+ sd->paramb[3]-= sd->status.int_/2;
+ sd->paramb[4]-= sd->status.dex/2;
+ sd->paramb[5]-= sd->status.luk/2;
+ }
+ }
+ else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
+ struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
+ if (psd) { // if partner is found
+ sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
+ sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
+ sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
+ sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
+ sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
+ sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+ }
+ }
+ if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
+ if (sd->sc_data[SC_GOSPEL].val3 == 6) {
+ sd->paramb[0]+= 2;
+ sd->paramb[1]+= 2;
+ sd->paramb[2]+= 2;
+ sd->paramb[3]+= 2;
+ sd->paramb[4]+= 2;
+ sd->paramb[5]+= 2;
+ }
+ }
+ }
+
+ //1度も死んでないJob70スパノビに+10
+ if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
+ sd->paramb[0]+= 15;
+ sd->paramb[1]+= 15;
+ sd->paramb[2]+= 15;
+ sd->paramb[3]+= 15;
+ sd->paramb[4]+= 15;
+ sd->paramb[5]+= 15;
+ }
+ sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
+ sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
+ sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
+ sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
+ sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
+ sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
+ for(i=0;i<6;i++)
+ if(sd->paramc[i] < 0) sd->paramc[i] = 0;
+
+ if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
+ str = sd->paramc[4];
+ dex = sd->paramc[0];
+ }
+ else {
+ str = sd->paramc[0];
+ dex = sd->paramc[4];
+ }
+ dstr = str/10;
+ sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
+ sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
+ sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
+ if(sd->matk1 < sd->matk2) {
+ int temp = sd->matk2;
+ sd->matk2 = sd->matk1;
+ sd->matk1 = temp;
+ }
+ sd->hit += sd->paramc[4] + sd->status.base_level;
+ sd->flee += sd->paramc[1] + sd->status.base_level;
+ sd->def2 += sd->paramc[2];
+ sd->mdef2 += sd->paramc[3];
+ sd->flee2 += sd->paramc[5]+10;
+ sd->critical += (sd->paramc[5]*3)+10;
+
+ if(sd->base_atk < 1)
+ sd->base_atk = 1;
+ if(sd->critical_rate != 100)
+ sd->critical = (sd->critical*sd->critical_rate)/100;
+ if(sd->critical < 10) sd->critical = 10;
+ if(sd->hit_rate != 100)
+ sd->hit = (sd->hit*sd->hit_rate)/100;
+ if(sd->hit < 1) sd->hit = 1;
+ if(sd->flee_rate != 100)
+ sd->flee = (sd->flee*sd->flee_rate)/100;
+ if(sd->flee < 1) sd->flee = 1;
+ if(sd->flee2_rate != 100)
+ sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
+ if(sd->flee2 < 10) sd->flee2 = 10;
+ if(sd->def_rate != 100)
+ sd->def = (sd->def*sd->def_rate)/100;
+ if(sd->def < 0) sd->def = 0;
+ if(sd->def2_rate != 100)
+ sd->def2 = (sd->def2*sd->def2_rate)/100;
+ if(sd->def2 < 1) sd->def2 = 1;
+ if(sd->mdef_rate != 100)
+ sd->mdef = (sd->mdef*sd->mdef_rate)/100;
+ if(sd->mdef < 0) sd->mdef = 0;
+ if(sd->mdef2_rate != 100)
+ sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
+ if(sd->mdef2 < 1) sd->mdef2 = 1;
+
+ // 二刀流 ASPD 修正
+ if (sd->status.weapon <= 16)
+ sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
+ else
+ sd->aspd += (
+ (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
+ (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
+ ) * 140 / 200;
+
+ aspd_rate = sd->aspd_rate;
+
+ //攻?速度?加
+
+ if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
+ sd->hit += skill;
+ if(sd->status.weapon == 11)
+ sd->attackrange += skill;
+ }
+
+ if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加
+ sd->hit += skill*2;
+ if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
+ sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+ if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下
+ sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+ else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
+ sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ sd->max_weight += 10000;
+ }
+ if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
+ sd->status.max_hp += skill*200;
+ sd->subele[6] += skill*5;
+ }
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[0] += skill;
+ sd->subele[3] += skill*5;
+ }
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
+ aspd_rate -= skill*0.5;
+
+ bl=sd->status.base_level;
+
+ sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
+ if (s_class.upper==1) // [MouseJstr]
+ sd->status.max_hp = sd->status.max_hp * 130/100;
+ else if (s_class.upper==2)
+ sd->status.max_hp = sd->status.max_hp * 70/100;
+
+ if(sd->hprate!=100)
+ sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
+
+ if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク
+ sd->status.max_hp = sd->status.max_hp * 3;
+ // sd->status.hp = sd->status.hp * 3;
+ if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.hp = battle_config.max_hp;
+ }
+ if(s_class.job == 23 && sd->status.base_level >= 99){
+ sd->status.max_hp = sd->status.max_hp + 2000;
+ }
+
+ if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
+ sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
+
+ // 最大SP計算
+ sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
+ if (s_class.upper==1) // [MouseJstr]
+ sd->status.max_sp = sd->status.max_sp * 130/100;
+ else if (s_class.upper==2)
+ sd->status.max_sp = sd->status.max_sp * 70/100;
+ if(sd->sprate!=100)
+ sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
+
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
+ sd->status.max_sp += sd->status.max_sp*skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
+ sd->status.max_sp += sd->status.max_sp*2*skill/100;
+
+ if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+
+ //自然回復HP
+ sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
+ if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
+ sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
+ if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
+ }
+ //自然回復SP
+ sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
+ if(sd->paramc[3] >= 120)
+ sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
+ if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
+ sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
+ if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
+ }
+
+ if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
+ sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
+ sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
+ if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
+ if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
+ }
+ if(sd->hprecov_rate != 100) {
+ sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
+ if(sd->nhealhp < 1) sd->nhealhp = 1;
+ }
+ if(sd->sprecov_rate != 100) {
+ sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
+ if(sd->nhealsp < 1) sd->nhealsp = 1;
+ }
+ /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
+ sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
+ if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
+ } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
+
+ // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも)
+ if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
+ skill = skill*4;
+ sd->addrace[9]+=skill;
+ sd->addrace_[9]+=skill;
+ sd->subrace[9]+=skill;
+ sd->magic_addrace[9]+=skill;
+ sd->magic_subrace[9]-=skill;
+ }
+
+ //Flee上昇
+ if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加
+ if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){
+ sd->flee += skill*3;
+ }
+ if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018)
+ sd->flee += skill*4;
+ if(sd->status.class_==12||sd->status.class_==4013)
+ sd->speed -= sd->speed *(skill*1.5)/100;
+ }
+ if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
+ sd->flee += (skill*3)>>1;
+
+ // スキルやステ?タス異常による?りのパラメ?タ補正
+ if(sd->sc_count){
+ // ATK/DEF?化形
+ if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
+ sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
+ if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
+ sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
+ }
+ if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
+ sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
+ sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
+ }
+ if(sd->sc_data[SC_ENDURE].timer!=-1)
+ sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
+ if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
+ sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態
+ sd->def2 = sd->def2*75/100;
+ if(sd->sc_data[SC_CURSE].timer!=-1){
+ sd->base_atk = sd->base_atk*75/100;
+ sd->watk = sd->watk*75/100;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ = sd->watk_*75/100;
+ }
+ if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き
+ sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
+ sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
+ }
+ if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
+ index = sd->equip_index[9];
+ /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
+ sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
+ sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
+ index = sd->equip_index[9];*/
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
+ }
+
+ if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ
+ sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
+ }
+
+ if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
+ sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
+ if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス
+ sd->def=0;
+
+ if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション
+ sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ index = sd->equip_index[8];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+ sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
+ }
+
+ if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅
+ sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
+ sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
+ }
+ if(sd->sc_data[SC_ATKPOT].timer!=-1)
+ sd->watk += sd->sc_data[SC_ATKPOT].val1;
+ if(sd->sc_data[SC_MATKPOT].timer!=-1){
+ sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
+ sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
+ }
+
+ // ASPD/移動速度?化系
+ if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
+ sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
+ if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sd->sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
+ if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
+ aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
+ sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ }
+ if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
+ sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
+ sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
+ sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
+ aspd_rate -= sd->sc_data[i].val2;
+ if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算
+ sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+ if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
+ sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+ if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い?
+ sd->speed -= sd->speed *25/100;
+ if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
+ sd->speed = 2*DEFAULT_WALK_SPEED;
+
+ // HIT/FLEE?化系
+ if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
+ sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
+ +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
+ sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
+ }
+ if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
+ sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
+ +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
+ if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
+ sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
+ }
+ if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗?
+ sd->hit -= sd->hit*25/100;
+ sd->flee -= sd->flee*25/100;
+ }
+ if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク
+ sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
+ if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
+ sd->flee -= sd->flee*50/100;
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
+ sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
+ if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション
+ sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
+
+ // 耐性
+ if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド
+ sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火
+ sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
+ }
+ if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス
+ sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性
+ sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔
+ }
+
+ // その他
+ if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
+ sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
+ +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
+ if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ
+ sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
+ if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ }
+ if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ?
+ sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
+ +sd->sc_data[SC_SERVICE4U].val3)/100;
+ if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+ sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
+ +sd->sc_data[SC_SERVICE4U].val3);
+ if(sd->dsprate<0)sd->dsprate=0;
+ }
+
+ if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
+ sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
+ +sd->sc_data[SC_FORTUNE].val3)*10;
+
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
+ if(s_class.job==23)
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
+ else
+ sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
+ }
+
+ if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
+ sd->def = 90;
+ sd->mdef = 90;
+ aspd_rate += 25;
+ sd->speed = (sd->speed * 125) / 100;
+ }
+ if(sd->sc_data[SC_DEFENDER].timer != -1) {
+ sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
+ // removed as of 12/14's patch [celest]
+ //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+ }
+ if(sd->sc_data[SC_ENCPOISON].timer != -1)
+ sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
+
+ if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
+ sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
+ //sd->speed*=4;
+ sd->nhealsp = 0;
+ sd->nshealsp = 0;
+ sd->nsshealsp = 0;
+ }
+ if(sd->sc_data[SC_CURSE].timer!=-1)
+ sd->speed += 450;
+
+ if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
+ sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
+
+/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
+ sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
+ if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
+ sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
+ */
+ if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
+ sd->def = sd->def2 = 0;
+ sd->mdef = sd->mdef2 = 0;
+ sd->flee -= sd->flee*50/100;
+ aspd_rate -= 30;
+ //sd->base_atk *= 3;
+ }
+ if(sd->sc_data[SC_KEEPING].timer!=-1)
+ sd->def = 100;
+ if(sd->sc_data[SC_BARRIER].timer!=-1)
+ sd->mdef = 100;
+
+ if(sd->sc_data[SC_GOSPEL].timer!=-1) {
+ if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
+ switch (sd->sc_data[SC_GOSPEL].val3)
+ {
+ case 4:
+ sd->status.max_hp += sd->status.max_hp * 25 / 100;
+ if(sd->status.max_hp > battle_config.max_hp)
+ sd->status.max_hp = battle_config.max_hp;
+ break;
+ case 5:
+ sd->status.max_sp += sd->status.max_sp * 25 / 100;
+ if(sd->status.max_sp > battle_config.max_sp)
+ sd->status.max_sp = battle_config.max_sp;
+ break;
+ case 11:
+ sd->def += sd->def * 25 / 100;
+ sd->def2 += sd->def2 * 25 / 100;
+ break;
+ case 12:
+ sd->base_atk += sd->base_atk * 8 / 100;
+ break;
+ case 13:
+ sd->flee += sd->flee * 5 / 100;
+ break;
+ case 14:
+ sd->hit += sd->hit * 5 / 100;
+ break;
+ }
+ } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
+ switch (sd->sc_data[SC_GOSPEL].val3)
+ {
+ case 5:
+ sd->def = 0;
+ sd->def2 = 0;
+ break;
+ case 6:
+ sd->base_atk = 0;
+ sd->watk = 0;
+ sd->watk2 = 0;
+ break;
+ case 7:
+ sd->flee = 0;
+ break;
+ case 8:
+ sd->speed_rate += 75;
+ aspd_rate += 75;
+ break;
+ }
+ }
+ }
+ }
+
+ if (sd->speed_rate <= 0)
+ sd->speed_rate = 1;
+
+ if(sd->speed_rate != 100)
+ sd->speed = sd->speed*sd->speed_rate/100;
+ if(sd->speed < 1) sd->speed = 1;
+ if(aspd_rate != 100)
+ sd->aspd = sd->aspd*aspd_rate/100;
+ if(pc_isriding(sd)) // 騎兵修練
+ sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
+ if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
+ sd->amotion = sd->aspd;
+ sd->dmotion = 800-sd->paramc[1]*4;
+ if(sd->dmotion<400)
+ sd->dmotion = 400;
+ if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill*5)/100;
+ }
+
+ if(sd->status.hp>sd->status.max_hp)
+ sd->status.hp=sd->status.max_hp;
+ if(sd->status.sp>sd->status.max_sp)
+ sd->status.sp=sd->status.max_sp;
+
+ if(first&4)
+ return 0;
+ if(first&3) {
+ clif_updatestatus(sd,SP_SPEED);
+ clif_updatestatus(sd,SP_MAXHP);
+ clif_updatestatus(sd,SP_MAXSP);
+ if(first&1) {
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ }
+ return 0;
+ }
+
+ if(b_class != sd->view_class) {
+ clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
+#if PACKETVER < 4
+ clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+#else
+ clif_changelook(&sd->bl,LOOK_WEAPON,0);
+#endif
+ }
+
+ if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
+ clif_skillinfoblock(sd); // スキル送信
+
+ if(b_speed != sd->speed)
+ clif_updatestatus(sd,SP_SPEED);
+ if(b_weight != sd->weight)
+ clif_updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif_updatestatus(sd,SP_MAXWEIGHT);
+ pc_checkweighticon(sd);
+ }
+ for(i=0;i<6;i++)
+ if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
+ clif_updatestatus(sd,SP_STR+i);
+ if(b_hit != sd->hit)
+ clif_updatestatus(sd,SP_HIT);
+ if(b_flee != sd->flee)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(b_aspd != sd->aspd)
+ clif_updatestatus(sd,SP_ASPD);
+ if(b_watk != sd->watk || b_base_atk != sd->base_atk)
+ clif_updatestatus(sd,SP_ATK1);
+ if(b_def != sd->def)
+ clif_updatestatus(sd,SP_DEF1);
+ if(b_watk2 != sd->watk2)
+ clif_updatestatus(sd,SP_ATK2);
+ if(b_def2 != sd->def2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(b_flee2 != sd->flee2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(b_critical != sd->critical)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(b_matk1 != sd->matk1)
+ clif_updatestatus(sd,SP_MATK1);
+ if(b_matk2 != sd->matk2)
+ clif_updatestatus(sd,SP_MATK2);
+ if(b_mdef != sd->mdef)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(b_mdef2 != sd->mdef2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(b_attackrange != sd->attackrange)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(b_max_hp != sd->status.max_hp)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(b_max_sp != sd->status.max_sp)
+ clif_updatestatus(sd,SP_MAXSP);
+ if(b_hp != sd->status.hp)
+ clif_updatestatus(sd,SP_HP);
+ if(b_sp != sd->status.sp)
+ clif_updatestatus(sd,SP_SP);
+
+/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
+ before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
+ clif_updatestatus(sd,SP_CARTINFO);*/
+
+ //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
+ if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
+ (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
+ // オ?トバ?サ?ク?動
+ status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+
+ return 0;
+}
+
+/*==========================================
+ * For quick calculating [Celest]
+ *------------------------------------------
+ */
+int status_calc_speed (struct map_session_data *sd)
+{
+ int b_speed, skill;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.class_);
+
+ b_speed = sd->speed;
+ sd->speed = DEFAULT_WALK_SPEED ;
+
+ if(sd->sc_count){
+ if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
+ sd->speed = sd->speed *125/100;
+ }
+ if(sd->sc_data[SC_CLOAKING].timer!=-1) {
+ sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+ }
+ if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+ sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
+ }
+ if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
+ sd->speed = sd->speed*3/2;
+ }
+ if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
+ sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+ }
+ if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
+ sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+ }
+ if(sd->sc_data[SC_BERSERK].timer!=-1) {
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_WEDDING].timer!=-1) {
+ sd->speed = 2*DEFAULT_WALK_SPEED;
+ }
+ if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
+ sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ }
+ if(sd->sc_data[SC_STEELBODY].timer!=-1){
+ sd->speed = (sd->speed * 125) / 100;
+ }
+ if(sd->sc_data[SC_DEFENDER].timer != -1) {
+ // removed as of 12/14's patch [celest]
+ //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+ }
+ if( sd->sc_data[SC_DANCING].timer!=-1 ){
+ sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
+ }
+ if(sd->sc_data[SC_CURSE].timer!=-1)
+ sd->speed += 450;
+ if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
+ sd->speed = sd->speed*150/100;
+ if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
+ sd->speed -= sd->speed*25/100;
+ }
+
+ if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
+ sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+ if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+ sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+ else if (pc_isriding(sd)) {
+ sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ }
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ if(s_class.job==12)
+ sd->speed -= sd->speed *(skill*1.5)/100;
+
+ if(sd->speed_rate != 100)
+ sd->speed = sd->speed*sd->speed_rate/100;
+ if(sd->speed < 1) sd->speed = 1;
+
+ if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill*5)/100;
+ }
+
+ if(b_speed != sd->speed)
+ clif_updatestatus(sd,SP_SPEED);
+
+ return 0;
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_class(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->class_;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.class_;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->class_;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象の方向を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dir(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->dir;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->dir;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->dir;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_lv(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->level;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.base_level;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return ((struct pet_data *)bl)->msd->pet.level;
+ else
+ return 0;
+}
+
+/*==========================================
+ * 対象の射程を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_range(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class_].range;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->attackrange;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class_].range;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->hp;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.hp;
+ else
+ return 1;
+}
+/*==========================================
+ * 対象のMHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_max_hp(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_PC && ((struct map_session_data *)bl))
+ return ((struct map_session_data *)bl)->status.max_hp;
+ else {
+ struct status_change *sc_data=status_get_sc_data(bl);
+ int max_hp=1;
+ if(bl->type==BL_MOB && ((struct mob_data*)bl)) {
+ max_hp = mob_db[((struct mob_data*)bl)->class_].max_hp;
+ if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+ max_hp+=(((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv)*status_get_vit(bl);
+ if(mob_db[((struct mob_data*)bl)->class_].mexp > 0) {
+ if(battle_config.mvp_hp_rate != 100)
+ max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+ }
+ else {
+ if(battle_config.monster_hp_rate != 100)
+ max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+ }
+ }
+ else if(bl->type==BL_PET && ((struct pet_data*)bl)) {
+ max_hp = mob_db[((struct pet_data*)bl)->class_].max_hp;
+ if(mob_db[((struct pet_data*)bl)->class_].mexp > 0) {
+ if(battle_config.mvp_hp_rate != 100)
+ max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+ }
+ else {
+ if(battle_config.monster_hp_rate != 100)
+ max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+ }
+ }
+ if(sc_data) {
+ if(sc_data[SC_APPLEIDUN].timer!=-1)
+ max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1)
+ +sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100;
+ if(sc_data[SC_GOSPEL].timer!=-1 &&
+ sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 4)
+ max_hp += max_hp * 25 / 100;
+ }
+ if(max_hp < 1) max_hp = 1;
+ return max_hp;
+ }
+ return 1;
+}
+/*==========================================
+ * 対象のStrを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_str(struct block_list *bl)
+{
+ int str=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && ((struct mob_data *)bl)) {
+ str = mob_db[((struct mob_data *)bl)->class_].str;
+ if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+ str+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && ((struct map_session_data *)bl))
+ return ((struct map_session_data *)bl)->paramc[0];
+ else if(bl->type==BL_PET && ((struct pet_data *)bl))
+ str = mob_db[((struct pet_data *)bl)->class_].str;
+
+ if(sc_data) {
+ if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ str += 4;
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 ) str >>= 1; // 悪 魔/不死
+ else str += sc_data[SC_BLESSING].val1; // その他
+ }
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ str += 5;
+ }
+ if(str < 0) str = 0;
+ return str;
+}
+/*==========================================
+ * 対象のAgiを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+
+int status_get_agi(struct block_list *bl)
+{
+ int agi=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ agi=mob_db[((struct mob_data *)bl)->class_].agi;
+ if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
+ agi+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ agi=((struct map_session_data *)bl)->paramc[1];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ agi=mob_db[((struct pet_data *)bl)->class_].agi;
+
+ if(sc_data) {
+ if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 &&
+ bl->type != BL_PC) // 速度増加(PCはpc.cで)
+ agi += 2+sc_data[SC_INCREASEAGI].val1;
+
+ if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+ if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少
+ agi -= 2+sc_data[SC_DECREASEAGI].val1;
+
+ if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
+ //agi >>= 1;
+ //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
+ //agi -= agib > 50 ? 50 : agib;
+ agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
+ }
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ agi += 5;
+ }
+ if(agi < 0) agi = 0;
+ return agi;
+}
+/*==========================================
+ * 対象のVitを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_vit(struct block_list *bl)
+{
+ int vit=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ vit=mob_db[((struct mob_data *)bl)->class_].vit;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ vit+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ vit=((struct map_session_data *)bl)->paramc[2];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ vit=mob_db[((struct pet_data *)bl)->class_].vit;
+ if(sc_data) {
+ if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC)
+ vit = vit*60/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ vit += 5;
+ }
+
+ if(vit < 0) vit = 0;
+ return vit;
+}
+/*==========================================
+ * 対象のIntを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_int(struct block_list *bl)
+{
+ int int_=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl){
+ int_=mob_db[((struct mob_data *)bl)->class_].int_;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ int_+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ int_=((struct map_session_data *)bl)->paramc[3];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ int_=mob_db[((struct pet_data *)bl)->class_].int_;
+
+ if(sc_data) {
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 ) int_ >>= 1; // 悪 魔/不死
+ else int_ += sc_data[SC_BLESSING].val1; // その他
+ }
+ if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
+ int_ = int_*60/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ int_ += 5;
+ }
+ if(int_ < 0) int_ = 0;
+ return int_;
+}
+/*==========================================
+ * 対象のDexを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dex(struct block_list *bl)
+{
+ int dex=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ dex=mob_db[((struct mob_data *)bl)->class_].dex;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ dex+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ dex=((struct map_session_data *)bl)->paramc[4];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ dex=mob_db[((struct pet_data *)bl)->class_].dex;
+
+ if(sc_data) {
+ if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+ dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+ if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){ // ブレッシング
+ int race=status_get_race(bl);
+ if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 ) dex >>= 1; // 悪 魔/不死
+ else dex += sc_data[SC_BLESSING].val1; // その他
+ }
+
+ if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
+ // dex >>= 1;
+ //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
+ //dex -= dexb > 50 ? 50 : dexb;
+ dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
+ }
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ dex += 5;
+ }
+ if(dex < 0) dex = 0;
+ return dex;
+}
+/*==========================================
+ * 対象のLukを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_luk(struct block_list *bl)
+{
+ int luk=0;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ luk=mob_db[((struct mob_data *)bl)->class_].luk;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ luk+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ luk=((struct map_session_data *)bl)->paramc[5];
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ luk=mob_db[((struct pet_data *)bl)->class_].luk;
+
+ if(sc_data) {
+ if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC) // グロリア(PCはpc.cで)
+ luk += 30;
+ if(sc_data[SC_CURSE].timer!=-1 ) // 呪い
+ luk=0;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト
+ luk += 5;
+ }
+ if(luk < 0) luk = 0;
+ return luk;
+}
+
+/*==========================================
+ * 対象のFleeを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee(struct block_list *bl)
+{
+ int flee=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ flee=((struct map_session_data *)bl)->flee;
+ else
+ flee=status_get_agi(bl) + status_get_lv(bl);
+
+ if(bl->type != BL_PC && sc_data){
+ if(sc_data[SC_WHISTLE].timer!=-1)
+ flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+ +(sc_data[SC_WHISTLE].val3>>16))/100;
+ if(sc_data[SC_BLIND].timer!=-1)
+ flee -= flee*25/100;
+ if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
+ flee += flee*(sc_data[SC_WINDWALK].val2)/100;
+ if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
+ flee -= flee*50/100;
+ if(sc_data[SC_GOSPEL].timer!=-1) {
+ if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 13)
+ flee += flee*5/100;
+ else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 7)
+ flee = 0;
+ }
+ }
+ if(flee < 1) flee = 1;
+ return flee;
+}
+/*==========================================
+ * 対象のHitを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_hit(struct block_list *bl)
+{
+ int hit=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ hit=((struct map_session_data *)bl)->hit;
+ else
+ hit=status_get_dex(bl) + status_get_lv(bl);
+
+ if(bl->type != BL_PC && sc_data) {
+ if(sc_data[SC_HUMMING].timer!=-1) //
+ hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
+ +sc_data[SC_HUMMING].val3)/100;
+ if(sc_data[SC_BLIND].timer!=-1) // 呪い
+ hit -= hit*25/100;
+ if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
+ hit += 3*(sc_data[SC_TRUESIGHT].val1);
+ if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+ hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
+ if(sc_data[SC_GOSPEL].timer!=-1 &&
+ sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 14)
+ hit += hit*5/100;
+ }
+ if(hit < 1) hit = 1;
+ return hit;
+}
+/*==========================================
+ * 対象の完全回避を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee2(struct block_list *bl)
+{
+ int flee2=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ flee2 = status_get_luk(bl) + 10;
+ flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10);
+ }
+ else
+ flee2=status_get_luk(bl)+1;
+
+ if(sc_data) {
+ if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC)
+ flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+ +(sc_data[SC_WHISTLE].val3&0xffff))*10;
+ }
+ if(flee2 < 1) flee2 = 1;
+ return flee2;
+}
+/*==========================================
+ * 対象のクリティカルを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_critical(struct block_list *bl)
+{
+ int critical=1;
+ struct status_change *sc_data;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ critical = status_get_luk(bl)*3 + 10;
+ critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10);
+ }
+ else
+ critical=status_get_luk(bl)*3 + 1;
+
+ if(sc_data) {
+ if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC)
+ critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
+ +sc_data[SC_FORTUNE].val3)*10;
+ if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
+ critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
+ if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト
+ critical += critical*sc_data[SC_TRUESIGHT].val1/100;
+ }
+ if(critical < 1) critical = 1;
+ return critical;
+}
+/*==========================================
+ * base_atkの取得
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_baseatk(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int batk=1;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl) {
+ batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
+ if (((struct map_session_data *)bl)->status.weapon < 16)
+ batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
+ } else { //それ以外なら
+ int str,dstr;
+ str = status_get_str(bl); //STR
+ dstr = str/10;
+ batk = dstr*dstr + str; //base_atkを計算する
+ }
+ if(sc_data) { //状態異常あり
+ if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
+ batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
+ if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら
+ batk -= batk*25/100; //base_atkが25%減少
+ if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
+ batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(batk < 1) batk = 1; //base_atkは最低でも1
+ return batk;
+}
+/*==========================================
+ * 対象のAtkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int atk=0;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ atk = ((struct map_session_data*)bl)->watk;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ atk = mob_db[((struct mob_data*)bl)->class_].atk1;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ atk = mob_db[((struct pet_data*)bl)->class_].atk1;
+
+ if(bl->type != BL_PC && sc_data) {
+ if(sc_data[SC_PROVOKE].timer!=-1)
+ atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
+ if(sc_data[SC_CURSE].timer!=-1)
+ atk -= atk*25/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+ atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+
+ if(sc_data[SC_GOSPEL].timer!=-1) {
+ if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 12)
+ atk += atk*8/100;
+ else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 6)
+ atk = 0;
+ }
+ }
+ if(atk < 0) atk = 0;
+ return atk;
+}
+/*==========================================
+ * 対象の左手Atkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ int atk=((struct map_session_data*)bl)->watk_;
+ return atk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->watk2;
+ else {
+ struct status_change *sc_data=status_get_sc_data(bl);
+ int atk2=0;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
+ if(sc_data) {
+ if( sc_data[SC_IMPOSITIO].timer!=-1)
+ atk2 += sc_data[SC_IMPOSITIO].val1*5;
+ if( sc_data[SC_PROVOKE].timer!=-1 )
+ atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
+ if( sc_data[SC_CURSE].timer!=-1 )
+ atk2 -= atk2*25/100;
+ if(sc_data[SC_DRUMBATTLE].timer!=-1)
+ atk2 += sc_data[SC_DRUMBATTLE].val2;
+ if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 )
+ atk2 += sc_data[SC_NIBELUNGEN].val3;
+ if(sc_data[SC_STRIPWEAPON].timer!=-1)
+ atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
+ if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+ atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
+ }
+ if(atk2 < 0) atk2 = 0;
+ return atk2;
+ }
+ return 0;
+}
+/*==========================================
+ * 対象の左手Atk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->watk_2;
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のMAtk1を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk1(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_MOB){
+ int matk,int_=status_get_int(bl);
+ matk = int_+(int_/5)*(int_/5);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->matk1;
+ else if(bl->type==BL_PET){
+ int matk,int_=status_get_int(bl);
+ matk = int_+(int_/5)*(int_/5);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のMAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk2(struct block_list *bl)
+{
+ struct status_change *sc_data=status_get_sc_data(bl);
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB){
+ int matk,int_=status_get_int(bl);
+ matk = int_+(int_/7)*(int_/7);
+
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->matk2;
+ else if(bl->type==BL_PET){
+ int matk,int_=status_get_int(bl);
+ matk = int_+(int_/7)*(int_/7);
+ if(sc_data)
+ if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+ return matk;
+ }
+ else
+ return 0;
+}
+/*==========================================
+ * 対象のDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_def(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def=0,skilltimer=-1,skillid=0;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl){
+ def = ((struct map_session_data *)bl)->def;
+ skilltimer = ((struct map_session_data *)bl)->skilltimer;
+ skillid = ((struct map_session_data *)bl)->skillid;
+ }
+ else if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ def = mob_db[((struct mob_data *)bl)->class_].def;
+ skilltimer = ((struct mob_data *)bl)->skilltimer;
+ skillid = ((struct mob_data *)bl)->skillid;
+ }
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ def = mob_db[((struct pet_data *)bl)->class_].def;
+
+ if(def < 1000000) {
+ if(sc_data) {
+ //凍結、石化時は右シフト
+ if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+ def >>= 1;
+
+ if (bl->type != BL_PC) {
+ //キーピング時はDEF100
+ if( sc_data[SC_KEEPING].timer!=-1)
+ def = 100;
+ //プロボック時は減算
+ if( sc_data[SC_PROVOKE].timer!=-1)
+ def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+ //戦太鼓の響き時は加算
+ if( sc_data[SC_DRUMBATTLE].timer!=-1)
+ def += sc_data[SC_DRUMBATTLE].val3;
+ //毒にかかっている時は減算
+ if(sc_data[SC_POISON].timer!=-1)
+ def = def*75/100;
+ //ストリップシールド時は減算
+ if(sc_data[SC_STRIPSHIELD].timer!=-1)
+ def = def*sc_data[SC_STRIPSHIELD].val2/100;
+ //シグナムクルシス時は減算
+ if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
+ def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
+ //永遠の混沌時はDEF0になる
+ if(sc_data[SC_ETERNALCHAOS].timer!=-1)
+ def = 0;
+ //コンセントレーション時は減算
+ if( sc_data[SC_CONCENTRATION].timer!=-1)
+ def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
+
+ if(sc_data[SC_GOSPEL].timer!=-1) {
+ if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 11)
+ def += def*25/100;
+ else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 5)
+ def = 0;
+ }
+ }
+ }
+ //詠唱中は詠唱時減算率に基づいて減算
+ if(skilltimer != -1) {
+ int def_rate = skill_get_castdef(skillid);
+ if(def_rate != 0)
+ def = (def * (100 - def_rate))/100;
+ }
+ }
+ if(def < 0) def = 0;
+ return def;
+}
+/*==========================================
+ * 対象のMDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int mdef=0;
+
+ nullpo_retr(0, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ mdef = ((struct map_session_data *)bl)->mdef;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
+
+ if(mdef < 1000000) {
+ if(sc_data) {
+ //バリアー状態時はMDEF100
+ if(sc_data[SC_BARRIER].timer != -1)
+ mdef = 100;
+ //凍結、石化時は1.25倍
+ if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+ mdef = mdef*125/100;
+ if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ }
+ if(mdef < 0) mdef = 0;
+ return mdef;
+}
+/*==========================================
+ * 対象のDef2を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_def2(struct block_list *bl)
+{
+ struct status_change *sc_data;
+ int def2=1;
+
+ nullpo_retr(1, bl);
+ sc_data=status_get_sc_data(bl);
+ if(bl->type==BL_PC)
+ def2 = ((struct map_session_data *)bl)->def2;
+ else if(bl->type==BL_MOB)
+ def2 = mob_db[((struct mob_data *)bl)->class_].vit;
+ else if(bl->type==BL_PET)
+ def2 = mob_db[((struct pet_data *)bl)->class_].vit;
+
+ if(bl->type != BL_PC && sc_data) {
+ if( sc_data[SC_ANGELUS].timer!=-1)
+ def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
+ if( sc_data[SC_PROVOKE].timer!=-1)
+ def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+ if(sc_data[SC_POISON].timer!=-1)
+ def2 = def2*75/100;
+ //コンセントレーション時は減算
+ if( sc_data[SC_CONCENTRATION].timer!=-1)
+ def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
+
+ if(sc_data[SC_GOSPEL].timer!=-1) {
+ if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+ sc_data[SC_GOSPEL].val3 == 11)
+ def2 += def2*25/100;
+ else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 5)
+ def2 = 0;
+ }
+ }
+ if(def2 < 1) def2 = 1;
+ return def2;
+}
+/*==========================================
+ * 対象のMDef2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef2(struct block_list *bl)
+{
+ int mdef2=0;
+ struct status_change *sc_data=status_get_sc_data(bl);
+
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
+ else if(bl->type==BL_PC)
+ mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
+ else if(bl->type==BL_PET)
+ mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
+ if(sc_data) {
+ if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+ mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
+ }
+ if(mdef2 < 0) mdef2 = 0;
+ return mdef2;
+}
+/*==========================================
+ * 対象のSpeed(移動速度)を返す(汎用)
+ * 戻りは整数で1以上
+ * Speedは小さいほうが移動速度が速い
+ *------------------------------------------
+ */
+int status_get_speed(struct block_list *bl)
+{
+ nullpo_retr(1000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->speed;
+ else {
+ struct status_change *sc_data=status_get_sc_data(bl);
+ int speed = 1000;
+ if(bl->type==BL_MOB && (struct mob_data *)bl) {
+ speed = ((struct mob_data *)bl)->speed;
+ if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+ speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+ }
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ speed = ((struct pet_data *)bl)->msd->petDB->speed;
+
+ if(sc_data) {
+ //速度増加時は25%減算
+ if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
+ speed -= speed*25/100;
+ //速度減少時は25%加算
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ speed = speed*125/100;
+ //クァグマイア時は50%加算
+ if(sc_data[SC_QUAGMIRE].timer!=-1)
+ speed = speed*3/2;
+ //私を忘れないで…時は加算
+ if(sc_data[SC_DONTFORGETME].timer!=-1)
+ speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ //金剛時は25%加算
+ if(sc_data[SC_STEELBODY].timer!=-1)
+ speed = speed*125/100;
+ //ディフェンダー時は加算
+ // removed as of 12/14's patch [celest]
+ /*if(sc_data[SC_DEFENDER].timer!=-1)
+ speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
+ //踊り状態は4倍遅い
+ if(sc_data[SC_DANCING].timer!=-1 )
+ speed *= 6;
+ //呪い時は450加算
+ if(sc_data[SC_CURSE].timer!=-1)
+ speed = speed + 450;
+ //ウィンドウォーク時はLv*2%減算
+ if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1)
+ speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
+ if(sc_data[SC_SLOWDOWN].timer!=-1)
+ speed = speed*150/100;
+ if(sc_data[SC_SPEEDUP0].timer!=-1)
+ speed -= speed*25/100;
+ if(sc_data[SC_GOSPEL].timer!=-1 &&
+ sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 8)
+ speed = speed*125/100;
+ }
+ if(speed < 1) speed = 1;
+ return speed;
+ }
+
+ return 1000;
+}
+/*==========================================
+ * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
+ * aDelayは小さいほうが攻撃速度が速い
+ *------------------------------------------
+ */
+int status_get_adelay(struct block_list *bl)
+{
+ nullpo_retr(4000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return (((struct map_session_data *)bl)->aspd<<1);
+ else {
+ struct status_change *sc_data=status_get_sc_data(bl);
+ int adelay=4000,aspd_rate = 100,i;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
+
+ if(sc_data) {
+ //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
+ if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
+ if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ //使用者とパーティメンバーで格差が出る設定でなければ3割減算
+ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
+ aspd_rate -= 30;
+ //そうでなければ2.5割減算
+ else
+ aspd_rate -= 25;
+ }
+ //スピアクィッケン時は減算
+ if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+ sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ //夕日のアサシンクロス時は減算
+ if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+ //私を忘れないで…時は加算
+ if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
+ aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+ //金剛時25%加算
+ if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
+ aspd_rate += 25;
+ //増速ポーション使用時は減算
+ if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+ aspd_rate -= sc_data[i].val2;
+ //ディフェンダー時は加算
+ if(sc_data[SC_DEFENDER].timer != -1)
+ adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
+ if(sc_data[SC_GOSPEL].timer!=-1 &&
+ sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+ sc_data[SC_GOSPEL].val3 == 8)
+ aspd_rate = aspd_rate*125/100;
+ }
+ if(aspd_rate != 100)
+ adelay = adelay*aspd_rate/100;
+ if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
+ return adelay;
+ }
+ return 4000;
+}
+int status_get_amotion(struct block_list *bl)
+{
+ nullpo_retr(2000, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->amotion;
+ else {
+ struct status_change *sc_data=status_get_sc_data(bl);
+ int amotion=2000,aspd_rate = 100,i;
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
+
+ if(sc_data) {
+ if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
+ aspd_rate -= 30;
+ if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+ sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
+ if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
+ aspd_rate -= 30;
+ else
+ aspd_rate -= 25;
+ }
+ if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+ sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
+ aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+ if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+ sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+ sc_data[SC_DONTFORGETME].timer == -1)
+ aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+ if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
+ aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+ if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
+ aspd_rate += 25;
+ if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+ aspd_rate -= sc_data[i].val2;
+ if(sc_data[SC_DEFENDER].timer != -1)
+ amotion += (550 - sc_data[SC_DEFENDER].val1*50);
+ }
+ if(aspd_rate != 100)
+ amotion = amotion*aspd_rate/100;
+ if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
+ return amotion;
+ }
+ return 2000;
+}
+int status_get_dmotion(struct block_list *bl)
+{
+ int ret;
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+ sc_data = status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl){
+ ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
+ if(battle_config.monster_damage_delay_rate != 100)
+ ret = ret*battle_config.monster_damage_delay_rate/400;
+ }
+ else if(bl->type==BL_PC && (struct map_session_data *)bl){
+ ret=((struct map_session_data *)bl)->dmotion;
+ if(battle_config.pc_damage_delay_rate != 100)
+ ret = ret*battle_config.pc_damage_delay_rate/400;
+ }
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
+ else
+ return 2000;
+
+ if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
+ (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
+ ret=0;
+
+ return ret;
+}
+int status_get_element(struct block_list *bl)
+{
+ int ret = 20;
+ struct status_change *sc_data;
+
+ nullpo_retr(ret, bl);
+ sc_data = status_get_sc_data(bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性
+ ret=((struct mob_data *)bl)->def_ele;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret = mob_db[((struct pet_data *)bl)->class_].element;
+
+ if(sc_data) {
+ if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
+ ret=26;
+ if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
+ ret=21;
+ if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+ ret=22;
+ }
+
+ return ret;
+}
+
+int status_get_attack_element(struct block_list *bl)
+{
+ int ret = 0;
+ struct status_change *sc_data=status_get_sc_data(bl);
+
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ ret=0;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ ret=((struct map_session_data *)bl)->atk_ele;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ ret=0;
+
+ if(sc_data) {
+ if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
+ ret=1;
+ if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
+ ret=2;
+ if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
+ ret=3;
+ if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
+ ret=4;
+ if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
+ ret=5;
+ if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
+ ret=6;
+ }
+
+ return ret;
+}
+int status_get_attack_element2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl) {
+ int ret = ((struct map_session_data *)bl)->atk_ele_;
+ struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
+
+ if(sc_data) {
+ if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
+ ret=1;
+ if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
+ ret=2;
+ if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
+ ret=3;
+ if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
+ ret=4;
+ if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
+ ret=5;
+ if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
+ ret=6;
+ }
+ return ret;
+ }
+ return 0;
+}
+int status_get_party_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.party_id;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl){
+ struct mob_data *md=(struct mob_data *)bl;
+ if( md->master_id>0 )
+ return -md->master_id;
+ return -md->bl.id;
+ }
+ else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+ return ((struct skill_unit *)bl)->group->party_id;
+ else
+ return 0;
+}
+int status_get_guild_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data *)bl)->status.guild_id;
+ else if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data *)bl)->class_;
+ else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+ return ((struct skill_unit *)bl)->group->guild_id;
+ else
+ return 0;
+}
+int status_get_race(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class_].race;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return 7;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class_].race;
+ else
+ return 0;
+}
+int status_get_size(struct block_list *bl)
+{
+ nullpo_retr(1, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class_].size;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return 1;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class_].size;
+ else
+ return 1;
+}
+int status_get_mode(struct block_list *bl)
+{
+ nullpo_retr(0x01, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class_].mode;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class_].mode;
+ else
+ return 0x01; // とりあえず動くということで1
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return mob_db[((struct mob_data *)bl)->class_].mexp;
+ else if(bl->type==BL_PET && (struct pet_data *)bl)
+ return mob_db[((struct pet_data *)bl)->class_].mexp;
+ else
+ return 0;
+}
+
+// StatusChange系の所得
+struct status_change *status_get_sc_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return ((struct mob_data*)bl)->sc_data;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return ((struct map_session_data*)bl)->sc_data;
+ return NULL;
+}
+short *status_get_sc_count(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->sc_count;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->sc_count;
+ return NULL;
+}
+short *status_get_opt1(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt1;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt1;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt1;
+ return 0;
+}
+short *status_get_opt2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt2;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt2;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt2;
+ return 0;
+}
+short *status_get_opt3(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->opt3;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->opt3;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->opt3;
+ return 0;
+}
+short *status_get_option(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB && (struct mob_data *)bl)
+ return &((struct mob_data*)bl)->option;
+ else if(bl->type==BL_PC && (struct map_session_data *)bl)
+ return &((struct map_session_data*)bl)->status.option;
+ else if(bl->type==BL_NPC && (struct npc_data *)bl)
+ return &((struct npc_data*)bl)->option;
+ return 0;
+}
+
+/*==========================================
+ * ステータス異常開始
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
+ int scdef=0;
+
+ nullpo_retr(0, bl);
+ if(bl->type == BL_SKILL)
+ return 0;
+ nullpo_retr(0, sc_data=status_get_sc_data(bl));
+ nullpo_retr(0, sc_count=status_get_sc_count(bl));
+ nullpo_retr(0, option=status_get_option(bl));
+ nullpo_retr(0, opt1=status_get_opt1(bl));
+ nullpo_retr(0, opt2=status_get_opt2(bl));
+ nullpo_retr(0, opt3=status_get_opt3(bl));
+
+
+ race=status_get_race(bl);
+ mode=status_get_mode(bl);
+ elem=status_get_elem_type(bl);
+ undead_flag=battle_check_undead(race,elem);
+
+ if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
+ return 0;
+
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_STAN:
+ case SC_SILENCE:
+ case SC_POISON:
+ case SC_DPOISON:
+ scdef=3+status_get_vit(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_SLEEP:
+ case SC_BLIND:
+ scdef=3+status_get_int(bl)+status_get_luk(bl)/3;
+ break;
+ case SC_CURSE:
+ scdef=3+status_get_luk(bl);
+ break;
+
+// case SC_CONFUSION:
+ default:
+ scdef=0;
+ }
+ if(scdef>=100)
+ return 0;
+ if(bl->type==BL_PC){
+ sd=(struct map_session_data *)bl;
+ if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ return 0;
+
+ if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
+ if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
+ if(battle_config.battle_log)
+ printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
+ return 0;
+ }
+ }
+ }
+ else if(bl->type == BL_MOB) {
+ }
+ else {
+ if(battle_config.error_log)
+ printf("status_change_start: neither MOB nor PC !\n");
+ return 0;
+ }
+
+ if(type==SC_FREEZE && undead_flag && !(flag&1))
+ return 0;
+
+ if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
+ sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
+ return 0;
+
+ if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
+ type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
+ (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
+ /* ボスには?かない(ただしカ?ドによる?果は適用される) */
+ return 0;
+ }
+ if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
+ battle_stopwalking(bl,1);
+
+ if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
+ if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
+ type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
+ && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
+ return 0;
+ if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
+ return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
+ if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
+ status_change_end(bl,type,-1);
+ } else {
+ (*sc_count)--;
+ delete_timer(sc_data[type].timer, status_change_timer);
+ sc_data[type].timer = -1;
+ }
+ }
+
+ switch(type){ /* 異常の種類ごとの?理 */
+ case SC_PROVOKE: /* プロボック */
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
+ break;
+ case SC_ENDURE: /* インデュア */
+ if(tick <= 0) tick = 1000 * 60;
+ calc_flag = 1; // for updating mdef
+ val2 = 7; // [Celest]
+ break;
+ case SC_AUTOBERSERK:
+ {
+ tick = 60*1000;
+ if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
+ (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
+ status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
+ }
+ break;
+ case SC_CONCENTRATE: /* 集中力向上 */
+ calc_flag = 1;
+ break;
+ case SC_BLESSING: /* ブレッシング */
+ {
+ if(bl->type == BL_PC || (!undead_flag && race != 6)) {
+ if(sc_data[SC_CURSE].timer!=-1 )
+ status_change_end(bl,SC_CURSE,-1);
+ if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
+ status_change_end(bl,SC_STONE,-1);
+ }
+ calc_flag = 1;
+ }
+ break;
+ case SC_ANGELUS: /* アンゼルス */
+ calc_flag = 1;
+ break;
+ case SC_INCREASEAGI: /* 速度上昇 */
+ calc_flag = 1;
+ if(sc_data[SC_DECREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ // the effect will still remain [celest]
+// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
+// status_change_end(bl,SC_WINDWALK,-1);
+ break;
+ case SC_DECREASEAGI: /* 速度減少 */
+ if (bl->type == BL_PC) // Celest
+ tick>>=1;
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ break;
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ calc_flag = 1;
+// val2 = 14 + val1;
+ val2 = 10 + val1*2;
+ tick = 600*1000;
+ clif_emotion(bl,4);
+ break;
+ case SC_SLOWPOISON:
+ if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
+ return 0;
+ break;
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ if(sc_data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ calc_flag = 1;
+ break;
+ case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
+ // Lasting time penalties have been removed on sakray as of 12/14 [celest]
+ //if(battle_config.party_skill_penalty && !val2) tick /= 5;
+ break;
+ case SC_OVERTHRUST: /* オ?バ?スラスト */
+ *opt3 |= 2;
+ // Lasting time penalties have been removed on sakray as of 12/14 [celest]
+ //if(battle_config.party_skill_penalty && !val2) tick /= 10;
+ break;
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
+ if(bl->type == BL_PC)
+ val2 = tick;
+ else
+ tick = 5000*val1;
+ break;
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ calc_flag = 1;
+ val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
+ skill_encchant_eremental_end(bl,SC_ENCPOISON);
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; /* 猛毒付?確率(%) */
+ calc_flag = 1;
+ break;
+ case SC_POISONREACT: /* ポイズンリアクト */
+ val2=val1/2 + val1%2; // [Celest]
+ break;
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ calc_flag = 1;
+ break;
+ case SC_ASPERSIO: /* アスペルシオ */
+ skill_encchant_eremental_end(bl,SC_ASPERSIO);
+ break;
+ case SC_SUFFRAGIUM: /* サフラギム */
+ case SC_BENEDICTIO: /* 聖? */
+ case SC_MAGNIFICAT: /* マグニフィカ?ト */
+ case SC_AETERNA: /* エ?テルナ */
+ break;
+ case SC_ENERGYCOAT: /* エナジ?コ?ト */
+ *opt3 |= 4;
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20;
+ break;
+ case SC_KYRIE: /* キリエエレイソン */
+ val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
+ val3 = (val1 / 2 + 5); /* 回? */
+// -- moonsoul (added to undo assumptio status if target has it)
+ if(sc_data[SC_ASSUMPTIO].timer!=-1 )
+ status_change_end(bl,SC_ASSUMPTIO,-1);
+ break;
+ case SC_MINDBREAKER:
+ calc_flag = 1;
+ if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
+ case SC_GLORIA: /* グロリア */
+ calc_flag = 1;
+ break;
+ case SC_LOUD: /* ラウドボイス */
+ calc_flag = 1;
+ break;
+ case SC_TRICKDEAD: /* 死んだふり */
+ if (bl->type == BL_PC) {
+ pc_stopattack((struct map_session_data *)sd);
+ }
+ break;
+ case SC_QUAGMIRE: /* クァグマイア */
+ calc_flag = 1;
+ if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
+ status_change_end(bl,SC_CONCENTRATE,-1);
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_LOUD].timer!=-1 )
+ status_change_end(bl,SC_LOUD,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
+ status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
+ status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_MAGICPOWER:
+ calc_flag = 1;
+ val2 = 1;
+ break;
+ case SC_SACRIFICE:
+ val2 = 5;
+ break;
+ case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
+ skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
+ break;
+ case SC_FROSTWEAPON: /* フロストウェポン */
+ skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
+ break;
+ case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
+ skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
+ break;
+ case SC_SEISMICWEAPON: /* サイズミックウェポン */
+ skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
+ break;
+ case SC_DEVOTION: /* ディボ?ション */
+ calc_flag = 1;
+ break;
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ calc_flag = 1;
+ val2=val1*5;
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3;
+ break;
+ case SC_STRIPWEAPON:
+ if (val2==0) val2=90;
+ break;
+ case SC_STRIPSHIELD:
+ if (val2==0) val2=85;
+ break;
+ case SC_STRIPARMOR:
+ case SC_STRIPHELM:
+ case SC_CP_WEAPON:
+ case SC_CP_SHIELD:
+ case SC_CP_ARMOR:
+ case SC_CP_HELM:
+ break;
+
+ case SC_AUTOSPELL: /* オ?トスペル */
+ val4 = 5 + val1*2;
+ break;
+
+ case SC_VOLCANO:
+ calc_flag = 1;
+ val3 = val1*10;
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+ case SC_DELUGE:
+ calc_flag = 1;
+ val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+ case SC_VIOLENTGALE:
+ calc_flag = 1;
+ val3 = val1*3;
+ val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+ break;
+
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ calc_flag = 1;
+ val2 = 20+val1;
+ *opt3 |= 1;
+ break;
+ case SC_COMBO:
+ break;
+ case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
+ *opt3 |= 32;
+ break;
+
+ case SC_LULLABY: /* 子守唄 */
+ val2 = 11;
+ break;
+ case SC_RICHMANKIM:
+ break;
+ case SC_ETERNALCHAOS: /* エタ?ナルカオス */
+ calc_flag = 1;
+ break;
+ case SC_DRUMBATTLE: /* ?太鼓の響き */
+ calc_flag = 1;
+ val2 = (val1+1)*25;
+ val3 = (val1+1)*2;
+ break;
+ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
+ calc_flag = 1;
+ //val2 = (val1+2)*50;
+ val3 = (val1+2)*25;
+ break;
+ case SC_ROKISWEIL: /* ロキの叫び */
+ break;
+ case SC_INTOABYSS: /* 深淵の中に */
+ break;
+ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
+ calc_flag = 1;
+ val2 = 55 + val1*5;
+ val3 = val1*10;
+ break;
+ case SC_DISSONANCE: /* 不協和音 */
+ val2 = 10;
+ break;
+ case SC_WHISTLE: /* 口笛 */
+ calc_flag = 1;
+ break;
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ calc_flag = 1;
+ break;
+ case SC_POEMBRAGI: /* ブラギの詩 */
+ break;
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ calc_flag = 1;
+ break;
+ case SC_UGLYDANCE: /* 自分勝手なダンス */
+ val2 = 10;
+ break;
+ case SC_HUMMING: /* ハミング */
+ calc_flag = 1;
+ break;
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ calc_flag = 1;
+ if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARSQUICKEN,-1);
+ if(sc_data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc_data[SC_ASSNCROS].timer!=-1 )
+ status_change_end(bl,SC_ASSNCROS,-1);
+ if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
+ status_change_end(bl,SC_WINDWALK,-1);
+ if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
+ status_change_end(bl,SC_CARTBOOST,-1);
+ break;
+ case SC_FORTUNE: /* 幸運のキス */
+ calc_flag = 1;
+ break;
+ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
+ calc_flag = 1;
+ break;
+ case SC_MOONLIT:
+ val2 = bl->id;
+ break;
+ case SC_DANCING: /* ダンス/演奏中 */
+ calc_flag = 1;
+ val3= tick / 1000;
+ tick = 1000;
+ break;
+
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ calc_flag = 1;
+ val2 = 75 + 25*val1;
+ *opt3 |= 8;
+ break;
+ case SC_STEELBODY: // 金剛
+ calc_flag = 1;
+ *opt3 |= 16;
+ break;
+ case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
+ break;
+ case SC_AUTOCOUNTER:
+ val3 = val4 = 0;
+ break;
+
+ case SC_SPEEDPOTION0: /* ?速ポ?ション */
+ case SC_SPEEDPOTION1:
+ case SC_SPEEDPOTION2:
+ case SC_SPEEDPOTION3:
+ calc_flag = 1;
+ tick = 1000 * tick;
+ val2 = 5*(2+type-SC_SPEEDPOTION0);
+ break;
+
+ /* atk & matk potions [Valaris] */
+ case SC_ATKPOT:
+ case SC_MATKPOT:
+ calc_flag = 1;
+ tick = 1000 * tick;
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ {
+ time_t timer;
+
+ calc_flag = 1;
+ tick = 10000;
+ if(!val2)
+ val2 = time(&timer);
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ {
+ time_t timer;
+
+ if(!battle_config.muting_players)
+ break;
+
+ tick = 60000;
+ if(!val2)
+ val2 = time(&timer);
+ updateflag = SP_MANNER;
+ save_flag = 1; // celest
+ }
+ break;
+ case SC_SELFDESTRUCTION: //自爆
+ clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
+ val3 = tick / 1000;
+ tick = 1000;
+ break;
+
+ /* option1 */
+ case SC_STONE: /* 石化 */
+ if(!(flag&2)) {
+ int sc_def = status_get_mdef(bl)*200;
+ tick = tick - sc_def;
+ }
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ tick = 5000;
+ val2 = 1;
+ break;
+ case SC_SLEEP: /* 睡眠 */
+ if(!(flag&2)) {
+// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3);
+// tick = tick * sc_def / 100;
+// if(tick < 1000) tick = 1000;
+ tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
+ }
+ break;
+ case SC_FREEZE: /* 凍結 */
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_mdef(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_STAN: /* スタン(val2にミリ秒セット) */
+ if(!(flag&2)) {
+ int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/3);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ /* option2 */
+ case SC_DPOISON: /* 猛毒 */
+ {
+ int mhp = status_get_max_hp(bl);
+ int hp = status_get_hp(bl);
+ // MHP?1/4????????
+ if (hp > mhp>>2) {
+ if(bl->type == BL_PC) {
+ int diff = mhp*10/100;
+ if (hp - diff < mhp>>2)
+ hp = hp - (mhp>>2);
+ pc_heal((struct map_session_data *)bl, -hp, 0);
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ hp -= mhp*15/100;
+ if (hp > mhp>>2)
+ md->hp = hp;
+ else
+ md->hp = mhp>>2;
+ }
+ }
+ } // fall through
+ case SC_POISON: /* 毒 */
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5);
+ tick = tick * sc_def / 100;
+ }
+ val3 = tick/1000;
+ if(val3 < 1) val3 = 1;
+ tick = 1000;
+ break;
+ case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+ case SC_CONFUSION:
+ val2 = tick;
+ tick = 100;
+ clif_emotion(bl,1);
+ if (sd) {
+ pc_stop_walking (sd, 0);
+ }
+ break;
+ case SC_BLIND: /* 暗? */
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15;
+ tick = 30000 - sc_def;
+ }
+ break;
+ case SC_CURSE:
+ calc_flag = 1;
+ if(!(flag&2)) {
+ int sc_def = 100 - status_get_vit(bl);
+ tick = tick * sc_def / 100;
+ }
+ break;
+
+ /* option */
+ case SC_HIDING: /* ハイディング */
+ calc_flag = 1;
+ if(bl->type == BL_PC) {
+ val2 = tick / 1000; /* 持?時間 */
+ tick = 1000;
+ }
+ break;
+ case SC_CHASEWALK:
+ case SC_CLOAKING: /* クロ?キング */
+ if(bl->type == BL_PC) {
+ calc_flag = 1; // [Celest]
+ val2 = tick;
+ val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
+ }
+ else
+ tick = 5000*val1;
+ break;
+ case SC_SIGHT: /* サイト/ルアフ */
+ case SC_RUWACH:
+ val2 = tick/250;
+ tick = 10;
+ break;
+
+ /* セ?フティウォ?ル、ニュ?マ */
+ case SC_SAFETYWALL: case SC_PNEUMA:
+ tick=((struct skill_unit *)val2)->group->limit;
+ break;
+
+ /* アンクル */
+ case SC_ANKLE:
+ break;
+
+ /* ウォ?タ?ボ?ル */
+ case SC_WATERBALL:
+ tick=150;
+ if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
+ val3=5*5-1;
+ else
+ val3= (val1|1)*(val1|1)-1;
+ break;
+
+ /* スキルじゃない/時間に?係しない */
+ case SC_RIDING:
+ calc_flag = 1;
+ tick = 600*1000;
+ break;
+ case SC_FALCON:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKNWEAPON:
+ case SC_BROKNARMOR:
+ tick=600*1000;
+ break;
+
+ case SC_AUTOGUARD:
+ {
+ int i,t;
+ for(i=val2=0;i<val1;i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ calc_flag = 1;
+ val2 = 5 + val1*15;
+ break;
+
+ case SC_KEEPING:
+ case SC_BARRIER:
+ calc_flag = 1;
+
+ case SC_HALLUCINATION:
+ break;
+
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ *opt3 |= 1;
+ calc_flag = 1;
+ break;
+
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ calc_flag = 1;
+ if(bl->type == BL_PC) {
+ tick = 10000;
+ }
+ break;
+
+ case SC_AURABLADE: /* オ?ラブレ?ド */
+ case SC_PARRYING: /* パリイング */
+// case SC_ASSUMPTIO: /* */
+ case SC_HEADCRUSH: /* ヘッドクラッシュ */
+ case SC_JOINTBEAT: /* ジョイントビ?ト */
+// case SC_MARIONETTE: /* マリオネットコントロ?ル */
+
+ //とりあえず手?き
+ break;
+
+// -- moonsoul (for new upper class related skill status effects)
+/*
+ case SC_AURABLADE:
+ val2 = val1*10;
+ break;
+ case SC_PARRYING:
+ val2=val1*3;
+ break;
+ case SC_CONCENTRATION:
+ calc_flag=1;
+ val2=val1*10;
+ val3=val1*5;
+ break;
+ case SC_TENSIONRELAX:
+// val2 = 10;
+// val3 = 15;
+ break;
+ case SC_BERSERK:
+ calc_flag=1;
+ break;
+ case SC_ASSUMPTIO:
+ if(sc_data[SC_KYRIE].timer!=-1 )
+ status_change_end(bl,SC_KYRIE,-1);
+ break;*/
+
+ case SC_WINDWALK: /* ウインドウォ?ク */
+ calc_flag = 1;
+ val2 = (val1 / 2); //Flee上昇率
+ break;
+
+ case SC_BERSERK: /* バ?サ?ク */
+ if(sd){
+ sd->status.hp = sd->status.max_hp * 3;
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
+ sd->canregen_tick = gettick() + 300000;
+ }
+ *opt3 |= 128;
+ tick = 10000;
+ calc_flag = 1;
+ break;
+
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ if(sc_data[SC_KYRIE].timer!=-1 )
+ status_change_end(bl,SC_KYRIE,-1);
+ break;
+ *opt3 |= 2048;
+ break;
+
+ case SC_BASILICA: // [celest]
+ break;
+
+ case SC_GOSPEL:
+ if (val4 == BCT_SELF) { // self effect
+ int i;
+ if (sd) {
+ sd->canact_tick += tick;
+ sd->canmove_tick += tick;
+ }
+ val2 = tick;
+ tick = 1000;
+ for (i=0; i<=26; i++) {
+ if(sc_data[i].timer!=-1)
+ status_change_end(bl,i,-1);
+ }
+ for (i=58; i<=62; i++) {
+ if(sc_data[i].timer!=-1)
+ status_change_end(bl,i,-1);
+ }
+ for (i=132; i<=136; i++) {
+ if(sc_data[i].timer!=-1)
+ status_change_end(bl,i,-1);
+ }
+ }
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ val2 = tick;
+ if (!val3)
+ return 0;
+ tick = 1000;
+ calc_flag = 1;
+ *opt3 |= 1024;
+ break;
+
+ case SC_MELTDOWN: /* メルトダウン */
+ case SC_CARTBOOST: /* カ?トブ?スト */
+ case SC_TRUESIGHT: /* トゥル?サイト */
+ case SC_SPIDERWEB: /* スパイダ?ウェッブ */
+ calc_flag = 1;
+ break;
+
+ case SC_REJECTSWORD: /* リジェクトソ?ド */
+ val2 = 3; //3回攻?を跳ね返す
+ break;
+
+ case SC_MEMORIZE: /* メモライズ */
+ val2 = 3; //3回詠唱を1/3にする
+ break;
+
+ case SC_GRAFFITI: /* グラフィティ */
+ {
+ struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
+ if(sg)
+ val4 = (int)sg;
+ }
+ break;
+
+ case SC_SPLASHER: /* ベナムスプラッシャ? */
+ break;
+
+ case SC_FOGWALL:
+ val2 = 75;
+ // calc_flag = 1; // not sure of effects yet [celest]
+ break;
+
+ case SC_PRESERVE:
+ break;
+
+ case SC_BLOCKSKILL:
+ if (!tick) tick = 60000;
+ if (!val3) val3 = -1;
+ break;
+
+ case SC_SLOWDOWN:
+ case SC_SPEEDUP0:
+ calc_flag = 1;
+ break;
+
+ case SC_REGENERATION:
+ val1 = 2;
+ case SC_BATTLEORDERS:
+ tick = 60000; // 1 minute
+ calc_flag = 1;
+ break;
+
+ default:
+ if(battle_config.error_log)
+ printf("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+
+ if(bl->type==BL_PC &&
+ (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
+ clif_status_change(bl,type,1); /* アイコン表示 */
+
+ /* optionの?更 */
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+ battle_stopattack(bl); /* 攻?停止 */
+ skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
+ { /* 同時に掛からないステ?タス異常を解除 */
+ int i;
+ for(i = SC_STONE; i <= SC_SLEEP; i++){
+ if(sc_data[i].timer != -1){
+ (*sc_count)--;
+ delete_timer(sc_data[i].timer, status_change_timer);
+ sc_data[i].timer = -1;
+ }
+ }
+ }
+ if(type == SC_STONE)
+ *opt1 = 6;
+ else
+ *opt1 = type - SC_STONE + 1;
+ opt_flag = 1;
+ break;
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 |= 1<<(type-SC_POISON);
+ opt_flag = 1;
+ break;
+ case SC_DPOISON: // 暫定で毒のエフェクトを使用
+ *opt2 |= 1;
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 |= 0x40;
+ opt_flag = 1;
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ battle_stopattack(bl); /* 攻?停止 */
+ *option |= ((type==SC_HIDING)?2:4);
+ opt_flag =1 ;
+ break;
+ case SC_CHASEWALK:
+ battle_stopattack(bl); /* 攻?停止 */
+ *option |= 16388;
+ opt_flag =1 ;
+ break;
+ case SC_SIGHT:
+ *option |= 1;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option |= 8192;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING:
+ *option |= 4096;
+ opt_flag = 1;
+ }
+
+ if(opt_flag) /* optionの?更 */
+ clif_changeoption(bl);
+
+ (*sc_count)++; /* ステ?タス異常の? */
+
+ sc_data[type].val1 = val1;
+ sc_data[type].val2 = val2;
+ sc_data[type].val3 = val3;
+ sc_data[type].val4 = val4;
+ /* タイマ?設定 */
+ sc_data[type].timer = add_timer(
+ gettick() + tick, status_change_timer, bl->id, type);
+
+ if(bl->type==BL_PC && calc_flag)
+ status_calc_pc(sd,0); /* ステ?タス再計算 */
+
+ if(bl->type==BL_PC && save_flag)
+ chrif_save(sd); // save the player status
+
+ if(bl->type==BL_PC && updateflag)
+ clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
+
+ return 0;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+ struct status_change* sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int i;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, sc_data = status_get_sc_data(bl));
+ nullpo_retr(0, sc_count = status_get_sc_count(bl));
+ nullpo_retr(0, option = status_get_option(bl));
+ nullpo_retr(0, opt1 = status_get_opt1(bl));
+ nullpo_retr(0, opt2 = status_get_opt2(bl));
+ nullpo_retr(0, opt3 = status_get_opt3(bl));
+
+ if (*sc_count == 0)
+ return 0;
+ for(i = 0; i < MAX_STATUSCHANGE; i++){
+ if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
+ status_change_end(bl, i, -1);
+ }
+ }
+ *sc_count = 0;
+ *opt1 = 0;
+ *opt2 = 0;
+ *opt3 = 0;
+ *option &= OPTION_MASK;
+
+ if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
+ !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
+ *opt2 |= STATE_BLIND;
+
+ if(!type || type&2)
+ clif_changeoption(bl);
+
+ return 0;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+ struct status_change* sc_data;
+ int opt_flag=0, calc_flag = 0;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+
+ nullpo_retr(0, bl);
+ if(bl->type!=BL_PC && bl->type!=BL_MOB) {
+ if(battle_config.error_log)
+ printf("status_change_end: neither MOB nor PC !\n");
+ return 0;
+ }
+ nullpo_retr(0, sc_data = status_get_sc_data(bl));
+ nullpo_retr(0, sc_count = status_get_sc_count(bl));
+ nullpo_retr(0, option = status_get_option(bl));
+ nullpo_retr(0, opt1 = status_get_opt1(bl));
+ nullpo_retr(0, opt2 = status_get_opt2(bl));
+ nullpo_retr(0, opt3 = status_get_opt3(bl));
+
+ if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
+
+ if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
+ delete_timer(sc_data[type].timer,status_change_timer);
+
+ /* 該?の異常を正常に?す */
+ sc_data[type].timer=-1;
+ (*sc_count)--;
+
+ switch(type){ /* 異常の種類ごとの?理 */
+ case SC_PROVOKE: /* プロボック */
+ case SC_ENDURE: // celest
+ case SC_CONCENTRATE: /* 集中力向上 */
+ case SC_BLESSING: /* ブレッシング */
+ case SC_ANGELUS: /* アンゼルス */
+ case SC_INCREASEAGI: /* 速度上昇 */
+ case SC_DECREASEAGI: /* 速度減少 */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ case SC_HIDING:
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ case SC_ENCPOISON: /* エンチャントポイズン */
+ case SC_IMPOSITIO: /* インポシティオマヌス */
+ case SC_GLORIA: /* グロリア */
+ case SC_LOUD: /* ラウドボイス */
+ case SC_QUAGMIRE: /* クァグマイア */
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_VOLCANO:
+ case SC_DELUGE:
+ case SC_VIOLENTGALE:
+ case SC_ETERNALCHAOS: /* エタ?ナルカオス */
+ case SC_DRUMBATTLE: /* ?太鼓の響き */
+ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
+ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
+ case SC_WHISTLE: /* 口笛 */
+ case SC_ASSNCROS: /* 夕陽のアサシンクロス */
+ case SC_HUMMING: /* ハミング */
+ case SC_DONTFORGETME: /* 私を忘れないで */
+ case SC_FORTUNE: /* 幸運のキス */
+ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ case SC_STEELBODY: // 金剛
+ case SC_DEFENDER:
+ case SC_SPEEDPOTION0: /* ?速ポ?ション */
+ case SC_SPEEDPOTION1:
+ case SC_SPEEDPOTION2:
+ case SC_SPEEDPOTION3:
+ case SC_APPLEIDUN: /* イドゥンの林檎 */
+ case SC_RIDING:
+ case SC_BLADESTOP_WAIT:
+ case SC_AURABLADE: /* オ?ラブレ?ド */
+ case SC_PARRYING: /* パリイング */
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ case SC_ASSUMPTIO: /* アシャンプティオ */
+ case SC_WINDWALK: /* ウインドウォ?ク */
+ case SC_TRUESIGHT: /* トゥル?サイト */
+ case SC_SPIDERWEB: /* スパイダ?ウェッブ */
+ case SC_MAGICPOWER: /* 魔法力?幅 */
+ case SC_CHASEWALK:
+ case SC_ATKPOT: /* attack potion [Valaris] */
+ case SC_MATKPOT: /* magic attack potion [Valaris] */
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ case SC_MELTDOWN: /* メルトダウン */
+ // Celest
+ case SC_EDP:
+ case SC_SLOWDOWN:
+ case SC_SPEEDUP0:
+/* case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:*/
+ case SC_BATTLEORDERS:
+ case SC_REGENERATION:
+ calc_flag = 1;
+ break;
+ case SC_AUTOBERSERK:
+ if (sc_data[SC_PROVOKE].timer != -1)
+ status_change_end(bl,SC_PROVOKE,-1);
+ break;
+ case SC_BERSERK: /* バ?サ?ク */
+ calc_flag = 1;
+ clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
+ break;
+ case SC_DEVOTION: /* ディボ?ション */
+ {
+ struct map_session_data *md = map_id2sd(sc_data[type].val1);
+ sc_data[type].val1=sc_data[type].val2=0;
+ skill_devotion(md,bl->id);
+ calc_flag = 1;
+ }
+ break;
+ case SC_BLADESTOP:
+ {
+ struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
+ //片方が切れたので相手の白刃?態が切れてないのなら解除
+ if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
+ status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
+
+ if(sc_data[type].val2==2)
+ clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *d_sc_data;
+ if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
+ d_sc_data = dsd->sc_data;
+ //合奏で相手がいる場合相手のval4を0にする
+ if(d_sc_data && d_sc_data[type].timer!=-1)
+ d_sc_data[type].val4=0;
+ }
+ }
+ calc_flag = 1;
+ break;
+ case SC_GRAFFITI:
+ {
+ struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
+ if(sg)
+ skill_delunitgroup(sg);
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ {
+ struct map_session_data *sd=NULL;
+ if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
+ if (sd->status.manner >= 0) // weeee ^^ [celest]
+ sd->status.manner = 0;
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ }
+ break;
+ case SC_SPLASHER: /* ベナムスプラッシャ? */
+ {
+ struct block_list *src=map_id2bl(sc_data[type].val3);
+ if(src && tid!=-1){
+ //自分にダメ?ジ&周?3*3にダメ?ジ
+ skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+ }
+ }
+ break;
+ case SC_SELFDESTRUCTION: /* 自爆 */
+ {
+ //自分のダメ?ジは0にして
+ struct mob_data *md=NULL;
+ if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
+ skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+ }
+ break;
+ /* option1 */
+ case SC_FREEZE:
+ sc_data[type].val3 = 0;
+ break;
+
+ /* option2 */
+ case SC_POISON: /* 毒 */
+ case SC_BLIND: /* 暗? */
+ case SC_CURSE:
+ calc_flag = 1;
+ break;
+
+ // celest
+ case SC_CONFUSION:
+ {
+ struct map_session_data *sd=NULL;
+ if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
+ sd->next_walktime = -1;
+ }
+ }
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2: /// Marionette target
+ {
+ // check for partner and end their marionette status as well
+ int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
+ struct block_list *pbl = map_id2bl(sc_data[type].val3);
+ if (pbl) {
+ struct status_change* sc_data;
+ if (*status_get_sc_count(pbl) > 0 &&
+ (sc_data = status_get_sc_data(pbl)) &&
+ sc_data[type2].timer != -1)
+ status_change_end(pbl, type2, -1);
+ }
+ calc_flag = 1;
+ }
+ break;
+ }
+
+ if(bl->type==BL_PC &&
+ (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
+ clif_status_change(bl,type,0); /* アイコン消去 */
+
+ switch(type){ /* 正常に?るときなにか?理が必要 */
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STAN:
+ case SC_SLEEP:
+ *opt1 = 0;
+ opt_flag = 1;
+ break;
+
+ case SC_POISON:
+ if (sc_data[SC_DPOISON].timer != -1) //
+ break; // DPOISON用のオプション
+ *opt2 &= ~1; // が?用に用意された場合には
+ opt_flag = 1; // ここは削除する
+ break; //
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 &= ~(1<<(type-SC_POISON));
+ opt_flag = 1;
+ break;
+ case SC_DPOISON:
+ if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
+ break; // 用意されたら削除
+ *opt2 &= ~1; // 毒?態解除
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 &= ~0x40;
+ opt_flag = 1;
+ break;
+
+ case SC_HIDING:
+ case SC_CLOAKING:
+ *option &= ~((type == SC_HIDING) ? 2 : 4);
+ calc_flag = 1; // orn
+ opt_flag = 1 ;
+ break;
+
+ case SC_CHASEWALK:
+ *option &= ~16388;
+ opt_flag = 1 ;
+ break;
+
+ case SC_SIGHT:
+ *option &= ~1;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ *option &= ~4096;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option &= ~8192;
+ opt_flag = 1;
+ break;
+
+ //opt3
+ case SC_TWOHANDQUICKEN: /* 2HQ */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_CONCENTRATION: /* コンセントレ?ション */
+ *opt3 &= ~1;
+ break;
+ case SC_OVERTHRUST: /* オ?バ?スラスト */
+ *opt3 &= ~2;
+ break;
+ case SC_ENERGYCOAT: /* エナジ?コ?ト */
+ *opt3 &= ~4;
+ break;
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ *opt3 &= ~8;
+ break;
+ case SC_STEELBODY: // 金剛
+ *opt3 &= ~16;
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ *opt3 &= ~32;
+ break;
+ case SC_BERSERK: /* バ?サ?ク */
+ *opt3 &= ~128;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ *opt3 &= ~1024;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 &= ~2048;
+ break;
+ }
+
+ if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
+ !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
+ *opt2 |= STATE_BLIND;
+ opt_flag = 1;
+ }
+
+ if(opt_flag) /* optionの?更を?える */
+ clif_changeoption(bl);
+
+ if (bl->type == BL_PC && calc_flag)
+ status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */
+ }
+
+ return 0;
+}
+
+
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+ int type=data;
+ struct block_list *bl;
+ struct map_session_data *sd=NULL;
+ struct status_change *sc_data;
+ //short *sc_count; //使ってない?
+
+ nullpo_retr(0, bl=map_id2bl(id));
+ nullpo_retr(0, sc_data=status_get_sc_data(bl));
+
+ if(bl->type==BL_PC)
+ nullpo_retr(0, sd=(struct map_session_data *)bl);
+
+ //sc_count=status_get_sc_count(bl); //使ってない?
+
+ if(sc_data[type].timer != tid) {
+ if(battle_config.error_log)
+ printf("status_change_timer %d != %d\n",tid,sc_data[type].timer);
+ return 0;
+ }
+
+ switch(type){ /* 特殊な?理になる場合 */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
+ case SC_CLOAKING:
+ if(sd){
+ if( sd->status.sp > 0 ){ /* SP切れるまで持? */
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ sc_data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_CHASEWALK:
+ if(sd){
+ int sp = 10+sc_data[SC_CHASEWALK].val1*2;
+ if (map[sd->bl.m].flag.gvg) sp *= 5;
+ if( sd->status.sp > sp){
+ sd->status.sp -= sp; // update sp cost [Celest]
+ clif_updatestatus(sd,SP_SP);
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ sc_data[type].val2+tick, status_change_timer, bl->id, data);
+ sc_data[SC_CHASEWALK].val4++;
+ if (sc_data[SC_CHASEWALK].val4 > 3)
+ sc_data[SC_CHASEWALK].val4 = 0;
+ status_calc_pc (sd, 0);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_HIDING: /* ハイディング */
+ if(sd){ /* SPがあって、時間制限の間は持? */
+ if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
+ if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGHT: /* サイト */
+ case SC_RUWACH: /* ルアフ */
+ {
+ int range = 5;
+ if ( type == SC_SIGHT ) range = 7;
+ map_foreachinarea( status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
+ bl,type,tick);
+
+ if( (--sc_data[type].val2)>0 ){
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 250+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ {
+ int race = status_get_race(bl);
+ if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
+ sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ }
+ break;
+
+ case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
+ if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
+ if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
+ break;
+ sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_WATERBALL: /* ウォ?タ?ボ?ル */
+ {
+ struct block_list *target=map_id2bl(sc_data[type].val2);
+ nullpo_retb(target);
+ nullpo_retb(target->prev);
+ skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
+ if((--sc_data[type].val3)>0) {
+ sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ }
+ break;
+
+ case SC_ENDURE: /* インデュア */
+ case SC_AUTOBERSERK: // Celest
+ if(sd && sd->special_state.infinite_endure) {
+#ifdef TWILIGHT
+ sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+#else
+ sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
+#endif
+ //sc_data[type].val2=1;
+ return 0;
+ }
+ break;
+
+ case SC_DISSONANCE: /* 不協和音 */
+ if( (--sc_data[type].val2)>0){
+ struct skill_unit *unit=
+ (struct skill_unit *)sc_data[type].val4;
+ struct block_list *src;
+ /*if(!unit || !unit->group)
+ break;
+ src=map_id2bl(unit->group->src_id);
+ if(!src)
+ break;*/
+ nullpo_retb(unit);
+ nullpo_retb(unit->group);
+ nullpo_retr(0, src=map_id2bl(unit->group->src_id));
+ skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
+ sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
+ status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_LULLABY: /* 子守唄 */
+ if( (--sc_data[type].val2)>0){
+ struct skill_unit *unit=
+ (struct skill_unit *)sc_data[type].val4;
+ nullpo_retb(unit);
+ nullpo_retb(unit->group);
+ if(unit->group->src_id == bl->id)
+ break;
+ skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
+ if (unit->group != 0)
+ sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
+ status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc_data[type].val2 != 0) {
+ short *opt1 = status_get_opt1(bl);
+ sc_data[type].val2 = 0;
+ sc_data[type].val4 = 0;
+ battle_stopwalking(bl,1);
+ if(opt1) {
+ *opt1 = 1;
+ clif_changeoption(bl);
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ else if( (--sc_data[type].val3) > 0) {
+ int hp = status_get_max_hp(bl);
+ if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
+ hp = hp/100;
+ if(hp < 1) hp = 1;
+ if(sd)
+ pc_heal(sd,-hp,0);
+ else if(bl->type == BL_MOB){
+ struct mob_data *md;
+ if((md=((struct mob_data *)bl)) == NULL)
+ break;
+ md->hp -= hp;
+ }
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+ case SC_POISON:
+ if(sc_data[SC_SLOWPOISON].timer == -1) {
+ if( (--sc_data[type].val3) > 0) {
+ int hp = status_get_max_hp(bl);
+ if(status_get_hp(bl) > hp>>2) {
+ if(bl->type == BL_PC) {
+ hp = 3 + hp*3/200;
+ pc_heal((struct map_session_data *)bl,-hp,0);
+ }
+ else if(bl->type == BL_MOB) {
+ struct mob_data *md;
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ /*if((md=((struct mob_data *)bl)) == NULL)
+ break;*/
+ hp = 3 + hp/200;
+ md->hp -= hp;
+ }
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ }
+ }
+ else
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ break;
+ case SC_DPOISON:
+ if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
+ int hp = status_get_max_hp(bl);
+ if (status_get_hp(bl) > hp>>2) {
+ if(sd) {
+ hp = 3 + hp/50;
+ pc_heal(sd, -hp, 0);
+ } else if (bl->type == BL_MOB) {
+ struct mob_data *md;
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ /*if ((md=((struct mob_data *)bl)) == NULL)
+ break;*/
+ hp = 3 + hp/100;
+ md->hp -= hp;
+ }
+ }
+ }
+ if (sc_data[type].val3 > 0)
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ break;
+
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ if(sd){ /* SPがあって、HPが?タンでなければ?? */
+ if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
+/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+ sd->status.sp -= 12;
+ clif_updatestatus(sd,SP_SP);
+ } */
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ if(sd->status.max_hp <= sd->status.hp)
+ status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+ }
+ break;
+ case SC_HEADCRUSH: // temporary damage [celest]
+// case SC_BLEEDING:
+ if((--sc_data[type].val3) > 0) {
+ int hp = status_get_max_hp(bl);
+ if(sd) {
+ hp = 3 + hp*3/200;
+ pc_heal(sd,-hp,0);
+ }
+ else if(bl->type == BL_MOB) {
+ struct mob_data *md;
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ /*if((md=((struct mob_data *)bl)) == NULL)
+ break;*/
+ hp = 3 + hp/200;
+ md->hp -= hp;
+ }
+ sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ }
+ break;
+
+ /* 時間切れ無し?? */
+ case SC_AETERNA:
+ case SC_TRICKDEAD:
+ case SC_RIDING:
+ case SC_FALCON:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_MAGICPOWER: /* 魔法力?幅 */
+ case SC_REJECTSWORD: /* リジェクトソ?ド */
+ case SC_MEMORIZE: /* メモライズ */
+ case SC_BROKNWEAPON:
+ case SC_BROKNARMOR:
+ case SC_SACRIFICE:
+// if(sc_data[type].timer==tid)
+ sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_DANCING: //ダンススキルの時間SP消費
+ {
+ int s=0;
+ if(sd){
+ if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
+ switch(sc_data[type].val1){
+ case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
+ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
+ case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
+ case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
+ s=3;
+ break;
+ case BD_LULLABY: /* 子守歌 4秒にSP1 */
+ case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
+ case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
+ case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
+ s=4;
+ break;
+ case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
+ case BA_WHISTLE: /* 口笛 5秒でSP1 */
+ case DC_HUMMING: /* ハミング 5秒でSP1 */
+ case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
+ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
+ s=5;
+ break;
+ case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
+ s=6;
+ break;
+ case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
+ case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
+ s=10;
+ break;
+ }
+ if(s && ((sc_data[type].val3 % s) == 0)){
+ sd->status.sp--;
+ clif_updatestatus(sd,SP_SP);
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+ case SC_BERSERK: /* バ?サ?ク */
+ if(sd){ /* HPが100以上なら?? */
+ if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
+ sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
+ clif_updatestatus(sd,SP_HP);
+ sc_data[type].timer = add_timer( /* タイマ?再設定 */
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
+ if(sd){
+ time_t timer;
+ if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_NOCHAT: //チャット禁止?態
+ if(sd && battle_config.muting_players){
+ time_t timer;
+ if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
+ clif_updatestatus(sd,SP_MANNER);
+ sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
+ 60000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_SELFDESTRUCTION: /* 自爆 */
+ if(--sc_data[type].val3>0){
+ struct mob_data *md;
+ if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
+ md->speed -= 250;
+ md->next_walktime=tick;
+ }
+ sc_data[type].timer=add_timer( /* タイマ?再設定 */
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SPLASHER:
+ if (sc_data[type].val4 % 1000 == 0) {
+ char timer[2];
+ sprintf (timer, "%d", sc_data[type].val4/1000);
+ clif_message(bl, timer);
+ }
+ if((sc_data[type].val4 -= 500) > 0) {
+ sc_data[type].timer = add_timer(
+ 500 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE: /* マリオネットコントロ?ル */
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(sc_data[type].val3);
+ if (pbl && battle_check_range(bl, pbl, 7) &&
+ (sc_data[type].val2 -= 1000)>0) {
+ sc_data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+/* case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if (sd) {
+ sc_data[type].timer = add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ }
+ break;*/
+
+ // Celest
+ case SC_CONFUSION:
+ {
+ int i = 3000;
+ //struct mob_data *md;
+ if (sd) {
+ pc_randomwalk (sd, gettick());
+ sd->next_walktime = tick + (i=1000 + rand()%1000);
+ } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
+ md->state.state=MS_WALK;
+ if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
+ (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
+ md->next_walktime = tick + 3000*rand()%2000;
+ mob_randomwalk(md,tick);
+ }*/
+ if ((sc_data[type].val2 -= 1000) > 0) {
+ sc_data[type].timer = add_timer(
+ i + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ {
+ int calc_flag = 0;
+ if (sc_data[type].val3 > 0) {
+ sc_data[type].val3 = 0;
+ calc_flag = 1;
+ }
+ if(sd && sc_data[type].val4 == BCT_SELF){
+ int hp, sp;
+ hp = (sc_data[type].val1 > 5) ? 45 : 30;
+ sp = (sc_data[type].val1 > 5) ? 35 : 20;
+ if(sd->status.hp - hp > 0 &&
+ sd->status.sp - sp > 0){
+ sd->status.hp -= hp;
+ sd->status.sp -= sp;
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ if ((sc_data[type].val2 -= 10000) > 0) {
+ sc_data[type].timer = add_timer(
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ } else if (sd && sc_data[type].val4 == BCT_PARTY) {
+ int i;
+ switch ((i = rand() % 12)) {
+ case 1: // heal between 100-1000
+ {
+ struct block_list tbl;
+ int heal = rand() % 900 + 100;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
+ battle_heal(NULL,bl,heal,0,0);
+ }
+ break;
+ case 2: // end negative status
+ {
+ int j;
+ for (j=0; j<4; j++)
+ if(sc_data[i + SC_POISON].timer!=-1) {
+ status_change_end(bl,j,-1);
+ break;
+ }
+ }
+ break;
+ case 3: // +25% resistance to negative status
+ case 4: // +25% max hp
+ case 5: // +25% max sp
+ case 6: // +2 to all stats
+ case 11: // +25% armor and vit def
+ case 12: // +8% atk
+ case 13: // +5% flee
+ case 14: // +5% hit
+ sc_data[type].val3 = i;
+ if (i == 6 ||
+ (i >= 11 && i <= 14))
+ calc_flag = 1;
+ break;
+ case 7: // level 5 bless
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
+ status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
+ }
+ break;
+ case 8: // level 5 increase agility
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
+ status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
+ }
+ break;
+ case 9: // holy element to weapon
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
+ status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
+ }
+ break;
+ case 10: // holy element to armour
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
+ status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
+ }
+ break;
+ default:
+ break;
+ }
+ } else if (sc_data[type].val4 == BCT_ENEMY) {
+ int i;
+ switch ((i = rand() % 8)) {
+ case 1: // damage between 300-800
+ case 2: // damage between 150-550 (ignore def)
+ battle_damage(NULL, bl, rand() % 500,0); // temporary damage
+ break;
+ case 3: // random status effect
+ {
+ int effect[3] = {
+ SC_CURSE,
+ SC_BLIND,
+ SC_POISON };
+ status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
+ }
+ break;
+ case 4: // level 10 provoke
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = bl->m;
+ tbl.x = bl->x;
+ tbl.y = bl->y;
+ clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
+ status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
+ }
+ break;
+ case 5: // 0 def
+ case 6: // 0 atk
+ case 7: // 0 flee
+ case 8: // -75% move speed and aspd
+ sc_data[type].val3 = i;
+ calc_flag = 1;
+ break;
+ default:
+ break;
+ }
+ }
+ if (sd && calc_flag)
+ status_calc_pc (sd, 0);
+ }
+ break;
+ }
+
+ return status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ int type;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+ type=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB)
+ return 0;
+
+ switch( type ){
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if( (*status_get_option(bl))&6 ){
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if( (*status_get_option(bl))&6 ){
+ if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
+ struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest]
+ if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+ sc_data[SC_CLOAKING].timer != -1)) {
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
+ }
+ }
+ }
+ break;
+ }
+ return 0;
+}
+
+
+static int status_calc_sigma(void)
+{
+ int i,j,k;
+
+ for(i=0;i<MAX_PC_CLASS;i++) {
+ memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
+ for(k=0,j=2;j<=MAX_LEVEL;j++) {
+ k += hp_coefficient[i]*j + 50;
+ k -= k%100;
+ hp_sigma_val[i][j-1] = k;
+ }
+ }
+ return 0;
+}
+
+int status_readdb(void) {
+ int i,j,k;
+ FILE *fp;
+ char line[1024],*p;
+
+ // JOB補正?値1
+ fp=fopen("db/job_db1.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db1.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<21 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j<21)
+ continue;
+ max_weight_base[i]=atoi(split[0]);
+ hp_coefficient[i]=atoi(split[1]);
+ hp_coefficient2[i]=atoi(split[2]);
+ sp_coefficient[i]=atoi(split[3]);
+ for(j=0;j<17;j++)
+ aspd_base[i][j]=atoi(split[j+4]);
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if(i==24)
+ i=4001;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
+ ShowStatus(tmp_output);
+
+ // JOBボ?ナス
+ memset(job_bonus,0,sizeof(job_bonus));
+ fp=fopen("db/job_db2.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db2.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL && p;j++){
+ if(sscanf(p,"%d",&k)==0)
+ break;
+ job_bonus[0][i][j]=k;
+ job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので?
+ p=strchr(p,',');
+ if(p) p++;
+ }
+ i++;
+// -- moonsoul (below two lines added to accommodate high numbered new class ids)
+ if(i==24)
+ i=4001;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
+ ShowStatus(tmp_output);
+
+ // JOBボ?ナス2 ?生職用
+ fp=fopen("db/job_db2-2.txt","r");
+ if(fp==NULL){
+ printf("can't read db/job_db2-2.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL && p;j++){
+ if(sscanf(p,"%d",&k)==0)
+ break;
+ job_bonus[1][i][j]=k;
+ p=strchr(p,',');
+ if(p) p++;
+ }
+ i++;
+ if(i==MAX_PC_CLASS)
+ break;
+ }
+ fclose(fp);
+ sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
+ ShowStatus(tmp_output);
+
+ // サイズ補正テ?ブル
+ for(i=0;i<3;i++)
+ for(j=0;j<20;j++)
+ atkmods[i][j]=100;
+ fp=fopen("db/size_fix.txt","r");
+ if(fp==NULL){
+ printf("can't read db/size_fix.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[20];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<20 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ for(j=0;j<20 && split[j];j++)
+ atkmods[i][j]=atoi(split[j]);
+ i++;
+ }
+ fclose(fp);
+ sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
+ ShowStatus(tmp_output);
+
+ // 精?デ?タテ?ブル
+ for(i=0;i<5;i++){
+ for(j=0;j<10;j++)
+ percentrefinery[i][j]=100;
+ refinebonus[i][0]=0;
+ refinebonus[i][1]=0;
+ refinebonus[i][2]=10;
+ }
+ fp=fopen("db/refine_db.txt","r");
+ if(fp==NULL){
+ printf("can't read db/refine_db.txt\n");
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<16 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
+ refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
+ refinebonus[i][2]=atoi(split[2]); // 安全精?限界
+ for(j=0;j<10 && split[j];j++)
+ percentrefinery[i][j]=atoi(split[j+3]);
+ i++;
+ }
+ fclose(fp); //Lupus. close this file!!!
+ sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
+ ShowStatus(tmp_output);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+ add_timer_func_list(status_change_timer,"status_change_timer");
+ status_readdb();
+ status_calc_sigma();
+ return 0;
+}
diff --git a/src/map/status.h b/src/map/status.h
new file mode 100644
index 000000000..513458822
--- /dev/null
+++ b/src/map/status.h
@@ -0,0 +1,75 @@
+#ifndef _STATUS_H_
+#define _STATUS_H_
+
+// パラメータ所得系 battle.c より移動
+int status_get_class(struct block_list *bl);
+int status_get_dir(struct block_list *bl);
+int status_get_lv(struct block_list *bl);
+int status_get_range(struct block_list *bl);
+int status_get_hp(struct block_list *bl);
+int status_get_max_hp(struct block_list *bl);
+int status_get_str(struct block_list *bl);
+int status_get_agi(struct block_list *bl);
+int status_get_vit(struct block_list *bl);
+int status_get_int(struct block_list *bl);
+int status_get_dex(struct block_list *bl);
+int status_get_luk(struct block_list *bl);
+int status_get_hit(struct block_list *bl);
+int status_get_flee(struct block_list *bl);
+int status_get_def(struct block_list *bl);
+int status_get_mdef(struct block_list *bl);
+int status_get_flee2(struct block_list *bl);
+int status_get_def2(struct block_list *bl);
+int status_get_mdef2(struct block_list *bl);
+int status_get_baseatk(struct block_list *bl);
+int status_get_atk(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+int status_get_speed(struct block_list *bl);
+int status_get_adelay(struct block_list *bl);
+int status_get_amotion(struct block_list *bl);
+int status_get_dmotion(struct block_list *bl);
+int status_get_element(struct block_list *bl);
+int status_get_attack_element(struct block_list *bl);
+int status_get_attack_element2(struct block_list *bl); //左手武器属性取得
+#define status_get_elem_type(bl) (status_get_element(bl)%10)
+#define status_get_elem_level(bl) (status_get_element(bl)/10/2)
+int status_get_party_id(struct block_list *bl);
+int status_get_guild_id(struct block_list *bl);
+int status_get_race(struct block_list *bl);
+int status_get_size(struct block_list *bl);
+int status_get_mode(struct block_list *bl);
+int status_get_mexp(struct block_list *bl);
+
+struct status_change *status_get_sc_data(struct block_list *bl);
+short *status_get_sc_count(struct block_list *bl);
+short *status_get_opt1(struct block_list *bl);
+short *status_get_opt2(struct block_list *bl);
+short *status_get_opt3(struct block_list *bl);
+short *status_get_option(struct block_list *bl);
+
+int status_get_matk1(struct block_list *bl);
+int status_get_matk2(struct block_list *bl);
+int status_get_critical(struct block_list *bl);
+int status_get_atk_(struct block_list *bl);
+int status_get_atk_2(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+
+// 状態異常関連 skill.c より移動
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
+int status_change_end( struct block_list* bl , int type,int tid );
+int status_change_timer(int tid, unsigned int tick, int id, int data);
+int status_change_timer_sub(struct block_list *bl, va_list ap );
+int status_change_clear(struct block_list *bl,int type);
+
+// ステータス計算 pc.c から分離
+// pc_calcstatus
+int status_calc_pc(struct map_session_data* sd,int first);
+int status_calc_speed(struct map_session_data*); // [Celest]
+// int status_calc_skilltree(struct map_session_data *sd);
+int status_getrefinebonus(int lv,int type);
+int status_percentrefinery(struct map_session_data *sd,struct item *item);
+extern int percentrefinery[5][10];
+
+int do_init_status(void);
+
+#endif