diff options
author | Jedzkie <jedzkie13@rocketmail.com> | 2015-11-17 22:09:25 +0800 |
---|---|---|
committer | Jedzkie <jedzkie13@rocketmail.com> | 2015-11-17 22:09:25 +0800 |
commit | 912578159c8ccca9545e3c7dce9f7ce2b92bee2e (patch) | |
tree | e8dd81ba4fb87cca62a47ee2bc33bd5580bc1f9f /src/map/status.c | |
parent | 2a7a66e8ab2ca9d202d782aedcbe1bf80b1847cd (diff) | |
download | hercules-912578159c8ccca9545e3c7dce9f7ce2b92bee2e.tar.gz hercules-912578159c8ccca9545e3c7dce9f7ce2b92bee2e.tar.bz2 hercules-912578159c8ccca9545e3c7dce9f7ce2b92bee2e.tar.xz hercules-912578159c8ccca9545e3c7dce9f7ce2b92bee2e.zip |
Item DB Updates:
- Update Geffen Scrolls to its official behavior and effect.
- Added Official item effect of Mental Potion.
- Fixed Chinese Pestel item effect.
- Fixed Vitata500 not giving 5% sp.
- Added 'Costume: Time Accessory'.
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 862 |
1 files changed, 467 insertions, 395 deletions
diff --git a/src/map/status.c b/src/map/status.c index 1a07f74dc..0eb75aed7 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -759,22 +759,22 @@ void initChangeTables(void) { // Storing the target job rather than simply SC_SOULLINK simplifies code later on. status->dbs->Skill2SCTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - status->dbs->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, - status->dbs->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - status->dbs->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, - status->dbs->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - status->dbs->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - status->dbs->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - status->dbs->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - status->dbs->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - status->dbs->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - status->dbs->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - status->dbs->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - status->dbs->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - status->dbs->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - status->dbs->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, - - //Status that don't have a skill associated. + status->dbs->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, + status->dbs->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, + status->dbs->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, + status->dbs->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, + status->dbs->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, + status->dbs->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, + status->dbs->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, + status->dbs->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, + status->dbs->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, + status->dbs->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, + status->dbs->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, + status->dbs->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, + status->dbs->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, + status->dbs->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, + + // Status that don't have a skill associated. status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; status->dbs->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; @@ -802,7 +802,8 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; status->dbs->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; status->dbs->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; - //Cash Items + + // Cash Items status->dbs->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; status->dbs->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; status->dbs->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; @@ -823,18 +824,22 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; status->dbs->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; status->dbs->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; + status->dbs->IconChangeTable[SC_TARGET_ASPD] = SI_TARGET_ASPD; + // Mercenary Bonus Effects status->dbs->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; status->dbs->IconChangeTable[SC_MER_ATK] = SI_MER_ATK; status->dbs->IconChangeTable[SC_MER_HP] = SI_MER_HP; status->dbs->IconChangeTable[SC_MER_SP] = SI_MER_SP; status->dbs->IconChangeTable[SC_MER_HIT] = SI_MER_HIT; + // Warlock Spheres status->dbs->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1; status->dbs->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2; status->dbs->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3; status->dbs->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4; status->dbs->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5; + // Warlock Preserved spells status->dbs->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; status->dbs->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; @@ -872,7 +877,7 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; status->dbs->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; - //Genetics New Food Items Status Icons + // Genetics New Food Items Status Icons status->dbs->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; status->dbs->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; status->dbs->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; @@ -920,8 +925,9 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; status->dbs->IconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR; status->dbs->IconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING; + status->dbs->IconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY; - //Other SC which are not necessarily associated to skills. + // Other SC which are not necessarily associated to skills. status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; @@ -930,7 +936,7 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; status->dbs->ChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; status->dbs->ChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; - status->dbs->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; + status->dbs->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR | SCB_AGI | SCB_VIT | SCB_INT | SCB_DEX | SCB_LUK; status->dbs->ChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; status->dbs->ChangeFlagTable[SC_INCAGI] |= SCB_AGI; status->dbs->ChangeFlagTable[SC_INCVIT] |= SCB_VIT; @@ -941,7 +947,7 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; status->dbs->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; status->dbs->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - status->dbs->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE; + status->dbs->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT | SCB_FLEE; status->dbs->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; status->dbs->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; status->dbs->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; @@ -951,7 +957,7 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP; status->dbs->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; status->dbs->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP; - status->dbs->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; + status->dbs->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK | SCB_WATK; status->dbs->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; status->dbs->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; status->dbs->ChangeFlagTable[SC_FOOD_STR] |= SCB_STR; @@ -970,6 +976,20 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; status->dbs->ChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; status->dbs->ChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; + + // Geffen Scrolls + status->dbs->ChangeFlagTable[SC_SKELSCROLL] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_DISTRUCTIONSCROLL] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_ROYALSCROLL] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_IMMUNITYSCROLL] |= SCB_ALL; + status->dbs->ChangeFlagTable[SC_MYSTICSCROLL] |= SCB_MATK; + status->dbs->ChangeFlagTable[SC_BATTLESCROLL] |= SCB_BATK | SCB_ASPD; + status->dbs->ChangeFlagTable[SC_ARMORSCROLL] |= SCB_DEF | SCB_FLEE; + status->dbs->ChangeFlagTable[SC_FREYJASCROLL] |= SCB_MDEF | SCB_FLEE2; + status->dbs->ChangeFlagTable[SC_SOULSCROLL] |= SCB_MAXHP | SCB_MAXSP; + + status->dbs->ChangeFlagTable[SC_TARGET_ASPD] |= SCB_MAXSP; + // Cash Items status->dbs->ChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; status->dbs->ChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; @@ -977,23 +997,27 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; status->dbs->ChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; status->dbs->ChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; + // Mercenary Bonus Effects status->dbs->ChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; status->dbs->ChangeFlagTable[SC_MER_ATK] |= SCB_WATK; status->dbs->ChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; status->dbs->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; status->dbs->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT; + // Guillotine Cross Poison Effects - status->dbs->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD; + status->dbs->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE | SCB_SPEED | SCB_ASPD; status->dbs->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; status->dbs->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN; status->dbs->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; - status->dbs->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE; + status->dbs->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT | SCB_FLEE; status->dbs->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; - // RG status + + // Royal Guard status status->dbs->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK; status->dbs->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF; - // Meca status + + // Mechanic status status->dbs->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED; status->dbs->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; @@ -1008,17 +1032,17 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; status->dbs->ChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; status->dbs->ChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; - status->dbs->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; + status->dbs->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN | SCB_MAXSP; status->dbs->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; status->dbs->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; - status->dbs->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2; - status->dbs->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2; + status->dbs->ChangeFlagTable[SC_DEFSET] |= SCB_DEF | SCB_DEF2; + status->dbs->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF | SCB_MDEF2; status->dbs->ChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP; status->dbs->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; status->dbs->ChangeFlagTable[SC_WEDDING] = SCB_SPEED; - status->dbs->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT; + status->dbs->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD | SCB_HIT; status->dbs->ChangeFlagTable[SC_MTF_MATK] = SCB_MATK; status->dbs->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL; @@ -1028,6 +1052,7 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE; + status->dbs->ChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE; /* status->dbs->DisplayType Table [Ind/Hercules] */ status->dbs->DisplayType[SC_ALL_RIDING] = true; @@ -1058,8 +1083,9 @@ void initChangeTables(void) { status->dbs->DisplayType[SC_DECORATION_OF_MUSIC] = true; status->dbs->DisplayType[SC_LJOSALFAR] = true; status->dbs->DisplayType[SC_MERMAID_LONGING] = true; + status->dbs->DisplayType[SC_TIME_ACCESSORY] = true; - if( !battle_config.display_hallucination ) //Disable Hallucination. + if (!battle_config.display_hallucination) // Disable Hallucination. status->dbs->IconChangeTable[SC_ILLUSION] = SI_BLANK; #undef add_sc #undef set_sc_with_vfx @@ -2741,16 +2767,16 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment - if(sd->mdef_rate < 0) + if (sd->mdef_rate < 0) sd->mdef_rate = 0; - if(sd->mdef_rate != 100) { - i = bstatus->mdef * sd->mdef_rate/100; + if (sd->mdef_rate != 100) { + i = bstatus->mdef * sd->mdef_rate / 100; bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) { - bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def); + bstatus->mdef2 += battle_config.over_def_bonus * (bstatus->mdef -battle_config.max_def); bstatus->mdef = (signed char)battle_config.max_def; } #endif @@ -2760,62 +2786,62 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // Basic ASPD value i = status->base_amotion_pc(sd,bstatus); - bstatus->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); + bstatus->amotion = cap_value(i, ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd), 2000); // Relative modifiers from passive skills #ifndef RENEWAL_ASPD - if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - bstatus->aspd_rate -= 5*skill_lv; - if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - bstatus->aspd_rate -= 30*skill_lv; - if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && + if ((skill_lv=pc->checkskill(sd, SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK) + bstatus->aspd_rate -= 5 * skill_lv; + if ((skill_lv = pc->checkskill(sd, SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) + bstatus->aspd_rate -= 30 * skill_lv; + if ((skill_lv=pc->checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - bstatus->aspd_rate -= ((skill_lv+1)/2) * 10; + bstatus->aspd_rate -= ((skill_lv + 1) / 2) * 10; if (pc_isridingpeco(sd)) - bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); + bstatus->aspd_rate += 500 - 100 * pc->checkskill(sd, KN_CAVALIERMASTERY); else if (pc_isridingdragon(sd)) - bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); + bstatus->aspd_rate += 250 - 50 * pc->checkskill(sd, RK_DRAGONTRAINING); #else // needs more info - if ( (skill_lv = pc->checkskill(sd, SG_DEVIL)) > 0 && !pc->nextjobexp(sd) ) + if ((skill_lv = pc->checkskill(sd, SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) bstatus->aspd_rate += 30 * skill_lv; - if ( pc_isridingpeco(sd) ) + if (pc_isridingpeco(sd)) bstatus->aspd_rate -= 500 - 100 * pc->checkskill(sd, KN_CAVALIERMASTERY); - else if ( pc_isridingdragon(sd) ) + else if (pc_isridingdragon(sd)) bstatus->aspd_rate -= 250 - 50 * pc->checkskill(sd, RK_DRAGONTRAINING); #endif - bstatus->adelay = 2*bstatus->amotion; + bstatus->adelay = 2 * bstatus->amotion; // ----- DMOTION ----- // - i = 800-bstatus->agi*4; + i = 800-bstatus->agi * 4; bstatus->dmotion = cap_value(i, 400, 800); - if(battle_config.pc_damage_delay_rate != 100) - bstatus->dmotion = bstatus->dmotion*battle_config.pc_damage_delay_rate/100; + if (battle_config.pc_damage_delay_rate != 100) + bstatus->dmotion = bstatus->dmotion * battle_config.pc_damage_delay_rate / 100; // ----- MISC CALCULATIONS ----- // Weight - if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0) + if ((skill_lv = pc->checkskill(sd,MC_INCCARRY)) > 0) sd->max_weight += 2000*skill_lv; if (pc_isridingpeco(sd) && pc->checkskill(sd,KN_RIDING) > 0) sd->max_weight += 10000; else if(pc_isridingdragon(sd)) - sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING); - if(sc->data[SC_KNOWLEDGE]) - sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; - if((skill_lv=pc->checkskill(sd,ALL_INCCARRY))>0) - sd->max_weight += 2000*skill_lv; + sd->max_weight += 5000 + 2000 * pc->checkskill(sd, RK_DRAGONTRAINING); + if (sc->data[SC_KNOWLEDGE]) + sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10; + if ((skill_lv = pc->checkskill(sd, ALL_INCCARRY)) > 0) + sd->max_weight += 2000 * skill_lv; - sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000); + sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART) * 5000); - if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0) + if (pc->checkskill(sd,SM_MOVINGRECOVERY) > 0) sd->regen.state.walk = 1; else sd->regen.state.walk = 0; // Skill SP cost - if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 ) - sd->dsprate -= 4*skill_lv; + if ((skill_lv = pc->checkskill(sd,HP_MANARECHARGE)) > 0) + sd->dsprate -= 4 * skill_lv; if(sc->data[SC_SERVICEFORYOU]) sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3; @@ -2836,33 +2862,33 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->sprecov_rate = 0; // Anti-element and anti-race - if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) - sd->subele[ELE_HOLY] += skill_lv*5; - if((skill_lv=pc->checkskill(sd,BS_SKINTEMPER))>0) { + if ((skill_lv = pc->checkskill(sd, CR_TRUST)) > 0) + sd->subele[ELE_HOLY] += skill_lv * 5; + if ((skill_lv = pc->checkskill(sd, BS_SKINTEMPER)) > 0) { sd->subele[ELE_NEUTRAL] += skill_lv; - sd->subele[ELE_FIRE] += skill_lv*4; + sd->subele[ELE_FIRE] += skill_lv * 4; } - if((skill_lv=pc->checkskill(sd,NC_RESEARCHFE))>0) { - sd->subele[ELE_EARTH] += skill_lv*10; - sd->subele[ELE_FIRE] += skill_lv*10; + if ((skill_lv = pc->checkskill(sd, NC_RESEARCHFE)) > 0) { + sd->subele[ELE_EARTH] += skill_lv * 10; + sd->subele[ELE_FIRE] += skill_lv * 10; } - if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ) { + if ((skill_lv = pc->checkskill(sd, SA_DRAGONOLOGY)) > 0) { #ifdef RENEWAL - skill_lv = skill_lv*2; + skill_lv = skill_lv * 2; #else - skill_lv = skill_lv*4; + skill_lv = skill_lv * 4; #endif - sd->right_weapon.addrace[RC_DRAGON]+=skill_lv; - sd->left_weapon.addrace[RC_DRAGON]+=skill_lv; - sd->magic_addrace[RC_DRAGON]+=skill_lv; + sd->right_weapon.addrace[RC_DRAGON] += skill_lv; + sd->left_weapon.addrace[RC_DRAGON] += skill_lv; + sd->magic_addrace[RC_DRAGON] += skill_lv; #ifdef RENEWAL sd->race_tolerance[RC_DRAGON] += skill_lv; #else - sd->subrace[RC_DRAGON]+=skill_lv; + sd->subrace[RC_DRAGON] += skill_lv; #endif } - if( (skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0 ) { + if ((skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill_lv; sd->right_weapon.addele[ELE_DARK] += skill_lv; sd->left_weapon.addrace[RC_DEMON] += skill_lv; @@ -2877,12 +2903,12 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->subele[ELE_DARK] += skill_lv; } - if(sc->count) { - if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data - sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi - sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex + if (sc->count) { + if (sc->data[SC_CONCENTRATION]) { // Update the card-bonus data + sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; // Agi + sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; // Dex } - if(sc->data[SC_SIEGFRIED]){ + if (sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; @@ -2894,7 +2920,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->subele[ELE_GHOST] += i; sd->subele[ELE_UNDEAD] += i; } - if(sc->data[SC_PROVIDENCE]){ + if (sc->data[SC_PROVIDENCE]){ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; #ifdef RENEWAL sd->race_tolerance[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; @@ -2902,50 +2928,77 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; #endif } - if(sc->data[SC_ARMORPROPERTY]) { - //This status change should grant card-type elemental resist. + if (sc->data[SC_ARMORPROPERTY]) { + // This status change should grant card-type elemental resist. sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4; } - if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll + if (sc->data[SC_ARMOR_RESIST]) { // Undead Scroll sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; } - if( sc->data[SC_FIRE_CLOAK_OPTION] ) { + if (sc->data[SC_FIRE_CLOAK_OPTION]) { i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; sd->subele[ELE_FIRE] += i; sd->subele[ELE_WATER] -= i; } - if( sc->data[SC_WATER_DROP_OPTION] ) { + if (sc->data[SC_WATER_DROP_OPTION]) { i = sc->data[SC_WATER_DROP_OPTION]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_WIND] -= i; } - if( sc->data[SC_WIND_CURTAIN_OPTION] ) { + if (sc->data[SC_WIND_CURTAIN_OPTION]) { i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; sd->subele[ELE_WIND] += i; sd->subele[ELE_EARTH] -= i; } - if( sc->data[SC_STONE_SHIELD_OPTION] ) { + if (sc->data[SC_STONE_SHIELD_OPTION]) { i = sc->data[SC_STONE_SHIELD_OPTION]->val2; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] -= i; } - if( sc->data[SC_MTF_MLEATKED] ) + if (sc->data[SC_MTF_MLEATKED]) sd->subele[ELE_NEUTRAL] += 2; - if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) + if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) sd->magic_addele[ELE_FIRE] += 25; - if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) + if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3) sd->magic_addele[ELE_WATER] += 25; - if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 ) + if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3) sd->magic_addele[ELE_WIND] += 25; - if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) sd->magic_addele[ELE_EARTH] += 25; + + // Geffen Scrolls [Frost] + if (sc->data[SC_SKELSCROLL]) { +#ifdef RENEWAL + sd->race_tolerance[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1; +#else + sd->subrace[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1; +#endif + } + if (sc->data[SC_DISTRUCTIONSCROLL]) { + sd->right_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + sd->left_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + sd->right_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + sd->left_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + sd->right_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + sd->left_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1; + } + if (sc->data[SC_ROYALSCROLL]) { +#ifdef RENEWAL + sd->race_tolerance[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1; +#else + sd->subrace[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1; +#endif + } + if (sc->data[SC_IMMUNITYSCROLL]) + sd->subele[ELE_NEUTRAL] += sd->subele[ELE_NEUTRAL] * sc->data[SC_IMMUNITYSCROLL]->val1 / 100; } + status_cpy(&sd->battle_status, bstatus); // ----- CLIENT-SIDE REFRESH ----- @@ -3257,22 +3310,22 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str return; regen->flag = RGN_HP|RGN_SP; - if(regen->sregen) + if (regen->sregen) { if (regen->sregen->hp) - regen->flag|=RGN_SHP; + regen->flag |= RGN_SHP; if (regen->sregen->sp) - regen->flag|=RGN_SSP; + regen->flag |= RGN_SSP; regen->sregen->rate.hp = regen->sregen->rate.sp = 1; } if (regen->ssregen) { if (regen->ssregen->hp) - regen->flag|=RGN_SHP; + regen->flag |= RGN_SHP; if (regen->ssregen->sp) - regen->flag|=RGN_SSP; + regen->flag |= RGN_SSP; regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; } regen->rate.hp = regen->rate.sp = 1; @@ -3291,7 +3344,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str ) regen->flag = 0; //No regen - if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] + if (sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] || ( bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) ) @@ -3316,20 +3369,20 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } - if(sc->data[SC_GENTLETOUCH_REVITALIZE]) { - regen->hp += regen->hp * ( 30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50 ) / 100; + if (sc->data[SC_GENTLETOUCH_REVITALIZE]) { + regen->hp += regen->hp * (30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50) / 100; } if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) regen->rate.hp *= 2; - if( sc->data[SC_VITALITYACTIVATION] ) + if (sc->data[SC_VITALITYACTIVATION]) regen->flag &=~RGN_SP; - if(sc->data[SC_EXTRACT_WHITE_POTION_Z]) - regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1/100; - if(sc->data[SC_VITATA_500]) - regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1/100; + if (sc->data[SC_EXTRACT_WHITE_POTION_Z]) + regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100; + if (sc->data[SC_VITATA_500]) + regen->rate.sp += regen->rate.sp * 20 / 100; } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag @@ -4467,78 +4520,80 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, } unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) { - if(!sc || !sc->count) - return cap_value(batk,0,USHRT_MAX); + if (!sc || !sc->count) + return cap_value(batk, 0, USHRT_MAX); - if( !viewable ){ + if (!viewable) { /* some statuses that are hidden in the status window */ if(sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; - return (unsigned short)cap_value(batk,0,USHRT_MAX); + return (unsigned short)cap_value(batk, 0, USHRT_MAX); } #ifndef RENEWAL - if(sc->data[SC_PLUSATTACKPOWER]) + if (sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; - if(sc->data[SC_GS_MADNESSCANCEL]) + if (sc->data[SC_GS_MADNESSCANCEL]) batk += 100; - if(sc->data[SC_GS_GATLINGFEVER]) + if (sc->data[SC_GS_GATLINGFEVER]) batk += sc->data[SC_GS_GATLINGFEVER]->val3; #endif - if(sc->data[SC_BATKFOOD]) + if (sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; - if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) + if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; - if(bl->type == BL_ELEM + if (bl->type == BL_ELEM && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) ) batk += batk / 5; - if(sc->data[SC_FULL_SWING_K]) + if (sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ + if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)){ if(status_get_element(bl) == ELE_WATER) //water type batk /= 2; } - if(sc->data[SC_PYROCLASTIC]) + if (sc->data[SC_PYROCLASTIC]) batk += sc->data[SC_PYROCLASTIC]->val2; if (sc->data[SC_ANGRIFFS_MODUS]) batk += sc->data[SC_ANGRIFFS_MODUS]->val2; - if(sc->data[SC_INCATKRATE]) - batk += batk * sc->data[SC_INCATKRATE]->val1/100; - if(sc->data[SC_PROVOKE]) - batk += batk * sc->data[SC_PROVOKE]->val3/100; + if (sc->data[SC_INCATKRATE]) + batk += batk * sc->data[SC_INCATKRATE]->val1 / 100; + if (sc->data[SC_PROVOKE]) + batk += batk * sc->data[SC_PROVOKE]->val3 / 100; #ifndef RENEWAL - if(sc->data[SC_LKCONCENTRATION]) - batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100; + if (sc->data[SC_LKCONCENTRATION]) + batk += batk * sc->data[SC_LKCONCENTRATION]->val2 / 100; #else if ( sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC ) batk -= batk * sc->data[SC_NOEQUIPWEAPON]->val2 / 100; #endif - if(sc->data[SC_SKE]) + if (sc->data[SC_SKE]) batk += batk * 3; - if(sc->data[SC_HAMI_BLOODLUST]) - batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100; - if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) - batk -= batk * 25/100; - if(sc->data[SC_CURSE]) - batk -= batk * 25/100; - if( sc->data[SC_ZANGETSU] ) + if (sc->data[SC_HAMI_BLOODLUST]) + batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2 / 100; + if (sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) + batk -= batk * 25 / 100; + if (sc->data[SC_CURSE]) + batk -= batk * 25 / 100; + if (sc->data[SC_ZANGETSU]) batk += sc->data[SC_ZANGETSU]->val2; #if 0 //Curse shouldn't effect on this? <- Curse OR Bleeding?? - if(sc->data[SC_BLOODING]) - batk -= batk * 25/100; + if (sc->data[SC_BLOODING]) + batk -= batk * 25 / 100; #endif // 0 - if(sc->data[SC_HLIF_FLEET]) - batk += batk * sc->data[SC_HLIF_FLEET]->val3/100; - if(sc->data[SC__ENERVATION]) + if (sc->data[SC_HLIF_FLEET]) + batk += batk * sc->data[SC_HLIF_FLEET]->val3 / 100; + if (sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC_SATURDAY_NIGHT_FEVER]) + if (sc->data[SC_SATURDAY_NIGHT_FEVER]) batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1; + if (sc->data[SC_BATTLESCROLL]) + batk += batk * sc->data[SC_BATTLESCROLL]->val1 / 100; - return (unsigned short)cap_value(batk,0,USHRT_MAX); + return (unsigned short)cap_value(batk, 0, USHRT_MAX); } unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) @@ -4662,14 +4717,14 @@ unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc } unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { - if(!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); + if (!sc || !sc->count) + return cap_value(matk, 0, USHRT_MAX); - if( !viewable ){ + if (!viewable) { /* some statuses that are hidden in the status window */ if (sc->data[SC_MINDBREAKER]) - matk += matk * sc->data[SC_MINDBREAKER]->val2/100; - return (unsigned short)cap_value(matk,0,USHRT_MAX); + matk += matk * sc->data[SC_MINDBREAKER]->val2 / 100; + return (unsigned short)cap_value(matk, 0, USHRT_MAX); } #ifndef RENEWAL @@ -4684,7 +4739,7 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if (sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; - if(sc->data[SC_COOLER_OPTION]) + if (sc->data[SC_COOLER_OPTION]) matk += sc->data[SC_COOLER_OPTION]->val2; if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; @@ -4696,15 +4751,17 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, if( sc->data[SC_ZANGETSU] ) matk += sc->data[SC_ZANGETSU]->val3; if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) - matk += matk * sc->data[SC_MAGICPOWER]->val3/100; + matk += matk * sc->data[SC_MAGICPOWER]->val3 / 100; if (sc->data[SC_INCMATKRATE]) - matk += matk * sc->data[SC_INCMATKRATE]->val1/100; + matk += matk * sc->data[SC_INCMATKRATE]->val1 / 100; if (sc->data[SC_MOONLIT_SERENADE]) - matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; + matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2 / 100; if (sc->data[SC_MTF_MATK]) matk += matk * 25 / 100; + if (sc->data[SC_MYSTICSCROLL]) + matk += matk * sc->data[SC_MYSTICSCROLL]->val1 / 100; - return (unsigned short)cap_value(matk,0,USHRT_MAX); + return (unsigned short)cap_value(matk, 0, USHRT_MAX); } signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { @@ -4797,115 +4854,118 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in } signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { - if( bl->type == BL_PC ) { - if( map_flag_gvg2(bl->m) ) - flee -= flee * battle_config.gvg_flee_penalty/100; - else if( map->list[bl->m].flag.battleground ) - flee -= flee * battle_config.bg_flee_penalty/100; + if (bl->type == BL_PC) { + if (map_flag_gvg2(bl->m)) + flee -= flee * battle_config.gvg_flee_penalty / 100; + else if (map->list[bl->m].flag.battleground) + flee -= flee * battle_config.bg_flee_penalty / 100; } - if(!sc || !sc->count) - return cap_value(flee,1,SHRT_MAX); + if (!sc || !sc->count) + return cap_value(flee, 1, SHRT_MAX); - if( !viewable ){ + if (!viewable){ /* some statuses that are hidden in the status window */ - return (short)cap_value(flee,1,SHRT_MAX); + return (short)cap_value(flee, 1, SHRT_MAX); } - if(sc->data[SC_INCFLEE]) + if (sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; - if(sc->data[SC_MTF_HITFLEE]) + if (sc->data[SC_MTF_HITFLEE]) flee += sc->data[SC_MTF_HITFLEE]->val2; - if(sc->data[SC_FOOD_BASICAVOIDANCE]) + if (sc->data[SC_FOOD_BASICAVOIDANCE]) flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1; - if(sc->data[SC_WHISTLE]) + if (sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; - if(sc->data[SC_WINDWALK]) + if (sc->data[SC_WINDWALK]) flee += sc->data[SC_WINDWALK]->val2; - if(sc->data[SC_VIOLENTGALE]) + if (sc->data[SC_VIOLENTGALE]) flee += sc->data[SC_VIOLENTGALE]->val2; - if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] + if (sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; - if(sc->data[SC_RG_CCONFINE_M]) + if (sc->data[SC_RG_CCONFINE_M]) flee += 10; if (sc->data[SC_ANGRIFFS_MODUS]) flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; - if(sc->data[SC_GS_ADJUSTMENT]) + if (sc->data[SC_GS_ADJUSTMENT]) flee += 30; - if(sc->data[SC_HLIF_SPEED]) + if (sc->data[SC_HLIF_SPEED]) flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10; - if(sc->data[SC_GS_GATLINGFEVER]) + if (sc->data[SC_GS_GATLINGFEVER]) flee -= sc->data[SC_GS_GATLINGFEVER]->val4; - if(sc->data[SC_PARTYFLEE]) + if (sc->data[SC_PARTYFLEE]) flee += sc->data[SC_PARTYFLEE]->val1 * 10; - if(sc->data[SC_MER_FLEE]) + if (sc->data[SC_MER_FLEE]) flee += sc->data[SC_MER_FLEE]->val2; - if( sc->data[SC_HALLUCINATIONWALK] ) + if (sc->data[SC_HALLUCINATIONWALK]) flee += sc->data[SC_HALLUCINATIONWALK]->val2; - if( sc->data[SC_WATER_BARRIER] ) + if (sc->data[SC_WATER_BARRIER]) flee -= sc->data[SC_WATER_BARRIER]->val3; #ifdef RENEWAL - if( sc->data[SC_SPEARQUICKEN] ) + if (sc->data[SC_SPEARQUICKEN]) flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; #endif - if(sc->data[SC_INCFLEERATE]) - flee += flee * sc->data[SC_INCFLEERATE]->val1/100; - if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) - flee -= flee * 50/100; + if (sc->data[SC_INCFLEERATE]) + flee += flee * sc->data[SC_INCFLEERATE]->val1 / 100; + if (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) + flee -= flee * 50 / 100; if (sc->data[SC_BERSERK]) - flee -= flee * 50/100; - if(sc->data[SC_BLIND]) - flee -= flee * 25/100; - if(sc->data[SC_FEAR]) + flee -= flee * 50 / 100; + if (sc->data[SC_BLIND]) + flee -= flee * 25 / 100; + if (sc->data[SC_FEAR]) flee -= flee * 20 / 100; - if(sc->data[SC_PARALYSE]) + if (sc->data[SC_PARALYSE]) flee -= flee / 10; // 10% Flee reduction - if(sc->data[SC_INFRAREDSCAN]) + if (sc->data[SC_INFRAREDSCAN]) flee -= flee * 30 / 100; - if( sc->data[SC__LAZINESS] ) + if (sc->data[SC__LAZINESS]) flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; - if( sc->data[SC_GLOOMYDAY] ) - flee -= flee * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100; - if( sc->data[SC_SATURDAY_NIGHT_FEVER] ) + if (sc->data[SC_GLOOMYDAY]) + flee -= flee * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1) / 100; + if (sc->data[SC_SATURDAY_NIGHT_FEVER]) flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; - if ( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] ) + if (sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER]) flee += flee * 20 / 100; - if ( sc->data[SC_FIRE_EXPANSION_TEAR_GAS] ) + if (sc->data[SC_FIRE_EXPANSION_TEAR_GAS]) flee -= flee * 50 / 100; - if( sc->data[SC_WIND_STEP_OPTION] ) + if (sc->data[SC_WIND_STEP_OPTION]) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; - if( sc->data[SC_ZEPHYR] ) + if (sc->data[SC_ZEPHYR]) flee += sc->data[SC_ZEPHYR]->val2; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob - if(status_get_element(bl) == ELE_WATER) //water type + if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)){ //mob + if (status_get_element(bl) == ELE_WATER) //water type flee /= 2; } - - if( sc->data[SC_OVERED_BOOST] ) // should be final and unmodifiable by any means + if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means flee = sc->data[SC_OVERED_BOOST]->val2; + if (sc->data[SC_ARMORSCROLL]) + flee += 10; - return (short)cap_value(flee,1,SHRT_MAX); + return (short)cap_value(flee, 1, SHRT_MAX); } signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) { - if(!sc || !sc->count) - return cap_value(flee2,10,SHRT_MAX); + if (!sc || !sc->count) + return cap_value(flee2, 10, SHRT_MAX); - if( !viewable ){ + if (!viewable) { /* some statuses that are hidden in the status window */ - return (short)cap_value(flee2,10,SHRT_MAX); + return (short)cap_value(flee2, 10, SHRT_MAX); } - if(sc->data[SC_PLUSAVOIDVALUE]) + if (sc->data[SC_PLUSAVOIDVALUE]) flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; - if(sc->data[SC_WHISTLE]) - flee2 += sc->data[SC_WHISTLE]->val3*10; - if(sc->data[SC__UNLUCKY]) + if (sc->data[SC_WHISTLE]) + flee2 += sc->data[SC_WHISTLE]->val3 * 10; + if (sc->data[SC__UNLUCKY]) flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100; + if (sc->data[SC_FREYJASCROLL]) + flee2 += 100; - return (short)cap_value(flee2,10,SHRT_MAX); + return (short)cap_value(flee2, 10, SHRT_MAX); } defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) { @@ -4920,7 +4980,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def if (sc->data[SC_OVERED_BOOST] && bl->type == BL_PC) def -= def * 50 / 100; if (sc->data[SC_NEUTRALBARRIER]) - def += def * (10 + 5*sc->data[SC_NEUTRALBARRIER]->val1) / 100; + def += def * (10 + 5 * sc->data[SC_NEUTRALBARRIER]->val1) / 100; if (sc->data[SC_FORCEOFVANGUARD]) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if (sc->data[SC_DEFSET]) @@ -4962,22 +5022,22 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def if (sc->data[SC_FREEZE]) def >>=1; if (sc->data[SC_INCDEFRATE]) - def += def * sc->data[SC_INCDEFRATE]->val1/100; + def += def * sc->data[SC_INCDEFRATE]->val1 / 100; #endif if (sc->data[SC_ANGRIFFS_MODUS]) def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1; if (sc->data[SC_CRUCIS]) - def -= def * sc->data[SC_CRUCIS]->val2/100; + def -= def * sc->data[SC_CRUCIS]->val2 / 100; if (sc->data[SC_LKCONCENTRATION]) - def -= def * sc->data[SC_LKCONCENTRATION]->val4/100; + def -= def * sc->data[SC_LKCONCENTRATION]->val4 / 100; if (sc->data[SC_SKE]) def >>=1; if (sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> - def -= def * sc->data[SC_PROVOKE]->val4/100; + def -= def * sc->data[SC_PROVOKE]->val4 / 100; if (sc->data[SC_NOEQUIPSHIELD]) - def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100; + def -= def * sc->data[SC_NOEQUIPSHIELD]->val2 / 100; if (sc->data[SC_FLING]) - def -= def * (sc->data[SC_FLING]->val2)/100; + def -= def * (sc->data[SC_FLING]->val2) / 100; if (sc->data[SC_ANALYZE]) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if (sc->data[SC_SATURDAY_NIGHT_FEVER]) @@ -4997,23 +5057,25 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def def += sc->data[SC_SHIELDSPELL_REF]->val2; if (sc->data[SC_PRESTIGE]) def += sc->data[SC_PRESTIGE]->val1; - if (sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)) { - if (status_get_race(bl)==RC_PLANT) + if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)) { + if (status_get_race(bl) == RC_PLANT) def /= 2; } if (sc->data[SC_UNLIMIT]) return 1; + if (sc->data[SC_ARMORSCROLL]) + def += 5; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable) { - if(!sc || !sc->count) + if (!sc || !sc->count) #ifdef RENEWAL - return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); + return (short)cap_value(def2, SHRT_MIN, SHRT_MAX); #else - return (short)cap_value(def2,1,SHRT_MAX); + return (short)cap_value(def2, 1, SHRT_MAX); #endif if (!viewable) { @@ -5085,54 +5147,56 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) { - if(!sc || !sc->count) - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + if (!sc || !sc->count) + return (defType)cap_value(mdef, DEFTYPE_MIN, DEFTYPE_MAX); - if( !viewable ){ + if (!viewable) { /* some statuses that are hidden in the status window */ if(sc->data[SC_NEUTRALBARRIER] ) mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100; if(sc->data[SC_MDEFSET]) return sc->data[SC_MDEFSET]->val1; - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + return (defType)cap_value(mdef, DEFTYPE_MIN, DEFTYPE_MAX); } if (sc->data[SC_BERSERK]) return 0; - if(sc->data[SC_BARRIER]) + if (sc->data[SC_BARRIER]) return 100; #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode - if(sc->data[SC_STEELBODY]) + if (sc->data[SC_STEELBODY]) return 90; #endif - if(sc->data[SC_STONESKIN]) + if (sc->data[SC_STONESKIN]) mdef += sc->data[SC_STONESKIN]->val3; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) mdef += 50; - if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. + if (sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; - if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] + if (sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] mdef += sc->data[SC_STONEHARDSKIN]->val1; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - mdef += 25*mdef/100; - if(sc->data[SC_FREEZE]) - mdef += 25*mdef/100; - if(sc->data[SC_ANALYZE]) + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + mdef += 25 * mdef / 100; + if (sc->data[SC_FREEZE]) + mdef += 25 * mdef / 100; + if (sc->data[SC_ANALYZE]) mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if(sc->data[SC_SYMPHONY_LOVE]) + if (sc->data[SC_SYMPHONY_LOVE]) mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100; - if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4) + if (sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4) mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100; if (sc->data[SC_ODINS_POWER]) mdef -= 20; if(sc->data[SC_BURNING]) - mdef -= mdef *25 / 100; + mdef -= mdef * 25 / 100; if (sc->data[SC_UNLIMIT]) return 1; + if (sc->data[SC_FREYJASCROLL]) + mdef += 5; - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + return (defType)cap_value(mdef, DEFTYPE_MIN, DEFTYPE_MAX); } signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable) @@ -5370,27 +5434,27 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl if (flag&1) { int i; // ASPD fixed values - if (sc->data[i=SC_ATTHASTE_INFINITY] - || sc->data[i=SC_ATTHASTE_POTION3] - || sc->data[i=SC_ATTHASTE_POTION2] - || sc->data[i=SC_ATTHASTE_POTION1] + if (sc->data[i = SC_ATTHASTE_INFINITY] + || sc->data[i = SC_ATTHASTE_POTION3] + || sc->data[i = SC_ATTHASTE_POTION2] + || sc->data[i = SC_ATTHASTE_POTION1] ) pots += sc->data[i]->val1; if (!sc->data[SC_QUAGMIRE]) { - if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7) + if (sc->data[SC_TWOHANDQUICKEN] && bonus < 7) bonus = 7; - if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7) + if (sc->data[SC_ONEHANDQUICKEN] && bonus < 7) bonus = 7; - if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info + if (sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info bonus = 7; - if(sc->data[SC_ADRENALINE2] && bonus < 6) + if (sc->data[SC_ADRENALINE2] && bonus < 6) bonus = 6; - if(sc->data[SC_ADRENALINE] && bonus < 7) + if (sc->data[SC_ADRENALINE] && bonus < 7) bonus = 7; - if(sc->data[SC_SPEARQUICKEN] && bonus < 7) + if (sc->data[SC_SPEARQUICKEN] && bonus < 7) bonus = 7; - if(sc->data[SC_HLIF_FLEET] && bonus < 5) + if (sc->data[SC_HLIF_FLEET] && bonus < 5) bonus = 5; } @@ -5460,7 +5524,6 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl bonus -= sc->data[SC_MELON_BOMB]->val1; if (sc->data[SC_PAIN_KILLER]) bonus -= sc->data[SC_PAIN_KILLER]->val2; - if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers bonus += sc->data[SC_SWING]->val3; if (sc->data[SC_DANCE_WITH_WUG]) @@ -5477,6 +5540,8 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl bonus += sc->data[SC_GS_GATLINGFEVER]->val1; if (sc->data[SC_STAR_COMFORT]) bonus += 3 * sc->data[SC_STAR_COMFORT]->val1; + if (sc->data[SC_BATTLESCROLL]) + bonus += sc->data[SC_BATTLESCROLL]->val1; } return (bonus + pots); @@ -5489,16 +5554,15 @@ short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int if (!sc || !sc->count) return cap_value(aspd, 0, 2000); - if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] - || sc->data[SC_WILD_STORM_OPTION])) + if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])) aspd -= 50; // +5 ASPD if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2) - aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40; + aspd -= (bl->type == BL_PC ? pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY) : 10) / 10 * 40; if (sc->data[SC_MTF_ASPD]) aspd -= 10; - if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means aspd = (200 - sc->data[SC_OVERED_BOOST]->val3) * 10; + return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway } @@ -5508,47 +5572,47 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int { int i; - if(!sc || !sc->count) - return cap_value(aspd_rate,0,SHRT_MAX); + if (!sc || !sc->count) + return cap_value(aspd_rate, 0, SHRT_MAX); - if( !sc->data[SC_QUAGMIRE] ){ + if (!sc->data[SC_QUAGMIRE]) { int max = 0; - if(sc->data[SC_STAR_COMFORT]) + if (sc->data[SC_STAR_COMFORT]) max = sc->data[SC_STAR_COMFORT]->val2; - if(sc->data[SC_TWOHANDQUICKEN] && + if (sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; - if(sc->data[SC_ONEHANDQUICKEN] && + if (sc->data[SC_ONEHANDQUICKEN] && max < sc->data[SC_ONEHANDQUICKEN]->val2) max = sc->data[SC_ONEHANDQUICKEN]->val2; - if(sc->data[SC_MER_QUICKEN] && + if (sc->data[SC_MER_QUICKEN] && max < sc->data[SC_MER_QUICKEN]->val2) max = sc->data[SC_MER_QUICKEN]->val2; - if(sc->data[SC_ADRENALINE2] && + if (sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) max = sc->data[SC_ADRENALINE2]->val3; - if(sc->data[SC_ADRENALINE] && + if (sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; - if(sc->data[SC_SPEARQUICKEN] && + if (sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; - if(sc->data[SC_GS_GATLINGFEVER] && + if (sc->data[SC_GS_GATLINGFEVER] && max < sc->data[SC_GS_GATLINGFEVER]->val2) max = sc->data[SC_GS_GATLINGFEVER]->val2; - if(sc->data[SC_HLIF_FLEET] && + if (sc->data[SC_HLIF_FLEET] && max < sc->data[SC_HLIF_FLEET]->val2) max = sc->data[SC_HLIF_FLEET]->val2; - if(sc->data[SC_ASSNCROS] && + if (sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) @@ -5570,152 +5634,154 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate -= max; - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK]) aspd_rate -= 300; - else if(sc->data[SC_GS_MADNESSCANCEL]) + else if (sc->data[SC_GS_MADNESSCANCEL]) aspd_rate -= 200; } - if( sc->data[i=SC_ATTHASTE_INFINITY] || - sc->data[i=SC_ATTHASTE_POTION3] || - sc->data[i=SC_ATTHASTE_POTION2] || - sc->data[i=SC_ATTHASTE_POTION1] ) + if (sc->data[i = SC_ATTHASTE_INFINITY] || + sc->data[i = SC_ATTHASTE_POTION3] || + sc->data[i = SC_ATTHASTE_POTION2] || + sc->data[i = SC_ATTHASTE_POTION1]) aspd_rate -= sc->data[i]->val2; - if(sc->data[SC_DONTFORGETME]) + if (sc->data[SC_DONTFORGETME]) aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2; - if(sc->data[SC_LONGING]) + if (sc->data[SC_LONGING]) aspd_rate += sc->data[SC_LONGING]->val2; - if(sc->data[SC_STEELBODY]) + if (sc->data[SC_STEELBODY]) aspd_rate += 250; - if(sc->data[SC_SKA]) + if (sc->data[SC_SKA]) aspd_rate += 250; - if(sc->data[SC_DEFENDER]) + if (sc->data[SC_DEFENDER]) aspd_rate += sc->data[SC_DEFENDER]->val4; - if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; - if(sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 != BCT_SELF) + if (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 != BCT_SELF) aspd_rate += sc->data[SC_GRAVITATION]->val2; - if(sc->data[SC_JOINTBEAT]) { - if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) + if (sc->data[SC_JOINTBEAT]) { + if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST) aspd_rate += 250; - if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) + if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE) aspd_rate += 100; } - if( sc->data[SC_FROSTMISTY] ) + if (sc->data[SC_FROSTMISTY]) aspd_rate += 150; - if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) + if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) aspd_rate += 500; - if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) + if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2) aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2; - if( sc->data[SC_PARALYSE] ) + if (sc->data[SC_PARALYSE]) aspd_rate += 100; - if( sc->data[SC__BODYPAINT] ) + if (sc->data[SC__BODYPAINT]) aspd_rate += 10 * 5 * sc->data[SC__BODYPAINT]->val1; - if( sc->data[SC__INVISIBILITY] ) + if (sc->data[SC__INVISIBILITY]) aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ; - if( sc->data[SC__GROOMY] ) + if (sc->data[SC__GROOMY]) aspd_rate += sc->data[SC__GROOMY]->val2 * 10; - if( sc->data[SC_SWING] ) + if (sc->data[SC_SWING]) aspd_rate -= sc->data[SC_SWING]->val3 * 10; - if( sc->data[SC_DANCE_WITH_WUG] ) + if (sc->data[SC_DANCE_WITH_WUG]) aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10; - if( sc->data[SC_GLOOMYDAY] ) + if (sc->data[SC_GLOOMYDAY]) aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 ); - if( sc->data[SC_EARTHDRIVE] ) + if (sc->data[SC_EARTHDRIVE]) aspd_rate += 250; - if( sc->data[SC_GENTLETOUCH_CHANGE] ) + if (sc->data[SC_GENTLETOUCH_CHANGE]) aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10; - if( sc->data[SC_MELON_BOMB] ) + if (sc->data[SC_MELON_BOMB]) aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10; - if( sc->data[SC_BOOST500] ) - aspd_rate -= sc->data[SC_BOOST500]->val1 *10; - if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) + if (sc->data[SC_BOOST500]) + aspd_rate -= sc->data[SC_BOOST500]->val1 * 10; + if (sc->data[SC_EXTRACT_SALAMINE_JUICE]) aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10; - if( sc->data[SC_INCASPDRATE] ) + if (sc->data[SC_INCASPDRATE]) aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10; - if( sc->data[SC_PAIN_KILLER]) + if (sc->data[SC_PAIN_KILLER]) aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10; - if( sc->data[SC_GOLDENE_FERSE]) + if (sc->data[SC_GOLDENE_FERSE]) aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10; + if (sc->data[SC_BATTLESCROLL]) + aspd_rate += sc->data[SC_BATTLESCROLL]->val1 * 10; - return (short)cap_value(aspd_rate,0,SHRT_MAX); + return (short)cap_value(aspd_rate, 0, SHRT_MAX); } unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { // It has been confirmed on official servers that MvP mobs have no dmotion even without endure - if( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) + if (bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS)) return 0; - if( !sc || !sc->count || map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground ) - return cap_value(dmotion,0,USHRT_MAX); + if (!sc || !sc->count || map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground) + return cap_value(dmotion, 0, USHRT_MAX); - if( sc->data[SC_ENDURE] ) + if (sc->data[SC_ENDURE]) return 0; - if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) + if (sc->data[SC_RUN] || sc->data[SC_WUGDASH]) return 0; - return (unsigned short)cap_value(dmotion,0,USHRT_MAX); + return (unsigned short)cap_value(dmotion, 0, USHRT_MAX); } unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) { - if(!sc || !sc->count) - return (unsigned int)cap_value(maxhp,1,UINT_MAX); + if (!sc || !sc->count) + return (unsigned int)cap_value(maxhp, 1, UINT_MAX); - if(sc->data[SC_INCMHPRATE]) - maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; - if(sc->data[SC_INCMHP]) + if (sc->data[SC_INCMHPRATE]) + maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1 / 100; + if (sc->data[SC_INCMHP]) maxhp += (sc->data[SC_INCMHP]->val1); - if(sc->data[SC_MTF_MHP]) + if (sc->data[SC_MTF_MHP]) maxhp += (sc->data[SC_MTF_MHP]->val1); - if(sc->data[SC_APPLEIDUN]) - maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; - if(sc->data[SC_DELUGE]) - maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; - if(sc->data[SC_BERSERK]) + if (sc->data[SC_APPLEIDUN]) + maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2 / 100; + if (sc->data[SC_DELUGE]) + maxhp += maxhp * sc->data[SC_DELUGE]->val2 / 100; + if (sc->data[SC_BERSERK]) maxhp += maxhp * 2; - if(sc->data[SC_MARIONETTE_MASTER]) + if (sc->data[SC_MARIONETTE_MASTER]) maxhp -= 1000; - if(sc->data[SC_SOLID_SKIN_OPTION]) + if (sc->data[SC_SOLID_SKIN_OPTION]) maxhp += 2000;// Fix amount. - if(sc->data[SC_POWER_OF_GAIA]) + if (sc->data[SC_POWER_OF_GAIA]) maxhp += 3000; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) maxhp += 500; - if(sc->data[SC_MER_HP]) - maxhp += maxhp * sc->data[SC_MER_HP]->val2/100; + if (sc->data[SC_MER_HP]) + maxhp += maxhp * sc->data[SC_MER_HP]->val2 / 100; - if(sc->data[SC_EPICLESIS]) + if (sc->data[SC_EPICLESIS]) maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100; - if(sc->data[SC_VENOMBLEED]) + if (sc->data[SC_VENOMBLEED]) maxhp -= maxhp * 15 / 100; - if(sc->data[SC__WEAKNESS]) + if (sc->data[SC__WEAKNESS]) maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100; - if(sc->data[SC_LERADS_DEW]) + if (sc->data[SC_LERADS_DEW]) maxhp += sc->data[SC_LERADS_DEW]->val3; - if(sc->data[SC_BEYOND_OF_WARCRY]) + if (sc->data[SC_BEYOND_OF_WARCRY]) maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 100; - if(sc->data[SC_FORCEOFVANGUARD]) + if (sc->data[SC_FORCEOFVANGUARD]) maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; - if(sc->data[SC_INSPIRATION]) + if (sc->data[SC_INSPIRATION]) maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1; - if(sc->data[SC_RAISINGDRAGON]) + if (sc->data[SC_RAISINGDRAGON]) maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; - if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % + if (sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100; - if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] % + if (sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] % maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100; - if(sc->data[SC_MUSTLE_M]) + if (sc->data[SC_MUSTLE_M]) maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100; - if(sc->data[SC_MYSTERIOUS_POWDER]) + if (sc->data[SC_MYSTERIOUS_POWDER]) maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; - if(sc->data[SC_PETROLOGY_OPTION]) + if (sc->data[SC_PETROLOGY_OPTION]) maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100; - if(sc->data[SC_CURSED_SOIL_OPTION]) + if (sc->data[SC_CURSED_SOIL_OPTION]) maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; - if(sc->data[SC_UPHEAVAL_OPTION]) + if (sc->data[SC_UPHEAVAL_OPTION]) maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100; if (sc->data[SC_ANGRIFFS_MODUS]) maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100; @@ -5723,51 +5789,59 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100; if(sc->data[SC_FRIGG_SONG]) maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100; + if (sc->data[SC_SOULSCROLL]) + maxhp += maxhp * sc->data[SC_SOULSCROLL]->val1 / 100; - return (unsigned int)cap_value(maxhp,1,UINT_MAX); + return (unsigned int)cap_value(maxhp, 1, UINT_MAX); } unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { - if(!sc || !sc->count) - return cap_value(maxsp,1,UINT_MAX); + if (!sc || !sc->count) + return cap_value(maxsp, 1, UINT_MAX); - if(sc->data[SC_INCMSPRATE]) - maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; - if(sc->data[SC_INCMSP]) + if (sc->data[SC_INCMSPRATE]) + maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1 / 100; + if (sc->data[SC_INCMSP]) maxsp += (sc->data[SC_INCMSP]->val1); - if(sc->data[SC_MTF_MSP]) + if (sc->data[SC_MTF_MSP]) maxsp += (sc->data[SC_MTF_MSP]->val1); - if(sc->data[SC_SERVICEFORYOU]) - maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100; - if(sc->data[SC_MER_SP]) - maxsp += maxsp * sc->data[SC_MER_SP]->val2/100; - if(sc->data[SC_RAISINGDRAGON]) + if (sc->data[SC_SERVICEFORYOU]) + maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2 / 100; + if (sc->data[SC_MER_SP]) + maxsp += maxsp * sc->data[SC_MER_SP]->val2 / 100; + if (sc->data[SC_RAISINGDRAGON]) maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; - if(sc->data[SC_LIFE_FORCE_F]) - maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) + if (sc->data[SC_LIFE_FORCE_F]) + maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1 / 100; + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) maxsp += 50; - - return cap_value(maxsp,1,UINT_MAX); + if (sc->data[SC_VITATA_500]) + maxsp += maxsp * 5 / 100; + if (sc->data[SC_SOULSCROLL]) + maxsp += maxsp * sc->data[SC_SOULSCROLL]->val1 / 100; + if (sc->data[SC_TARGET_ASPD]) + maxsp += maxsp * sc->data[SC_TARGET_ASPD]->val1 / 100; + + return cap_value(maxsp, 1, UINT_MAX); } unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { - if(!sc || !sc->count) + if (!sc || !sc->count) return element; - if(sc->data[SC_FREEZE]) + if (sc->data[SC_FREEZE]) return ELE_WATER; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return ELE_EARTH; - if(sc->data[SC_BENEDICTIO]) + if (sc->data[SC_BENEDICTIO]) return ELE_HOLY; - if(sc->data[SC_PROPERTYUNDEAD]) + if (sc->data[SC_PROPERTYUNDEAD]) return ELE_UNDEAD; - if(sc->data[SC_ARMOR_PROPERTY]) + if (sc->data[SC_ARMOR_PROPERTY]) return sc->data[SC_ARMOR_PROPERTY]->val2; - if(sc->data[SC_SHAPESHIFT]) + if (sc->data[SC_SHAPESHIFT]) return sc->data[SC_SHAPESHIFT]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); @@ -5775,65 +5849,63 @@ unsigned char status_calc_element(struct block_list *bl, struct status_change *s unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { - if(!sc || !sc->count) + if (!sc || !sc->count) return lv; - if(sc->data[SC_FREEZE]) + if (sc->data[SC_FREEZE]) return 1; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; - if(sc->data[SC_BENEDICTIO]) + if (sc->data[SC_BENEDICTIO]) return 1; - if(sc->data[SC_PROPERTYUNDEAD]) + if (sc->data[SC_PROPERTYUNDEAD]) return 1; - if(sc->data[SC_ARMOR_PROPERTY]) + if (sc->data[SC_ARMOR_PROPERTY]) return sc->data[SC_ARMOR_PROPERTY]->val1; - if(sc->data[SC_SHAPESHIFT]) + if (sc->data[SC_SHAPESHIFT]) return 1; - if(sc->data[SC__INVISIBILITY]) + if (sc->data[SC__INVISIBILITY]) return 1; - return (unsigned char)cap_value(lv,1,4); + return (unsigned char)cap_value(lv, 1, 4); } unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) { - if(!sc || !sc->count) + if (!sc || !sc->count) return element; - if(sc->data[SC_ENCHANTARMS]) + + if (sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; - if(sc->data[SC_PROPERTYWATER] - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) + if (sc->data[SC_PROPERTYWATER] || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)) return ELE_WATER; - if(sc->data[SC_PROPERTYGROUND] - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) + if (sc->data[SC_PROPERTYGROUND] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)) return ELE_EARTH; - if(sc->data[SC_PROPERTYFIRE] - || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) + if (sc->data[SC_PROPERTYFIRE] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)) return ELE_FIRE; - if(sc->data[SC_PROPERTYWIND] - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) + if (sc->data[SC_PROPERTYWIND] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)) return ELE_WIND; - if(sc->data[SC_ENCHANTPOISON]) + if (sc->data[SC_ENCHANTPOISON]) return ELE_POISON; - if(sc->data[SC_ASPERSIO]) + if (sc->data[SC_ASPERSIO]) return ELE_HOLY; - if(sc->data[SC_PROPERTYDARK]) + if (sc->data[SC_PROPERTYDARK]) return ELE_DARK; - if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY]) + if (sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY]) return ELE_GHOST; - if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) + if (sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON]) return ELE_WATER; - if(sc->data[SC_PYROCLASTIC]) + if (sc->data[SC_PYROCLASTIC]) return ELE_FIRE; - return (unsigned char)cap_value(element,0,UCHAR_MAX); + + return (unsigned char)cap_value(element, 0, UCHAR_MAX); } unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { - if(!sc || !sc->count) + if (!sc || !sc->count) return mode; - if(sc->data[SC_MODECHANGE]) { + if (sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = sc->data[SC_MODECHANGE]->val2; //Set mode if (sc->data[SC_MODECHANGE]->val3) @@ -5841,7 +5913,7 @@ unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, if (sc->data[SC_MODECHANGE]->val4) mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode } - return cap_value(mode,0,USHRT_MAX); + return cap_value(mode, 0, USHRT_MAX); } const char* status_get_name(struct block_list *bl) { |