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authorHaru <haru@dotalux.com>2015-11-17 16:20:02 +0100
committerHaru <haru@dotalux.com>2015-11-17 16:20:49 +0100
commit615feed2d6705499e930a0e310ef83600fd4e3d2 (patch)
tree8e4a7bfafa577f65b76393c01c598ca32ec11572 /src/map/status.c
parent7d65553bf0c934c3838a5a4e8da12b613e95033f (diff)
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Revert "Item DB Updates:"
This reverts commit 912578159c8ccca9545e3c7dce9f7ce2b92bee2e. This will be re-committed in a more atomic form.
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c862
1 files changed, 395 insertions, 467 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 0eb75aed7..1a07f74dc 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;
@@ -802,8 +802,7 @@ 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;
@@ -824,22 +823,18 @@ 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;
@@ -877,7 +872,7 @@ 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;
@@ -925,9 +920,8 @@ 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;
@@ -936,7 +930,7 @@ 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;
@@ -947,7 +941,7 @@ 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;
@@ -957,7 +951,7 @@ 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;
@@ -976,20 +970,6 @@ 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;
@@ -997,27 +977,23 @@ 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;
-
- // Royal Guard status
+ // RG status
status->dbs->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
status->dbs->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
-
- // Mechanic status
+ // Meca status
status->dbs->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
status->dbs->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
@@ -1032,17 +1008,17 @@ 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 | SCB_MAXSP;
+ status->dbs->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
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;
@@ -1052,7 +1028,6 @@ 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;
@@ -1083,9 +1058,8 @@ 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
@@ -2767,16 +2741,16 @@ 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
@@ -2786,62 +2760,62 @@ 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;
@@ -2862,33 +2836,33 @@ 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;
@@ -2903,12 +2877,12 @@ 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;
@@ -2920,7 +2894,7 @@ 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;
@@ -2928,77 +2902,50 @@ 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 -----
@@ -3310,22 +3257,22 @@ 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;
@@ -3344,7 +3291,7 @@ 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)))
)
@@ -3369,20 +3316,20 @@ 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 * 20 / 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 * sc->data[SC_VITATA_500]->val1/100;
}
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from enum scb_flag
@@ -4520,80 +4467,78 @@ 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)
@@ -4717,14 +4662,14 @@ 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
@@ -4739,7 +4684,7 @@ 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;
@@ -4751,17 +4696,15 @@ 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) {
@@ -4854,118 +4797,115 @@ 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)
{
@@ -4980,7 +4920,7 @@ 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])
@@ -5022,22 +4962,22 @@ 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])
@@ -5057,25 +4997,23 @@ 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) {
@@ -5147,56 +5085,54 @@ 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)
@@ -5434,27 +5370,27 @@ 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;
}
@@ -5524,6 +5460,7 @@ 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])
@@ -5540,8 +5477,6 @@ 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);
@@ -5554,15 +5489,16 @@ 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
}
@@ -5572,47 +5508,47 @@ 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)
@@ -5634,154 +5570,152 @@ 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;
@@ -5789,59 +5723,51 @@ 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;
- 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);
+
+ 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);
@@ -5849,63 +5775,65 @@ 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)
@@ -5913,7 +5841,7 @@ 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) {