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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
commitcbccd8815d0db4828d40e278c999b87eeb103e67 (patch)
tree3a49b9ab73c31145b94a3ede8c8eae5eef3b0b2c /src/map/status.c
parent763352f450c239778ab461d4e11d5469049ec0fe (diff)
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- Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c12297
1 files changed, 6123 insertions, 6174 deletions
diff --git a/src/map/status.c b/src/map/status.c
index b8b38b5d9..a831bf51a 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1,6174 +1,6123 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#include <time.h>
-#include <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-#include <string.h>
-#include <limits.h>
-
-#include "pc.h"
-#include "map.h"
-#include "pet.h"
-#include "npc.h"
-#include "mob.h"
-#include "clif.h"
-#include "guild.h"
-#include "skill.h"
-#include "itemdb.h"
-#include "battle.h"
-#include "chrif.h"
-#include "status.h"
-#include "script.h"
-#include "unit.h"
-
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/showmsg.h"
-
-int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
-int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
-int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
-
-static int max_weight_base[MAX_PC_CLASS];
-static int hp_coefficient[MAX_PC_CLASS];
-static int hp_coefficient2[MAX_PC_CLASS];
-static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
-static int sp_coefficient[MAX_PC_CLASS];
-static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
-#define MAX_REFINE_BONUS 5
-static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
-int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
-static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
-static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
-
-int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
-int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
-//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
-//to avoid cards exploits
-
-//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
-//but it is much less prone to errors. [Skotlex]
-void initChangeTables(void) {
- int i;
- for (i = 0; i < SC_MAX; i++)
- StatusIconChangeTable[i] = SI_BLANK;
- for (i = 0; i < MAX_SKILL; i++)
- SkillStatusChangeTable[i] = -1;
- memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
-
- //First we define the skill for common ailments. These are used in
- //skill_additional_effect through sc cards. [Skotlex]
- StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
- StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
- StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
- StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
- StatusSkillChangeTable[SC_POISON] = NPC_POISON;
- StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
- StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
- StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
- StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
- StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
- StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
-
-#define set_sc(skill, sc, icon) \
- if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
- if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
- if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon;
-
- set_sc(SM_BASH, SC_STUN, SI_BLANK);
- set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE);
- set_sc(SM_MAGNUM, SC_WATK_ELEMENT, SI_BLANK);
- set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE);
- set_sc(MG_SIGHT, SC_SIGHT, SI_BLANK);
- set_sc(MG_SAFETYWALL, SC_SAFETYWALL, SI_BLANK);
- set_sc(MG_FROSTDIVER, SC_FREEZE, SI_BLANK);
- set_sc(MG_STONECURSE, SC_STONE, SI_BLANK);
- set_sc(AL_RUWACH, SC_RUWACH, SI_BLANK);
- set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI);
- set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI);
- set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS);
- set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS);
- set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING);
- set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE);
- set_sc(TF_HIDING, SC_HIDING, SI_HIDING);
- set_sc(TF_POISON, SC_POISON, SI_BLANK);
- set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN);
- set_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER, SI_BLANK);
- set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO);
- set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM);
- set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO);
- set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO);
- set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON);
- set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE);
- set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT);
- set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA);
- set_sc(PR_LEXDIVINA, SC_SILENCE, SI_BLANK);
- set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA);
- set_sc(WZ_METEOR, SC_STUN, SI_BLANK);
- set_sc(WZ_VERMILION, SC_BLIND, SI_BLANK);
- set_sc(WZ_FROSTNOVA, SC_FREEZE, SI_BLANK);
- set_sc(WZ_STORMGUST, SC_FREEZE, SI_BLANK);
- set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE);
- set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE);
- set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION);
- set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST);
- set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER);
- set_sc(HT_LANDMINE, SC_STUN, SI_BLANK);
- set_sc(HT_ANKLESNARE, SC_ANKLE, SI_BLANK);
- set_sc(HT_SANDMAN, SC_SLEEP, SI_BLANK);
- set_sc(HT_FLASHER, SC_BLIND, SI_BLANK);
- set_sc(HT_FREEZINGTRAP, SC_FREEZE, SI_BLANK);
- set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING);
- set_sc(AS_SONICBLOW, SC_STUN, SI_BLANK);
- set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK);
- set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON);
- set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT);
- set_sc(AS_VENOMDUST, SC_POISON, SI_BLANK);
- set_sc(AS_SPLASHER, SC_SPLASHER, SI_BLANK);
- set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD);
- set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY);
- set_sc(TF_SPRINKLESAND, SC_BLIND, SI_BLANK);
- set_sc(TF_THROWSTONE, SC_STUN, SI_BLANK);
- set_sc(MC_LOUD, SC_LOUD, SI_LOUD);
- set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT);
- set_sc(NPC_POISON, SC_POISON, SI_BLANK);
- set_sc(NPC_BLINDATTACK, SC_BLIND, SI_BLANK);
- set_sc(NPC_SILENCEATTACK, SC_SILENCE, SI_BLANK);
- set_sc(NPC_STUNATTACK, SC_STUN, SI_BLANK);
- set_sc(NPC_PETRIFYATTACK, SC_STONE, SI_BLANK);
- set_sc(NPC_CURSEATTACK, SC_CURSE, SI_BLANK);
- set_sc(NPC_SLEEPATTACK, SC_SLEEP, SI_BLANK);
- set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK);
- set_sc(NPC_DARKBLESSING, SC_COMA, SI_BLANK);
- set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK);
- set_sc(NPC_LICK, SC_STUN, SI_BLANK);
- set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION);
- set_sc(NPC_REBIRTH, SC_KAIZEL, SI_KAIZEL);
- set_sc(RG_RAID, SC_STUN, SI_BLANK);
- set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON);
- set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD);
- set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR);
- set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM);
- set_sc(AM_ACIDTERROR, SC_BLEEDING, SI_BLEEDING);
- set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON);
- set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD);
- set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR);
- set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM);
- set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD);
- set_sc(CR_SHIELDCHARGE, SC_STUN, SI_BLANK);
- set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD);
- set_sc(CR_HOLYCROSS, SC_BLIND, SI_BLANK);
- set_sc(CR_GRANDCROSS, SC_BLIND, SI_BLANK);
- set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION);
- set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE);
- set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER);
- set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN);
- set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY);
- set_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT, SI_BLANK);
- set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS);
- set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK);
- set_sc(SA_MAGICROD, SC_MAGICROD, SI_BLANK);
- set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL);
- set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON);
- set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON);
- set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON);
- set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON);
- set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK);
- set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK);
- set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK);
- set_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR, SI_BLANK);
- set_sc(SA_REVERSEORCISH, SC_ORCISH, SI_BLANK);
- set_sc(SA_COMA, SC_COMA, SI_BLANK);
- set_sc(BD_LULLABY, SC_LULLABY, SI_BLANK);
- set_sc(BD_RICHMANKIM, SC_RICHMANKIM, SI_BLANK);
- set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK);
- set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK);
- set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK);
- set_sc(BD_ROKISWEIL, SC_ROKISWEIL, SI_BLANK);
- set_sc(BD_INTOABYSS, SC_INTOABYSS, SI_BLANK);
- set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK);
- set_sc(BA_FROSTJOKE, SC_FREEZE, SI_BLANK);
- set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK);
- set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK);
- set_sc(BA_POEMBRAGI, SC_POEMBRAGI, SI_BLANK);
- set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK);
- set_sc(DC_UGLYDANCE, SC_UGLYDANCE, SI_BLANK);
- set_sc(DC_SCREAM, SC_STUN, SI_BLANK);
- set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK);
- set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK);
- set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK);
- set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK);
- set_sc(NPC_DARKCROSS, SC_BLIND, SI_BLANK);
- set_sc(NPC_GRANDDARKNESS, SC_BLIND, SI_BLANK);
- set_sc(NPC_STOP, SC_STOP, SI_BLANK);
- set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON);
- set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR);
- set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK);
- set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK);
- set_sc(NPC_INVISIBLE, SC_CLOAKING, SI_CLOAKING);
- set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE);
- set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING);
- set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION);
- set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX);
- set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK);
- set_sc(LK_FURY, SC_FURY, SI_FURY);
- set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO);
- set_sc(HP_BASILICA, SC_BASILICA, SI_BLANK);
- set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER);
- set_sc(PA_SACRIFICE, SC_SACRIFICE, SI_BLANK);
- set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK);
- set_sc(CH_TIGERFIST, SC_STOP, SI_BLANK);
- set_sc(ASC_EDP, SC_EDP, SI_EDP);
- set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT);
- set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK);
- set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN);
- set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST);
- set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK);
- set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD);
- set_sc(ST_REJECTSWORD, SC_AUTOCOUNTER, SI_BLANK);
- set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT);
- set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE);
- set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2);
- set_sc(LK_SPIRALPIERCE, SC_STOP, SI_BLANK);
- set_sc(LK_HEADCRUSH, SC_BLEEDING, SI_BLEEDING);
- set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT);
- set_sc(HW_NAPALMVULCAN, SC_CURSE, SI_BLANK);
- set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK);
- set_sc(PF_MEMORIZE, SC_MEMORIZE, SI_BLANK);
- set_sc(PF_FOGWALL, SC_FOGWALL, SI_BLANK);
- set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK);
- set_sc(WE_BABY, SC_BABY, SI_BLANK);
- set_sc(TK_RUN, SC_RUN, SI_RUN);
- set_sc(TK_RUN, SC_SPURT, SI_SPURT);
- set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM);
- set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN);
- set_sc(TK_DOWNKICK, SC_STUN, SI_BLANK);
- set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN);
- set_sc(TK_READYCOUNTER, SC_READYCOUNTER, SI_READYCOUNTER);
- set_sc(TK_DODGE, SC_DODGE, SI_DODGE);
- set_sc(TK_SPTIME, SC_TKREST, SI_TKREST);
- set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON);
- set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON);
- set_sc(SG_SUN_WARM, SC_WARM, SI_WARM);
- set_sc(SG_MOON_WARM, SC_WARM, SI_WARM);
- set_sc(SG_STAR_WARM, SC_WARM, SI_WARM);
- set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT);
- set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT);
- set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT);
- set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK);
- set_sc(SG_FUSION, SC_FUSION, SI_BLANK);
- set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2);
- set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL);
- set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI);
- set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE);
- set_sc(SL_KAITE, SC_KAITE, SI_KAITE);
- set_sc(SL_STUN, SC_STUN, SI_BLANK);
- set_sc(SL_SWOO, SC_SWOO, SI_BLANK);
- set_sc(SL_SKE, SC_SKE, SI_BLANK);
- set_sc(SL_SKA, SC_SKA, SI_BLANK);
- set_sc(SL_SMA, SC_SMA, SI_SMA);
- set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE);
- set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST);
- set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK);
- set_sc(WS_CARTTERMINATION, SC_STUN, SI_BLANK);
- set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST);
- set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK);
- set_sc(CG_HERMODE, SC_HERMODE, SI_BLANK);
- set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT);
- set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND);
- set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK);
- set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2);
- set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE);
- set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER);
- set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM);
- set_sc(MO_BALKYOUNG, SC_STUN, SI_BLANK);
- //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
- set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL);
- set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT);
- set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY);
- set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER);
- set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK);
- set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
- set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
- set_sc(NJ_SUITON, SC_SUITON, SI_BLANK);
- set_sc(NJ_NEN, SC_NEN, SI_NEN);
-
- // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
- SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
- SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
- SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
- SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
- SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
- SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
- SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
- SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
- SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
- SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
- SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
- SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
- SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
- SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
- SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
-
- //Status that don't have a skill associated.
- StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50;
- StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
- StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
- StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
- StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
- StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
- StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
- StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
- StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
-
- //Guild skills don't fit due to their range being beyond MAX_SKILL
- StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
- StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
-#undef set_sc
-
- if (!battle_config.display_hallucination) //Disable Hallucination.
- StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
-}
-
-/*==========================================
- * 精錬ボーナス
- *------------------------------------------
- */
-int status_getrefinebonus(int lv,int type)
-{
- if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
- return refinebonus[lv][type];
- return 0;
-}
-
-/*==========================================
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target. [Skotlex]
- * flag:
- * 0 - Trying to use skill on target.
- * 1 - Cast bar is done.
- * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
- * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
- * target MAY Be null, in which case the checks are only to see
- * whether the source can cast or not the skill on the ground.
- *------------------------------------------
- */
-int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
-{
- int mode, race, hide_flag;
- struct status_change *sc=NULL, *tsc;
-
- mode = src?status_get_mode(src):MD_CANATTACK;
-
- if (src && status_isdead(src))
- return 0;
-
- if (!skill_num) { //Normal attack checks.
- if (!(mode&MD_CANATTACK))
- return 0; //This mode is only needed for melee attacking.
- //Dead state is not checked for skills as some skills can be used
- //on dead characters, said checks are left to skill.c [Skotlex]
- if (target && status_isdead(target))
- return 0;
- }
-
- if (skill_num == PA_PRESSURE && flag) {
- //Gloria Avoids pretty much everything....
- tsc = target?status_get_sc(target):NULL;
- if(tsc) {
- if (tsc->option&OPTION_HIDE)
- return 0;
- if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
- return 0;
- }
- return 1;
- }
-
- if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
- (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
- && !(mode&MD_BOSS))
- { //Basilica Check
- if (!skill_num) return 0;
- race = skill_get_inf(skill_num);
- if (race&INF_ATTACK_SKILL)
- return 0;
- if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
- return 0;
- }
-
- if (src) sc = status_get_sc(src);
-
- if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
- //When sc do not cancel casting, the spell should come out.
- return 0;
-
- if(sc && sc->count)
- {
- if (
- (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
- || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
- || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
- || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
- )
- return 0;
-
- if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag)
- { //Prevents skill usage against players?
- clif_emotion(src, 3);
- return 0;
- }
-
- if (sc->data[SC_BLADESTOP].timer != -1) {
- switch (sc->data[SC_BLADESTOP].val1)
- {
- case 1: return 0;
- case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; break;
- case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; break;
- case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; break;
- case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; break;
- default: return 0;
- }
- }
- if (skill_num && //Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
- ) { //Skills blocked through status changes...
- if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
- (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
- (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
- sc->data[SC_SILENCE].timer != -1 ||
- sc->data[SC_STEELBODY].timer != -1 ||
- sc->data[SC_BERSERK].timer != -1
- ))
- return 0;
- //Skill blocking.
- if (
- (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
- (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
- sc->data[SC_NOCHAT].timer != -1
- )
- return 0;
-
- if (flag!=2 && sc->data[SC_DANCING].timer != -1)
- {
- if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
- && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
- return 0;
- if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
- return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
- }
- }
- }
-
- if (sc && sc->option)
- {
- if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
- && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP
- && skill_num != NJ_KIRIKAGE)
- return 0;
-// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
-// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex]
- if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
- return 0;
- }
- if (target == NULL || target == src) //No further checking needed.
- return 1;
-
- tsc = status_get_sc(target);
- if(tsc && tsc->count)
- {
- if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
- return 0;
- if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
- return 0;
- if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->data[SC_STONE].val2 == 0)))
- return 0;
- }
-
- race = src?status_get_race(src):0;
- //If targetting, cloak+hide protect you, otherwise only hiding does.
- hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
-
- //You cannot hide from ground skills.
- if(skill_get_pl(skill_num) == 2)
- hide_flag &= ~OPTION_HIDE;
-
- switch (target->type)
- {
- case BL_PC:
- {
- struct map_session_data *sd = (struct map_session_data*) target;
- if (pc_isinvisible(sd))
- return 0;
- if (tsc->option&hide_flag
- && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
- && !(mode&MD_BOSS))
- return 0;
- }
- break;
- case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
- //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (mode&MD_LOOTER)
- return 1;
- else
- return 0;
- default:
- //Check for chase-walk/hiding/cloaking opponents.
- if (tsc && !(mode&MD_BOSS))
- {
- if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
- return 0;
- }
- }
- return 1;
-}
-
-//Skotlex: Calculates the stats of the given pet.
-int status_calc_pet(struct map_session_data *sd, int first)
-{
- struct pet_data *pd;
-
- nullpo_retr(0, sd);
- if (sd->status.pet_id == 0 || sd->pd == NULL)
- return 1;
-
- pd = sd->pd;
-
- if (battle_config.pet_lv_rate && pd->status)
- {
- sd->pet.level = sd->status.base_level*battle_config.pet_lv_rate/100;
- if (sd->pet.level < 0)
- sd->pet.level = 1;
- if (pd->status->level != sd->pet.level || first)
- {
- if (!first) //Lv Up animation
- clif_misceffect(&pd->bl, 0);
- pd->status->level = sd->pet.level;
- pd->status->atk1 = (pd->db->atk1*pd->status->level)/pd->db->lv;
- pd->status->atk2 = (pd->db->atk2*pd->status->level)/pd->db->lv;
- pd->status->str = (pd->db->str*pd->status->level)/pd->db->lv;
- pd->status->agi = (pd->db->agi*pd->status->level)/pd->db->lv;
- pd->status->vit = (pd->db->vit*pd->status->level)/pd->db->lv;
- pd->status->int_ = (pd->db->int_*pd->status->level)/pd->db->lv;
- pd->status->dex = (pd->db->dex*pd->status->level)/pd->db->lv;
- pd->status->luk = (pd->db->luk*pd->status->level)/pd->db->lv;
-
- if (pd->status->atk1 > battle_config.pet_max_atk1) pd->status->atk1 = battle_config.pet_max_atk1;
- if (pd->status->atk2 > battle_config.pet_max_atk2) pd->status->atk2 = battle_config.pet_max_atk2;
-
- if (pd->status->str > battle_config.pet_max_stats) pd->status->str = battle_config.pet_max_stats;
- else if (pd->status->str < 1) pd->status->str = 1;
- if (pd->status->agi > battle_config.pet_max_stats) pd->status->agi = battle_config.pet_max_stats;
- else if (pd->status->agi < 1) pd->status->agi = 1;
- if (pd->status->vit > battle_config.pet_max_stats) pd->status->vit = battle_config.pet_max_stats;
- else if (pd->status->vit < 1) pd->status->vit = 1;
- if (pd->status->int_ > battle_config.pet_max_stats) pd->status->int_ = battle_config.pet_max_stats;
- else if (pd->status->int_ < 1) pd->status->int_ = 1;
- if (pd->status->dex > battle_config.pet_max_stats) pd->status->dex = battle_config.pet_max_stats;
- else if (pd->status->dex < 1) pd->status->dex = 1;
- if (pd->status->luk > battle_config.pet_max_stats) pd->status->luk = battle_config.pet_max_stats;
- else if (pd->status->luk < 1) pd->status->luk = 1;
-
- if (!first) //Not done the first time because the pet is not visible yet
- clif_send_petstatus(sd);
- }
- }
- //Support rate modifier (1000 = 100%)
- pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
- if(battle_config.pet_support_rate != 100)
- pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
- return 0;
-}
-
-/*==========================================
- * パラメータ計算
- * first==0の時、計算対象のパラメータが呼び出し前から
- * 変 化した場合自動でsendするが、
- * 能動的に変化させたパラメータは自前でsendするように
- *------------------------------------------
- */
-
-int status_calc_pc(struct map_session_data* sd,int first)
-{
- static int calculating = 0; //Check for recursive call preemption. [Skotlex]
- int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
- int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2;
- int b_base_atk;
- struct skill b_skill[MAX_SKILL];
- int i,bl,index;
- int skill,refinedef=0;
- int str,dstr,dex;
-
- nullpo_retr(0, sd);
- if (++calculating > 10) //Too many recursive calls to status_calc_pc!
- return -1;
-
- b_speed = sd->speed;
- b_max_hp = sd->status.max_hp;
- b_max_sp = sd->status.max_sp;
- b_hp = sd->status.hp;
- b_sp = sd->status.sp;
- b_weight = sd->weight;
- b_max_weight = sd->max_weight;
- memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
- memcpy(b_parame,&sd->paramc,sizeof(b_parame));
- memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
- b_hit = sd->hit;
- b_flee = sd->flee;
- b_aspd = sd->aspd;
- b_watk = sd->right_weapon.watk + sd->left_weapon.watk;
- b_def = sd->def;
- b_watk2 = sd->right_weapon.watk2 + sd->left_weapon.watk2;
- b_def2 = sd->def2;
- b_flee2 = sd->flee2;
- b_critical = sd->critical;
- b_attackrange = sd->attackrange;
- b_matk1 = sd->matk1;
- b_matk2 = sd->matk2;
- b_mdef = sd->mdef;
- b_mdef2 = sd->mdef2;
- b_base_atk = sd->base_atk;
-
- pc_calc_skilltree(sd); // スキルツリ?の計算
-
- sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
-
- if(first&1) {
- sd->weight=0;
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
- }
- sd->cart_max_weight=battle_config.max_cart_weight;
- sd->cart_weight=0;
- sd->cart_max_num=MAX_CART;
- sd->cart_num=0;
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0)
- continue;
- sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
- sd->cart_num++;
- }
- }
-
- // these are not zeroed. [zzo]
-
- sd->speed = DEFAULT_WALK_SPEED;
- sd->hprate=100;
- sd->sprate=100;
- sd->castrate=100;
- sd->delayrate=100;
- sd->dsprate=100;
- sd->aspd_rate = 100;
- sd->speed_rate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->atk_rate = sd->matk_rate = 100;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->speed_add_rate = sd->aspd_add_rate = 100;
-
- // zeroed arays, order follows the order in map.h.
- // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
- memset (sd->paramb, 0, sizeof(sd->paramb)
- + sizeof(sd->parame)
- + sizeof(sd->subele)
- + sizeof(sd->subrace)
- + sizeof(sd->subrace2)
- + sizeof(sd->subsize)
- + sizeof(sd->addeff)
- + sizeof(sd->addeff2)
- + sizeof(sd->reseff)
- + sizeof(sd->weapon_coma_ele)
- + sizeof(sd->weapon_coma_race)
- + sizeof(sd->weapon_atk)
- + sizeof(sd->weapon_atk_rate)
- + sizeof(sd->arrow_addele)
- + sizeof(sd->arrow_addrace)
- + sizeof(sd->arrow_addsize)
- + sizeof(sd->arrow_addeff)
- + sizeof(sd->arrow_addeff2)
- + sizeof(sd->magic_addele)
- + sizeof(sd->magic_addrace)
- + sizeof(sd->magic_addsize)
- + sizeof(sd->critaddrace)
- + sizeof(sd->expaddrace)
- + sizeof(sd->itemhealrate)
- + sizeof(sd->addeff3)
- + sizeof(sd->addeff3_type)
- + sizeof(sd->sp_gain_race)
- );
-
-
- memset (&sd->right_weapon.watk, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
- memset (&sd->left_weapon.watk, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
-
- memset(&sd->special_state,0,sizeof(sd->special_state));
-
- sd->status.max_hp = 0;
- sd->status.max_sp = 0;
-
- //zero up structures...
- memset(&sd->autospell,0,sizeof(sd->autospell)
- + sizeof(sd->autospell2)
- + sizeof(sd->skillatk)
- + sizeof(sd->skillblown)
- + sizeof(sd->add_def)
- + sizeof(sd->add_mdef)
- + sizeof(sd->add_dmg)
- + sizeof(sd->add_mdmg)
- + sizeof(sd->add_drop)
- );
-
- // vars zeroing. ints, shorts, chars. in that order.
- memset (&sd->hit, 0, sizeof(sd->hit)
- + sizeof(sd->flee)
- + sizeof(sd->flee2)
- + sizeof(sd->critical)
- + sizeof(sd->aspd)
- + sizeof(sd->def)
- + sizeof(sd->mdef)
- + sizeof(sd->def2)
- + sizeof(sd->mdef2)
- + sizeof(sd->def_ele)
- + sizeof(sd->matk1)
- + sizeof(sd->matk2)
- + sizeof(sd->base_atk)
- + sizeof(sd->arrow_atk)
- + sizeof(sd->arrow_ele)
- + sizeof(sd->arrow_cri)
- + sizeof(sd->arrow_hit)
- + sizeof(sd->arrow_range)
- + sizeof(sd->nhealhp)
- + sizeof(sd->nhealsp)
- + sizeof(sd->nshealhp)
- + sizeof(sd->nshealsp)
- + sizeof(sd->nsshealhp)
- + sizeof(sd->nsshealsp)
- + sizeof(sd->critical_def)
- + sizeof(sd->double_rate)
- + sizeof(sd->long_attack_atk_rate)
- + sizeof(sd->near_attack_def_rate)
- + sizeof(sd->long_attack_def_rate)
- + sizeof(sd->magic_def_rate)
- + sizeof(sd->misc_def_rate)
- + sizeof(sd->ignore_mdef_ele)
- + sizeof(sd->ignore_mdef_race)
- + sizeof(sd->perfect_hit)
- + sizeof(sd->perfect_hit_add)
- + sizeof(sd->get_zeny_rate)
- + sizeof(sd->get_zeny_num)
- + sizeof(sd->double_add_rate)
- + sizeof(sd->short_weapon_damage_return)
- + sizeof(sd->long_weapon_damage_return)
- + sizeof(sd->magic_damage_return)
- + sizeof(sd->random_attack_increase_add)
- + sizeof(sd->random_attack_increase_per)
- + sizeof(sd->break_weapon_rate)
- + sizeof(sd->break_armor_rate)
- + sizeof(sd->crit_atk_rate)
- + sizeof(sd->hp_loss_rate)
- + sizeof(sd->sp_loss_rate)
- + sizeof(sd->classchange)
- + sizeof(sd->setitem_hash)
- + sizeof(sd->setitem_hash2)
- // shorts
- + sizeof(sd->attackrange)
- + sizeof(sd->attackrange_)
- + sizeof(sd->splash_range)
- + sizeof(sd->splash_add_range)
- + sizeof(sd->add_steal_rate)
- + sizeof(sd->hp_loss_value)
- + sizeof(sd->sp_loss_value)
- + sizeof(sd->hp_loss_type)
- + sizeof(sd->hp_gain_value)
- + sizeof(sd->sp_gain_value)
- + sizeof(sd->add_drop_count)
- + sizeof(sd->unbreakable)
- + sizeof(sd->unbreakable_equip)
- + sizeof(sd->unstripable_equip)
- + sizeof(sd->no_regen)
- + sizeof(sd->add_def_count)
- + sizeof(sd->add_mdef_count)
- + sizeof(sd->add_dmg_count)
- + sizeof(sd->add_mdmg_count)
- );
-
- for(i=0;i<10;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
-
- if(sd->inventory_data[index]) {
- int j,c;
- struct item_data *data;
-
- //Card script execution.
- if(sd->status.inventory[index].card[0]==0x00ff ||
- sd->status.inventory[index].card[0]==0x00fe ||
- sd->status.inventory[index].card[0]==(short)0xff00)
- continue;
- for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
- current_equip_card_id= c= sd->status.inventory[index].card[j];
- if(!c)
- continue;
- data = itemdb_exists(c);
- if(!data)
- continue;
- if(first&1 && data->equip_script)
- { //Execute equip-script on login
- run_script(data->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- if(!data->script)
- continue;
- if(data->flag.no_equip) { //Card restriction checks.
- if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
- continue;
- if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
- continue;
- if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
- continue;
- }
- if(i == 8 && sd->status.inventory[index].equip == 0x20)
- { //Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(data->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
- }
-
- if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
- { // Pet
- struct pet_data *pd=sd->pd;
- if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
- pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
- pc_bonus(sd,pd->bonus->type, pd->bonus->val);
- }
- memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
-
- // ?備品によるステ?タス?化はここで?行
- for(i=0;i<10;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
- if(!sd->inventory_data[index])
- continue;
-
- sd->def += sd->inventory_data[index]->def;
-
- if(first&1 && sd->inventory_data[index]->equip_script)
- { //Execute equip-script on login
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
-
- if(sd->inventory_data[index]->type == 4) {
- int r,wlv = sd->inventory_data[index]->wlv;
- struct weapon_data *wd;
- if (wlv >= MAX_REFINE_BONUS)
- wlv = MAX_REFINE_BONUS - 1;
- if(i == 8 && sd->status.inventory[index].equip == 0x20)
- wd = &sd->left_weapon; // Left-hand weapon
- else
- wd = &sd->right_weapon;
- wd->watk += sd->inventory_data[index]->atk;
- wd->watk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
- if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
- wd->overrefine = r*refinebonus[wlv][1];
-
- if (wd == &sd->left_weapon) {
- sd->attackrange_ += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script) {
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- }
- } else {
- sd->attackrange += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script)
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- }
- if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
-
- if(sd->status.inventory[index].card[0]==0x00ff)
- { // Forged weapon
- wd->star += (sd->status.inventory[index].card[1]>>8);
- if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
- if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
- wd->star += 10;
-
- if (!wd->atk_ele) //Do not overwrite element from previous bonuses.
- wd->atk_ele = (sd->status.inventory[index].card[1]&0x0f);
-
- }
- }
- else if(sd->inventory_data[index]->type == 5) {
- refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
- if(sd->inventory_data[index]->script) {
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
- }
-
- if(sd->equip_index[10] >= 0){ // 矢
- index = sd->equip_index[10];
- if(sd->inventory_data[index]){ // Arrows
- sd->state.lr_flag = 2;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- sd->arrow_atk += sd->inventory_data[index]->atk;
- }
- }
- sd->def += (refinedef+50)/100;
-
- if(sd->attackrange < 1) sd->attackrange = 1;
- if(sd->attackrange_ < 1) sd->attackrange_ = 1;
- if(sd->attackrange < sd->attackrange_)
- sd->attackrange = sd->attackrange_;
- if(sd->status.weapon == W_BOW)
- sd->attackrange += sd->arrow_range;
- sd->double_rate += sd->double_add_rate;
- sd->perfect_hit += sd->perfect_hit_add;
- sd->splash_range += sd->splash_add_range;
- if(sd->aspd_add_rate != 100)
- sd->aspd_rate += sd->aspd_add_rate-100;
- if(sd->speed_add_rate != 100)
- sd->speed_rate += sd->speed_add_rate-100;
-
- // Damage modifiers from weapon type
- sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
- sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
- sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
- sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
- sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
- sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
-
-// ----- STATS CALCULATION -----
-
- // Job bonuses
- for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
- if(job_bonus[sd->status.class_][i])
- sd->paramb[job_bonus[sd->status.class_][i]-1]++;
- }
-
- // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
- sd->paramb[0] += 10;
- sd->paramb[1] += 10;
- sd->paramb[2] += 10;
- sd->paramb[3] += 10;
- sd->paramb[4] += 10;
- sd->paramb[5] += 10;
- }
-
- // Absolute modifiers from passive skills
- if(pc_checkskill(sd,BS_HILTBINDING)>0)
- sd->paramb[0] ++;
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
- sd->paramb[3] += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc_checkskill(sd,AC_OWL))>0)
- sd->paramb[4] += skill;
-
- // Improve Concentration adds a percentage of base stat + job bonus + equipment bonus, but not from card bonus nor status change bonus
- if(sd->sc.count && sd->sc.data[SC_CONCENTRATE].timer!=-1 && sd->sc.data[SC_QUAGMIRE].timer == -1){
- sd->paramb[1] += (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100;
- sd->paramb[4] += (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc.data[SC_CONCENTRATE].val1)/100;
- }
-
- // Absolute modifiers from status changes (only for PC)
- if(sd->sc.count){
- if (sd->sc.data[SC_BATTLEORDERS].timer != -1) {
- sd->paramb[0] += 5;
- sd->paramb[3] += 5;
- sd->paramb[4] += 5;
- }
- if (sd->sc.data[SC_GUILDAURA].timer != -1) {
- int guildflag = sd->sc.data[SC_GUILDAURA].val4;
- for (i = 12; i >= 0; i -= 4) {
- skill = guildflag >> i;
- switch (i) {
- case 12: sd->paramb[0] += skill; break;
- case 8: sd->paramb[2] += skill; break;
- case 4: sd->paramb[1] += skill; break;
- case 0: sd->paramb[4] += skill; break;
- }
- guildflag ^= skill << i;
- }
- }
- }
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->paramb[0] = status_calc_str(&sd->bl,sd->paramb[0]);
- sd->paramb[1] = status_calc_agi(&sd->bl,sd->paramb[1]);
- sd->paramb[2] = status_calc_vit(&sd->bl,sd->paramb[2]);
- sd->paramb[3] = status_calc_int(&sd->bl,sd->paramb[3]);
- sd->paramb[4] = status_calc_dex(&sd->bl,sd->paramb[4]);
- sd->paramb[5] = status_calc_luk(&sd->bl,sd->paramb[5]);
-
- // Relative modifiers from status changes (only for PC)
- if(sd->sc.count){
- if(sd->sc.data[SC_MARIONETTE].timer!=-1){
- sd->paramb[0]-= sd->status.str/2;
- sd->paramb[1]-= sd->status.agi/2;
- sd->paramb[2]-= sd->status.vit/2;
- sd->paramb[3]-= sd->status.int_/2;
- sd->paramb[4]-= sd->status.dex/2;
- sd->paramb[5]-= sd->status.luk/2;
- }
- else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
- struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
- if (psd) { // if partner is found
- bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
- if (sd->status.str < bl)
- sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ?
- bl-sd->status.str : psd->status.str/2;
- if (sd->status.agi < bl)
- sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ?
- bl-sd->status.agi : psd->status.agi/2;
- if (sd->status.vit < bl)
- sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ?
- bl-sd->status.vit : psd->status.vit/2;
- if (sd->status.int_ < bl)
- sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ?
- bl-sd->status.int_ : psd->status.int_/2;
- if (sd->status.dex < bl)
- sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ?
- bl-sd->status.dex : psd->status.dex/2;
- if (sd->status.luk < bl)
- sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ?
- bl-sd->status.luk : psd->status.luk/2;
- }
- }
- }
-
- // Calculate total stats
- sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
- sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
- sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
- sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
- sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
- sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
-
- if(sd->sc.count){
- if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_HIGH)
- { //Ups any status under 50 to 50.
- if (sd->paramc[0] < 50) {
- sd->paramb[0] += 50-sd->paramc[0];
- sd->paramc[0] = 50;
- }
- if (sd->paramc[1] < 50) {
- sd->paramb[1] += 50-sd->paramc[1];
- sd->paramc[1] = 50;
- }
- if (sd->paramc[2] < 50) {
- sd->paramb[2] += 50-sd->paramc[2];
- sd->paramc[2] = 50;
- }
- if (sd->paramc[3] < 50) {
- sd->paramb[3] += 50-sd->paramc[3];
- sd->paramc[3] = 50;
- }
- if (sd->paramc[4] < 50) {
- sd->paramb[4] += 50-sd->paramc[4];
- sd->paramc[4] = 50;
- }
- if (sd->paramc[5] < 50) {
- sd->paramb[5] += 50-sd->paramc[5];
- sd->paramc[5] = 50;
- }
- }
- }
- for(i=0;i<6;i++)
- if(sd->paramc[i] < 0) sd->paramc[i] = 0;
-
- if (sd->sc.count && sd->sc.data[SC_CURSE].timer!=-1)
- sd->paramc[5] = 0;
-
-// ------ BASE ATTACK CALCULATION ------
-
- // Basic Base ATK value
- switch(sd->status.weapon){
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_SHOTGUN:
- case W_GATLING:
- case W_GRENADE:
- str = sd->paramc[4];
- dex = sd->paramc[0];
- break;
- default:
- str = sd->paramc[0];
- dex = sd->paramc[4];
- break;
- }
- dstr = str/10;
- sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
- sd->base_atk += 4;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->base_atk = status_calc_batk(&sd->bl,sd->base_atk);
-
- if(sd->base_atk < 1)
- sd->base_atk = 1;
-
-// ----- WEAPON ATK CALCULATION -----
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->right_weapon.watk = status_calc_watk(&sd->bl,sd->right_weapon.watk);
- if((index= sd->equip_index[8]) >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->left_weapon.watk = status_calc_watk(&sd->bl,sd->left_weapon.watk);
-
-// ----- WEAPON UPGRADE ATK CALCULATION -----
-
- // Absolute modifiers from status changes (only for PC)
- if(sd->sc.count){
- if(sd->sc.data[SC_NIBELUNGEN].timer!=-1){
- index = sd->equip_index[9];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->right_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->left_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2;
- }
- }
-
-// ----- MATK CALCULATION -----
-
- // Basic MATK value
- sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
- sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
- if(sd->matk1 < sd->matk2) {
- int temp = sd->matk2;
- sd->matk2 = sd->matk1;
- sd->matk1 = temp;
- }
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->matk1 = status_calc_matk(&sd->bl,sd->matk1);
- sd->matk2 = status_calc_matk(&sd->bl,sd->matk2);
-
- // Apply relative modifiers from equipment
- if(sd->matk_rate != 100){
- sd->matk1 = sd->matk1 * sd->matk_rate/100;
- sd->matk2 = sd->matk2 * sd->matk_rate/100;
- }
-
-// ----- CRIT CALCULATION -----
-
- // Basic Crit value
- sd->critical += (sd->paramc[5]*3)+10;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->critical = status_calc_critical(&sd->bl,sd->critical);
-
- // Apply relative modifiers from equipment
- if(sd->critical_rate != 100)
- sd->critical = sd->critical * sd->critical_rate/100;
-
- if(sd->critical < 10) sd->critical = 10;
-
-// ----- HIT CALCULATION -----
-
- // Basic Hit value
- sd->hit += sd->paramc[4] + sd->status.base_level;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
- sd->hit += skill*2;
- if((skill=pc_checkskill(sd,AC_VULTURE))>0){
- sd->hit += skill;
- if(sd->status.weapon == W_BOW)
- sd->attackrange += skill;
- }
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
- {
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
- sd->hit += 2*skill;
- if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
- sd->hit += skill;
- sd->attackrange += skill;
- }
- }
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->hit = status_calc_hit(&sd->bl,sd->hit);
-
- // Apply relative modifiers from equipment
- if(sd->hit_rate != 100)
- sd->hit = sd->hit * sd->hit_rate/100;
-
- if(sd->hit < 1) sd->hit = 1;
-
-// ----- FLEE CALCULATION -----
-
- // Basic Flee value
- sd->flee += sd->paramc[1] + sd->status.base_level;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- sd->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc_checkskill(sd,MO_DODGE))>0)
- sd->flee += (skill*3)>>1;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->flee = status_calc_flee(&sd->bl,sd->flee);
-
- // Apply relative modifiers from equipment
- if(sd->flee_rate != 100)
- sd->flee = sd->flee * sd->flee_rate/100;
-
- if(sd->flee < 1) sd->flee = 1;
-
-// ----- PERFECT DODGE CALCULATION -----
-
- // Basic Perfect Dodge value
- sd->flee2 += sd->paramc[5]+10;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->flee2 = status_calc_flee2(&sd->bl,sd->flee2);
-
- // Apply relative modifiers from equipment
- if(sd->flee2_rate != 100)
- sd->flee2 = sd->flee2 * sd->flee2_rate/100;
-
- if(sd->flee2 < 10) sd->flee2 = 10;
-
-// ----- VIT-DEF CALCULATION -----
-
- // Special fixed values from status changes
- if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1)
- sd->def2 = 0;
- else if(sd->sc.count && sd->sc.data[SC_ETERNALCHAOS].timer!=-1)
- sd->def2 = 0;
- else {
- // Basic VIT-DEF value
- sd->def2 += sd->paramc[2];
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->def2 = status_calc_def2(&sd->bl,sd->def2);
-
- // Apply relative modifiers from equipment
- if(sd->def2_rate != 100)
- sd->def2 = sd->def2 * sd->def2_rate/100;
-
- if(sd->def2 < 1) sd->def2 = 1;
- }
-
-// ----- EQUIPMENT-DEF CALCULATION -----
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->def = status_calc_def(&sd->bl,sd->def);
-
- // Apply relative modifiers from equipment
- if(sd->def_rate != 100)
- sd->def = sd->def * sd->def_rate/100;
-
- if(sd->def < 0) sd->def = 0;
-
- else if (!battle_config.player_defense_type && sd->def > battle_config.max_def)
- {
- sd->def2 += battle_config.over_def_bonus*(sd->def -battle_config.max_def);
- sd->def = battle_config.max_def;
- }
-
-// ----- INT-MDEF CALCULATION -----
-
- // Special fixed values from status changes
- if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1)
- sd->mdef2 = 0;
- else {
- // Basic INT-MDEF value
- sd->mdef2 += sd->paramc[3];
-
- sd->mdef2 = status_calc_mdef2(&sd->bl,sd->mdef2);
-
- // Apply relative modifiers from equipment
- if(sd->mdef2_rate != 100)
- sd->mdef2 = sd->mdef2 * sd->mdef2_rate/100;
-
- if(sd->mdef2 < 1) sd->mdef2 = 1;
- }
-
-// ----- EQUIPMENT-MDEF CALCULATION -----
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->mdef = status_calc_mdef(&sd->bl,sd->mdef);
-
- // Apply relative modifiers from equipment
- if(sd->mdef_rate != 100)
- sd->mdef = sd->mdef * sd->mdef_rate/100;
-
- if(sd->mdef < 0) sd->mdef = 0;
-
- else if (!battle_config.player_defense_type && sd->mdef > battle_config.max_def)
- {
- sd->mdef2 += battle_config.over_def_bonus*(sd->mdef -battle_config.max_def);
- sd->mdef = battle_config.max_def;
- }
-
-// ----- WALKING SPEED CALCULATION -----
-
- // Relative, then absolute modifiers from status changes (shared between PC and NPC)
- sd->speed = status_calc_speed(&sd->bl,sd->speed);
-
- // Relative modifiers from passive skills
- if((skill=pc_checkskill(sd,TF_MISS))>0 && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && sd->sc.data[SC_CLOAKING].timer==-1)
- sd->speed -= sd->speed * skill/100;
- if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
- sd->speed -= sd->speed * 25/100;
- if(pc_ishiding(sd) && (skill=pc_checkskill(sd,RG_TUNNELDRIVE))>0)
- sd->speed += sd->speed * (100-16*skill)/100;
- if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
- sd->speed += sd->speed * (100-10*skill)/100;
- if(sd->ud.skilltimer != -1 && (skill=pc_checkskill(sd,SA_FREECAST))>0) {
- sd->prev_speed = sd->speed; //Store previous speed to correctly restore it. [Skotlex]
- sd->speed += sd->speed * (75-5*skill)/100;
- }
- if(sd->sc.count && sd->sc.data[SC_DANCING].timer!=-1){
- int s_rate = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER)
- s_rate -= 40; //TODO: Figure out real bonus rate.
- if (sd->sc.data[SC_LONGING].timer!=-1)
- s_rate -= 20 * sd->sc.data[SC_LONGING].val1;
- sd->speed += sd->speed * s_rate/100;
- }
- if(sd->sc.data[SC_FUSION].timer != -1) //Additional movement speed from SG_FUSION [Komurka]
- sd->speed -= sd->speed * 25/100;
-
- // Apply relative modifiers from equipment
- if(sd->speed_rate != 100)
- sd->speed = sd->speed*sd->speed_rate/100;
-
- if(sd->speed < battle_config.max_walk_speed)
- sd->speed = battle_config.max_walk_speed;
-
-// ----- ASPD CALCULATION -----
-// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
-
- // Basic ASPD value
- if (sd->status.weapon < MAX_WEAPON_TYPE)
- sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000;
- else
- sd->aspd += (
- (aspd_base[sd->status.class_][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
- (aspd_base[sd->status.class_][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype2]/1000)
- ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
-
- // Relative modifiers from passive skills
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- sd->aspd_rate -= (skill/2);
- if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
- sd->aspd_rate -= (skill*3);
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- sd->aspd_rate -= (skill/2);
- if(pc_isriding(sd))
- sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
-
- // Relative modifiers from status changes (shared between PC and NPC)
- sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate);
-
- // Apply all relative modifiers
- if(sd->aspd_rate != 100)
- sd->aspd = sd->aspd*sd->aspd_rate/100;
-
- if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
- sd->amotion = sd->aspd;
-
-// ----- HP MAX AND REGEN CALCULATION -----
-
- // Basic MaxHP value
- // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
- bl = sd->status.base_level;
- index = (3500 + bl*hp_coefficient2[sd->status.class_] +
- hp_sigma_val[sd->status.class_][(bl > 0)? bl-1:0])/100 *
- (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
- if (sd->class_&JOBL_UPPER)
- index += index * 30/100;
- else if (sd->class_&JOBL_BABY)
- index -= index * 30/100;
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
- index *= 3; //Triple max HP for top ranking Taekwons over level 90.
-
- sd->status.max_hp += index;
-
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
- sd->status.max_hp = sd->status.max_hp + 2000;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- sd->status.max_hp += skill*200;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->status.max_hp = status_calc_maxhp(&sd->bl,sd->status.max_hp);
-
- // Apply relative modifiers from equipment
- if(sd->hprate!=100)
- sd->status.max_hp = sd->status.max_hp * sd->hprate/100;
- if(battle_config.hp_rate != 100)
- sd->status.max_hp = sd->status.max_hp * battle_config.hp_rate/100;
-
- if (sd->status.max_hp < 0) //HP overflow??
- sd->status.max_hp = battle_config.max_hp;
- else if(sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- else if(sd->status.max_hp == 0)
- sd->status.max_hp = 1;
-
- if(sd->status.hp>sd->status.max_hp)
- sd->status.hp=sd->status.max_hp;
-
- // Basic natural HP regeneration value
- sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
-
- // Apply relative modifiers from equipment
- if(sd->hprecov_rate != 100)
- sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
-
- if(sd->nhealhp < 1) sd->nhealhp = 1;
- if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
-
- // Skill-related HP recovery
- if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
- sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
- // Skill-related HP recovery (only when sit)
- if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
- sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
- if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
- sd->nsshealhp = skill*30 + (sd->status.max_hp*skill/500);
-
- if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
- if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
-
-// ----- SP MAX AND REGEN CALCULATION -----
-
- // Basic MaxSP value
- // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex]
- index = ((sp_coefficient[sd->status.class_] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
- if (sd->class_&JOBL_UPPER)
- index += index * 30/100;
- else if (sd->class_&JOBL_BABY)
- index -= index * 30/100;
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
- index *= 3; //Triple max SP for top ranking Taekwons over level 90.
-
- sd->status.max_sp += index;
-
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,SL_KAINA))>0)
- sd->status.max_sp += 30*skill;
- if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
- sd->status.max_sp += sd->status.max_sp * skill/100;
- if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
- sd->status.max_sp += sd->status.max_sp * 2*skill/100;
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- sd->status.max_sp = status_calc_maxsp(&sd->bl,sd->status.max_sp);
-
- // Apply relative modifiers from equipment
- if(sd->sprate!=100)
- sd->status.max_sp = sd->status.max_sp * sd->sprate/100;
- if(battle_config.sp_rate != 100)
- sd->status.max_sp = sd->status.max_sp * battle_config.sp_rate/100;
-
- if(sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- else if(sd->status.max_sp <= 0)
- sd->status.max_sp = 1;
- if(sd->status.sp>sd->status.max_sp)
- sd->status.sp=sd->status.max_sp;
-
- if(sd->sc.data[SC_DANCING].timer==-1){
- // Basic natural SP regeneration value
- sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
- if(sd->paramc[3] >= 120)
- sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
-
- // Relative modifiers from passive skills
- if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
- sd->nhealsp += sd->nhealsp * 3*skill/100;
-
- // Apply relative modifiers from equipment
- if(sd->sprecov_rate != 100)
- sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
-
- if(sd->nhealsp < 1) sd->nhealsp = 1;
- if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
-
- // Skill-related SP recovery
- if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
- sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
- if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
- sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
- // Skill-related SP recovery (only when sit)
- if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
- sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
- if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
- {
- sd->nsshealsp = skill*3 + (sd->status.max_sp*skill/500);
- if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
- sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
- }
- if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
- if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
- }
-
-// ----- MISC CALCULATIONS -----
-
- //Even though people insist this is too slow, packet data reports this is the actual real equation.
- sd->dmotion = 800-sd->paramc[1]*4;
- if(sd->dmotion<400) sd->dmotion = 400;
-
- // Weight
- if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
- sd->max_weight += 2000*skill;
- if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
- sd->max_weight += 10000;
- if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
- sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
-
- // Skill SP cost
- if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
-
- if(sd->sc.count){
- if(sd->sc.data[SC_SERVICE4U].timer!=-1)
- sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
- }
-
- if(sd->dsprate < 0) sd->dsprate = 0;
-
- // Anti-element and anti-race
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- sd->subele[6] += skill*5;
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[0] += skill;
- sd->subele[3] += skill*4;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
- skill = skill*4;
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->magic_addrace[RC_DRAGON]+=skill;
- sd->subrace[RC_DRAGON]+=skill;
- }
-
- if(sd->sc.count){
- if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
- sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
- sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
- }
- if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
- sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
- sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
- }
- }
-
-// ----- CLIENT-SIDE REFRESH -----
- if(first&4) {
- calculating = 0;
- return 0;
- }
- if(first&3) {
- clif_updatestatus(sd,SP_SPEED);
- clif_updatestatus(sd,SP_MAXHP);
- clif_updatestatus(sd,SP_MAXSP);
- if(first&1) {
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- }
- calculating = 0;
- return 0;
- }
-
- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
- clif_skillinfoblock(sd);
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_weight != sd->weight)
- clif_updatestatus(sd,SP_WEIGHT);
- if(b_max_weight != sd->max_weight) {
- clif_updatestatus(sd,SP_MAXWEIGHT);
- pc_checkweighticon(sd);
- }
- for(i=0;i<6;i++)
- if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
- clif_updatestatus(sd,SP_STR+i);
- if(b_hit != sd->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_flee != sd->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_aspd != sd->aspd)
- clif_updatestatus(sd,SP_ASPD);
- if(b_watk != sd->right_weapon.watk + sd->left_weapon.watk || b_base_atk != sd->base_atk)
- clif_updatestatus(sd,SP_ATK1);
- if(b_def != sd->def)
- clif_updatestatus(sd,SP_DEF1);
- if(b_watk2 != sd->right_weapon.watk2 + sd->left_weapon.watk2)
- clif_updatestatus(sd,SP_ATK2);
- if(b_def2 != sd->def2)
- clif_updatestatus(sd,SP_DEF2);
- if(b_flee2 != sd->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_critical != sd->critical)
- clif_updatestatus(sd,SP_CRITICAL);
- if(b_matk1 != sd->matk1)
- clif_updatestatus(sd,SP_MATK1);
- if(b_matk2 != sd->matk2)
- clif_updatestatus(sd,SP_MATK2);
- if(b_mdef != sd->mdef)
- clif_updatestatus(sd,SP_MDEF1);
- if(b_mdef2 != sd->mdef2)
- clif_updatestatus(sd,SP_MDEF2);
- if(b_attackrange != sd->attackrange)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_max_hp != sd->status.max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_max_sp != sd->status.max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_hp != sd->status.hp)
- clif_updatestatus(sd,SP_HP);
- if(b_sp != sd->status.sp)
- clif_updatestatus(sd,SP_SP);
-
- calculating = 0;
- return 0;
-}
-
-/*==========================================
- * Apply shared stat mods from status changes [DracoRPG]
- *------------------------------------------
- */
-int status_calc_str(struct block_list *bl, int str)
-{
- struct status_change *sc;
- nullpo_retr(str,bl);
- sc= status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- str += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCSTR].timer!=-1)
- str += sc->data[SC_INCSTR].val1;
- if(sc->data[SC_STRFOOD].timer!=-1)
- str += sc->data[SC_STRFOOD].val1;
- if(sc->data[SC_LOUD].timer!=-1)
- str += 4;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- str += 5;
- if(sc->data[SC_SPURT].timer!=-1)
- str += 10; //Bonus is +!0 regardless of skill level
- if(sc->data[SC_BLESSING].timer != -1){
- if(sc->data[SC_BLESSING].val2)
- str += sc->data[SC_BLESSING].val2;
- else
- str >>= 1;
- }
- if(sc->data[SC_NEN].timer!=-1)
- str += sc->data[SC_NEN].val1;
- }
-
- return str;
-}
-
-int status_calc_agi(struct block_list *bl, int agi)
-{
- struct status_change *sc;
- nullpo_retr(agi,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- agi += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCAGI].timer!=-1)
- agi += sc->data[SC_INCAGI].val1;
- if(sc->data[SC_AGIFOOD].timer!=-1)
- agi += sc->data[SC_AGIFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- agi += 5;
- if(sc->data[SC_INCREASEAGI].timer!=-1)
- agi += 2 + sc->data[SC_INCREASEAGI].val1;
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- agi -= 2 + sc->data[SC_DECREASEAGI].val1;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
- if(sc->data[SC_SUITON].timer!=-1)
- agi -= sc->data[SC_SUITON].val2;
- if(sc->data[SC_INCREASING].timer!=-1)
- agi += 4; // added based on skill updates [Reddozen]
- }
-
- return agi;
-}
-
-int status_calc_vit(struct block_list *bl, int vit)
-{
- struct status_change *sc;
- nullpo_retr(vit,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- vit += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCVIT].timer!=-1)
- vit += sc->data[SC_INCVIT].val1;
- if(sc->data[SC_VITFOOD].timer!=-1)
- vit += sc->data[SC_VITFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- vit += 5;
- if(sc->data[SC_STRIPARMOR].timer!=-1 && bl->type != BL_PC)
- vit -= vit * 8*sc->data[SC_STRIPARMOR].val1/100;
- }
-
- return vit;
-}
-
-int status_calc_int(struct block_list *bl, int int_)
-{
- struct status_change *sc;
- nullpo_retr(int_,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- int_ += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCINT].timer!=-1)
- int_ += sc->data[SC_INCINT].val1;
- if(sc->data[SC_INTFOOD].timer!=-1)
- int_ += sc->data[SC_INTFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- int_ += 5;
- if(sc->data[SC_BLESSING].timer != -1){
- if (sc->data[SC_BLESSING].val2)
- int_ += sc->data[SC_BLESSING].val2;
- else
- int_ >>= 1;
- }
- if(sc->data[SC_STRIPHELM].timer!=-1 && bl->type != BL_PC)
- int_ -= int_ * 8*sc->data[SC_STRIPHELM].val1/100;
- if(sc->data[SC_NEN].timer!=-1)
- int_ += sc->data[SC_NEN].val1;
- }
-
- return int_;
-}
-
-int status_calc_dex(struct block_list *bl, int dex)
-{
- struct status_change *sc;
- nullpo_retr(dex,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- dex += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCDEX].timer!=-1)
- dex += sc->data[SC_INCDEX].val1;
- if(sc->data[SC_DEXFOOD].timer!=-1)
- dex += sc->data[SC_DEXFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- dex += 5;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- dex -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
- if(sc->data[SC_BLESSING].timer != -1){
- if (sc->data[SC_BLESSING].val2)
- dex += sc->data[SC_BLESSING].val2;
- else
- dex >>= 1;
- }
- if(sc->data[SC_INCREASING].timer!=-1)
- dex += 4; // added based on skill updates [Reddozen]
- }
-
- return dex;
-}
-
-int status_calc_luk(struct block_list *bl, int luk)
-{
- struct status_change *sc;
- nullpo_retr(luk,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCALLSTATUS].timer!=-1)
- luk += sc->data[SC_INCALLSTATUS].val1;
- if(sc->data[SC_INCLUK].timer!=-1)
- luk += sc->data[SC_INCLUK].val1;
- if(sc->data[SC_LUKFOOD].timer!=-1)
- luk += sc->data[SC_LUKFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer!=-1)
- luk += 5;
- if(sc->data[SC_GLORIA].timer!=-1)
- luk += 30;
- }
-
- return luk;
-}
-
-int status_calc_batk(struct block_list *bl, int batk)
-{
- struct status_change *sc;
- nullpo_retr(batk,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_ATKPOTION].timer!=-1)
- batk += sc->data[SC_ATKPOTION].val1;
- if(sc->data[SC_BATKFOOD].timer!=-1)
- batk += sc->data[SC_BATKFOOD].val1;
- if(sc->data[SC_INCATKRATE].timer!=-1)
- batk += batk * sc->data[SC_INCATKRATE].val1/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- batk += batk * (2+3*sc->data[SC_PROVOKE].val1)/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- batk += batk * 5*sc->data[SC_CONCENTRATION].val1/100;
- if(sc->data[SC_SKE].timer!=-1)
- batk += batk * 3;
- if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
- batk -= batk * 25/100;
- if(sc->data[SC_CURSE].timer!=-1)
- batk -= batk * 25/100;
-//Curse shouldn't effect on this?
-// if(sc->data[SC_BLEEDING].timer != -1)
-// batk -= batk * 25/100;
- if(sc->data[SC_MADNESSCANCEL].timer!=-1)
- batk += 100;
- }
-
- return batk;
-}
-
-int status_calc_watk(struct block_list *bl, int watk)
-{
- struct status_change *sc;
- nullpo_retr(watk,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_IMPOSITIO].timer!=-1)
- watk += 5*sc->data[SC_IMPOSITIO].val1;
- if(sc->data[SC_WATKFOOD].timer!=-1)
- watk += sc->data[SC_WATKFOOD].val1;
- if(sc->data[SC_DRUMBATTLE].timer!=-1)
- watk += sc->data[SC_DRUMBATTLE].val2;
- if(sc->data[SC_VOLCANO].timer!=-1 && status_get_elem_type(bl)==3)
- watk += sc->data[SC_VOLCANO].val3;
- if(sc->data[SC_INCATKRATE].timer!=-1)
- watk += watk * sc->data[SC_INCATKRATE].val1/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- watk += watk * (2+3*sc->data[SC_PROVOKE].val1)/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- watk += watk * 5*sc->data[SC_CONCENTRATION].val1/100;
- if(sc->data[SC_SKE].timer!=-1)
- watk += watk * 3;
- if(sc->data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8)
- watk += sc->data[SC_NIBELUNGEN].val2;
- if(sc->data[SC_CURSE].timer!=-1)
- watk -= watk * 25/100;
- if(sc->data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC)
- watk -= watk * 5*sc->data[SC_STRIPWEAPON].val1/100;
- }
- return watk;
-}
-
-int status_calc_matk(struct block_list *bl, int matk)
-{
- struct status_change *sc;
- nullpo_retr(matk,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_MATKPOTION].timer!=-1)
- matk += sc->data[SC_MATKPOTION].val1;
- if(sc->data[SC_MATKFOOD].timer!=-1)
- matk += sc->data[SC_MATKFOOD].val1;
- if(sc->data[SC_MAGICPOWER].timer!=-1)
- matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
- if(sc->data[SC_MINDBREAKER].timer!=-1)
- matk += matk * 20*sc->data[SC_MINDBREAKER].val1/100;
- if(sc->data[SC_INCMATKRATE].timer!=-1)
- matk += matk * sc->data[SC_INCMATKRATE].val1/100;
- }
-
- return matk;
-}
-
-int status_calc_critical(struct block_list *bl, int critical)
-{
- struct status_change *sc;
- nullpo_retr(critical,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
- critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
- if (sc->data[SC_FORTUNE].timer!=-1)
- critical += sc->data[SC_FORTUNE].val2*10;
- if (sc->data[SC_TRUESIGHT].timer!=-1)
- critical += sc->data[SC_TRUESIGHT].val1*10;
- if(sc->data[SC_CLOAKING].timer!=-1)
- critical += critical;
- }
-
- return critical;
-}
-
-int status_calc_hit(struct block_list *bl, int hit)
-{
- struct status_change *sc;
- nullpo_retr(hit,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCHIT].timer != -1)
- hit += sc->data[SC_INCHIT].val1;
- if(sc->data[SC_HITFOOD].timer!=-1)
- hit += sc->data[SC_HITFOOD].val1;
- if(sc->data[SC_TRUESIGHT].timer != -1)
- hit += 3*sc->data[SC_TRUESIGHT].val1;
- if(sc->data[SC_HUMMING].timer!=-1)
- hit += sc->data[SC_HUMMING].val2;
- if(sc->data[SC_CONCENTRATION].timer != -1)
- hit += 10*sc->data[SC_CONCENTRATION].val1;
- if(sc->data[SC_INCHITRATE].timer != -1)
- hit += hit * sc->data[SC_INCHITRATE].val1/100;
- if(sc->data[SC_BLIND].timer != -1)
- hit -= hit * 25 / 100;
- if(sc->data[SC_ADJUSTMENT].timer!=-1)
- hit += 30;
- if(sc->data[SC_INCREASING].timer!=-1)
- hit += 20; // RockmanEXE; changed based on updated [Reddozen]
- }
-
- return hit;
-}
-
-int status_calc_flee(struct block_list *bl, int flee)
-{
- struct status_change *sc;
- nullpo_retr(flee,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_INCFLEE].timer!=-1)
- flee += sc->data[SC_INCFLEE].val1;
- if(sc->data[SC_FLEEFOOD].timer!=-1)
- flee += sc->data[SC_FLEEFOOD].val1;
- if(sc->data[SC_WHISTLE].timer!=-1)
- flee += sc->data[SC_WHISTLE].val2;
- if(sc->data[SC_WINDWALK].timer!=-1)
- flee += sc->data[SC_WINDWALK].val2;
- if(sc->data[SC_INCFLEERATE].timer!=-1)
- flee += flee * sc->data[SC_INCFLEERATE].val1/100;
- if(sc->data[SC_VIOLENTGALE].timer!=-1 && status_get_elem_type(bl)==4)
- flee += flee * sc->data[SC_VIOLENTGALE].val3/100;
- if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
- flee += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
- if(sc->data[SC_CLOSECONFINE].timer!=-1)
- flee += 10;
- if(sc->data[SC_SPIDERWEB].timer!=-1)
- flee -= flee * 50/100;
- if(sc->data[SC_BERSERK].timer!=-1)
- flee -= flee * 50/100;
- if(sc->data[SC_BLIND].timer!=-1)
- flee -= flee * 25/100;
- if(sc->data[SC_ADJUSTMENT].timer!=-1)
- flee += 30;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- flee -= sc->data[SC_GATLINGFEVER].val1*5;
- }
-
- if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
- flee -= flee * battle_config.gvg_flee_penalty/100;
- return flee;
-}
-
-int status_calc_flee2(struct block_list *bl, int flee2)
-{
- struct status_change *sc;
- nullpo_retr(flee2,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_WHISTLE].timer!=-1)
- flee2 += sc->data[SC_WHISTLE].val3*10;
- }
-
- return flee2;
-}
-
-int status_calc_def(struct block_list *bl, int def)
-{
- struct status_change *sc;
- nullpo_retr(def,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_KEEPING].timer!=-1)
- return 100;
- if(sc->data[SC_SKA].timer != -1)
- return rand()%100; //Reports indicate SKA actually randomizes defense.
- if(sc->data[SC_STEELBODY].timer!=-1)
- return 90;
- if(sc->data[SC_DRUMBATTLE].timer!=-1)
- def += sc->data[SC_DRUMBATTLE].val3;
- if(sc->data[SC_INCDEFRATE].timer!=-1)
- def += def * sc->data[SC_INCDEFRATE].val1/100;
- if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
- def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- def -= def * 5*sc->data[SC_CONCENTRATION].val1/100;
- if(sc->data[SC_SKE].timer!=-1)
- def -= def * 50/100;
- if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
- def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100;
- if(sc->data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC)
- def -= def * 3*sc->data[SC_STRIPSHIELD].val1/100;
- //if (sd->data[SC_FLING].timer!=-1 && bl->type != BL_PC)
- // def -= (def * sd->data[SC_FLING].val1) / 100;
- }
-
- return def;
-}
-
-int status_calc_def2(struct block_list *bl, int def2)
-{
- struct status_change *sc;
- nullpo_retr(def2,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_ETERNALCHAOS].timer!=-1)
- return 0;
- if(sc->data[SC_SUN_COMFORT].timer!=-1)
- def2 += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/2;
- if(sc->data[SC_ANGELUS].timer!=-1)
- def2 += def2 * (5*sc->data[SC_ANGELUS].val1)/100;
- if(sc->data[SC_CONCENTRATION].timer!=-1)
- def2 -= def2 * 5*sc->data[SC_CONCENTRATION].val1/100;
- if(sc->data[SC_POISON].timer!=-1)
- def2 -= def2 * 25/100;
- if(sc->data[SC_SKE].timer!=-1)
- def2 -= def2 * 50/100;
- if(sc->data[SC_PROVOKE].timer!=-1)
- def2 -= def2 * (5+5*sc->data[SC_PROVOKE].val1)/100;
- if(sc->data[SC_JOINTBEAT].timer!=-1){
- if(sc->data[SC_JOINTBEAT].val2==3)
- def2 -= def2 * 50/100;
- else if(sc->data[SC_JOINTBEAT].val2==4)
- def2 -= def2 * 25/100;
- }
- //if (sd->data[SC_FLING].timer!=-1)
- // def2 -= (def2 * sd->data[SC_FLING].val1) / 100;
- }
-
- return def2;
-}
-
-int status_calc_mdef(struct block_list *bl, int mdef)
-{
- struct status_change *sc;
- nullpo_retr(mdef,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_BARRIER].timer!=-1)
- return 100;
- if(sc->data[SC_STEELBODY].timer!=-1)
- return 90;
- if(sc->data[SC_SKA].timer != -1) // [marquis007]
- return 90; // should it up mdef too?
- if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
- mdef += sc->data[SC_ENDURE].val1;
- }
-
- return mdef;
-}
-
-int status_calc_mdef2(struct block_list *bl, int mdef2)
-{
- struct status_change *sc;
- nullpo_retr(mdef2,bl);
- sc = status_get_sc(bl);
-
- if(sc && sc->count){
- if(sc->data[SC_BERSERK].timer!=-1)
- return 0;
- if(sc->data[SC_MINDBREAKER].timer!=-1)
- mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100;
- }
-
- return mdef2;
-}
-
-int status_calc_speed(struct block_list *bl, int speed)
-{
- struct status_change *sc;
- sc = status_get_sc(bl);
-
- if(sc && sc->count) {
- if(sc->data[SC_CURSE].timer!=-1)
- speed += 450;
- if(sc->data[SC_SWOO].timer != -1) // [marquis007]
- speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
- if(sc->data[SC_WEDDING].timer!=-1)
- speed += speed;
- if(sc->data[SC_SPEEDUP1].timer!=-1)
- speed -= speed*50/100;
- else if(sc->data[SC_SPEEDUP0].timer!=-1)
- speed -= speed*25/100;
- else if(sc->data[SC_INCREASEAGI].timer!=-1)
- speed -= speed * 25/100;
- else if(sc->data[SC_CARTBOOST].timer!=-1)
- speed -= speed * 20/100;
- else if(sc->data[SC_BERSERK].timer!=-1)
- speed -= speed * 20/100;
- else if(sc->data[SC_WINDWALK].timer!=-1)
- speed -= speed * 4*sc->data[SC_WINDWALK].val2/100;
- if(sc->data[SC_SLOWDOWN].timer!=-1)
- speed += speed * 50/100;
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- speed += speed * 25/100;
- if(sc->data[SC_STEELBODY].timer!=-1)
- speed += speed * 25/100;
- if(sc->data[SC_SKA].timer!=-1)
- speed += speed * 25/100;
- if(sc->data[SC_QUAGMIRE].timer!=-1)
- speed += speed * 50/100;
- if(sc->data[SC_DONTFORGETME].timer!=-1)
- speed += speed * sc->data[SC_DONTFORGETME].val3/100;
- if(sc->data[SC_DEFENDER].timer!=-1)
- speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100;
- if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
- speed += speed * 25/100;
- if(sc->data[SC_JOINTBEAT].timer!=-1) {
- if (sc->data[SC_JOINTBEAT].val2 == 0)
- speed += speed * 50/100;
- else if (sc->data[SC_JOINTBEAT].val2 == 2)
- speed += speed * 30/100;
- }
- if(sc->data[SC_CLOAKING].timer!=-1)
- speed = speed * (sc->data[SC_CLOAKING].val3-3*sc->data[SC_CLOAKING].val1) /100;
- if(sc->data[SC_CHASEWALK].timer!=-1)
- speed = speed * sc->data[SC_CHASEWALK].val3/100;
- if(sc->data[SC_RUN].timer!=-1)/*駆け足による速度変化*/
- speed -= speed * 25/100;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- speed += speed * 25/100;
- }
-
- return speed;
-}
-
-int status_calc_aspd_rate(struct block_list *bl, int aspd_rate)
-{
- struct status_change *sc;
- sc = status_get_sc(bl);
-
- if(sc && sc->count) {
- int i;
- if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1){
- if(sc->data[SC_TWOHANDQUICKEN].timer!=-1)
- aspd_rate -= 30;
- else if(sc->data[SC_ONEHAND].timer!=-1)
- aspd_rate -= 30;
- else if(sc->data[SC_ADRENALINE2].timer!=-1)
- aspd_rate -= (sc->data[SC_ADRENALINE2].val2 || !battle_config.party_skill_penalty)?30:20;
- else if(sc->data[SC_ADRENALINE].timer!=-1)
- aspd_rate -= (sc->data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)?30:20;
- else if(sc->data[SC_SPEARQUICKEN].timer!=-1)
- aspd_rate -= sc->data[SC_SPEARQUICKEN].val2;
- else if(sc->data[SC_ASSNCROS].timer!=-1 && (bl->type!=BL_PC || ((struct map_session_data*)bl)->status.weapon != W_BOW))
- aspd_rate -= sc->data[SC_ASSNCROS].val2;
- }
- if(sc->data[SC_BERSERK].timer!=-1)
- aspd_rate -= 30;
- if(sc->data[i=SC_ASPDPOTION3].timer!=-1 || sc->data[i=SC_ASPDPOTION2].timer!=-1 || sc->data[i=SC_ASPDPOTION1].timer!=-1 || sc->data[i=SC_ASPDPOTION0].timer!=-1)
- aspd_rate -= sc->data[i].val2;
- if(sc->data[SC_DONTFORGETME].timer!=-1)
- aspd_rate += sc->data[SC_DONTFORGETME].val2;
- if(sc->data[SC_STEELBODY].timer!=-1)
- aspd_rate += 25;
- if(sc->data[SC_SKA].timer!=-1)
- aspd_rate += 25;
- if(sc->data[SC_DEFENDER].timer != -1)
- aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5;
- if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
- aspd_rate += 25;
- if(sc->data[SC_GRAVITATION].timer!=-1)
- aspd_rate += sc->data[SC_GRAVITATION].val2;
-//Curse shouldn't effect on this?
-// if(sc->data[SC_BLEEDING].timer != -1)
-// aspd_rate += 25;
- if(sc->data[SC_JOINTBEAT].timer!=-1) {
- if (sc->data[SC_JOINTBEAT].val2 == 1)
- aspd_rate += 25;
- else if (sc->data[SC_JOINTBEAT].val2 == 2)
- aspd_rate += 10;
- }
- if(sc->data[SC_STAR_COMFORT].timer!=-1)
- aspd_rate -= (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10;
- if(sc->data[SC_MADNESSCANCEL].timer!=-1)
- aspd_rate -= 20;
- if(sc->data[SC_GATLINGFEVER].timer!=-1)
- aspd_rate -= sc->data[SC_GATLINGFEVER].val1*2;
- }
-
- return aspd_rate;
-}
-
-int status_calc_maxhp(struct block_list *bl, int maxhp)
-{
- struct status_change *sc;
- sc = status_get_sc(bl);
-
- if(sc && sc->count) {
- if(sc->data[SC_INCMHPRATE].timer!=-1)
- maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
- if(sc->data[SC_APPLEIDUN].timer!=-1)
- maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
- if(sc->data[SC_DELUGE].timer!=-1 && status_get_elem_type(bl)==1)
- maxhp += maxhp * deluge_eff[sc->data[SC_DELUGE].val1-1]/100;
- if(sc->data[SC_BERSERK].timer!=-1)
- maxhp += maxhp * 2;
- }
-
- return maxhp;
-}
-
-int status_calc_maxsp(struct block_list *bl, int maxsp)
-{
- struct status_change *sc;
- sc = status_get_sc(bl);
-
- if(sc && sc->count) {
- if(sc->data[SC_INCMSPRATE].timer!=-1)
- maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
- if(sc->data[SC_SERVICE4U].timer!=-1)
- maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
- }
-
- return maxsp;
-}
-
-/*==========================================
- * For quick calculating [Celest] Adapted by [Skotlex]
- *------------------------------------------
- */
-int status_quick_recalc_speed(struct map_session_data *sd, int skill_num, int skill_lv, char start)
-{
- /* [Skotlex]
- This function individually changes a character's speed upon a skill change and restores it upon it's ending.
- Should only be used on non-inclusive skills to avoid exploits.
- Currently used for freedom of cast
- and when cloaking changes it's val3 (in which case the new val3 value comes in the level.
- */
-
- int b_speed;
-
- b_speed = sd->speed;
-
- switch (skill_num)
- {
- case SA_FREECAST:
- if (start)
- {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill_lv*5)/100;
- }
- else
- sd->speed = sd->prev_speed;
- break;
- case AS_CLOAKING:
- if (start && sd->sc.data[SC_CLOAKING].timer != -1)
- { //There shouldn't be an "stop" case here.
- //If the previous upgrade was
- //SPEED_ADD_RATE(3*sd->sc.data[SC_CLOAKING].val1 -sd->sc.data[SC_CLOAKING].val3);
- //Then just changing val3 should be a net difference of....
- if (3*sd->sc.data[SC_CLOAKING].val1 != sd->sc.data[SC_CLOAKING].val3) //This reverts the previous value.
- sd->speed = sd->speed * 100 /(sd->sc.data[SC_CLOAKING].val3-3*sd->sc.data[SC_CLOAKING].val1);
- sd->sc.data[SC_CLOAKING].val3 = skill_lv;
- sd->speed = sd->speed * (sd->sc.data[SC_CLOAKING].val3-sd->sc.data[SC_CLOAKING].val1*3) /100;
- }
- break;
- }
-
- if(sd->speed < battle_config.max_walk_speed)
- sd->speed = battle_config.max_walk_speed;
-
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
-
- return 0;
-}
-
-/*==========================================
- * 対象のClassを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_class(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
- return ((struct mob_data *)bl)->vd->class_;
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.class_;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->class_;
- return 0;
-}
-/*==========================================
- * 対象のレベルを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_lv(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->level;
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.base_level;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->msd->pet.level;
- return 0;
-}
-
-/*==========================================
- * 対象の射程を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_range(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->db->range;
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->attackrange;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->range;
- if(bl->type==BL_HOMUNCULUS)
- return 1; //[blackhole89]
- return 0;
-}
-/*==========================================
- * 対象のHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->hp;
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.hp;
- if(bl->type==BL_HOMUNCULUS)
- return ((struct homun_data *)bl)->hp;
- return 1;
-}
-/*==========================================
- * 対象のMHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_max_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.max_hp;
- else if(bl->type==BL_HOMUNCULUS)
- return ((struct homun_data *)bl)->max_hp; //[blackhole89]
- else {
- int max_hp = 1;
-
- if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(1, md = (struct mob_data *)bl);
- max_hp = md->max_hp;
-
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- max_hp += (md->level - md->db->lv) * status_get_vit(bl);
-
- }
- else if(bl->type == BL_PET) {
- struct pet_data *pd;
- nullpo_retr(1, pd = (struct pet_data*)bl);
- max_hp = pd->db->max_hp;
- }
-
- max_hp = status_calc_maxhp(bl,max_hp);
- if(max_hp < 1) max_hp = 1;
- return max_hp;
- }
-}
-/*==========================================
- * 対象のStrを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_str(struct block_list *bl)
-{
- int str = 0;
- nullpo_retr(0, bl);
-
- if (bl->type == BL_PC)
- return ((struct map_session_data *)bl)->paramc[0];
- else {
- if(bl->type == BL_MOB) {
- str = ((struct mob_data *)bl)->db->str;
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- str += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
- str/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- str*=2;
- } else if(bl->type == BL_PET){ //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- str = ((struct pet_data *)bl)->status->str;
- else
- str = ((struct pet_data *)bl)->db->str;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- str = ((struct homun_data *)bl)->str;
- }
-
- str = status_calc_str(bl,str);
- }
- if(str < 0) str = 0;
- return str;
-}
-/*==========================================
- * 対象のAgiを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-
-int status_get_agi(struct block_list *bl)
-{
- int agi=0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->paramc[1];
- else {
- if(bl->type == BL_MOB) {
- agi = ((struct mob_data *)bl)->db->agi;
- if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
- agi += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
- agi/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- agi*=2;
- } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- agi = ((struct pet_data *)bl)->status->agi;
- else
- agi = ((struct pet_data *)bl)->db->agi;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- agi = ((struct homun_data *)bl)->agi;
- }
-
- agi = status_calc_agi(bl,agi);
- }
- if(agi < 0) agi = 0;
- return agi;
-}
-/*==========================================
- * 対象のVitを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_vit(struct block_list *bl)
-{
- int vit = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->paramc[2];
- else {
- if(bl->type == BL_MOB) {
- vit = ((struct mob_data *)bl)->db->vit;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- vit += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sizes monsters [Valaris]
- vit/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- vit*=2;
- } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- vit = ((struct pet_data *)bl)->status->vit;
- else
- vit = ((struct pet_data *)bl)->db->vit;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- vit = ((struct homun_data *)bl)->vit;
- }
-
- vit = status_calc_vit(bl,vit);
- }
- if(vit < 0) vit = 0;
- return vit;
-}
-/*==========================================
- * 対象のIntを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_int(struct block_list *bl)
-{
- int int_=0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->paramc[3];
- else {
- if(bl->type == BL_MOB) {
- int_ = ((struct mob_data *)bl)->db->int_;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- int_ += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
- int_/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- int_*=2;
- } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- int_ = ((struct pet_data *)bl)->status->int_;
- else
- int_ = ((struct pet_data *)bl)->db->int_;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- int_ = ((struct homun_data *)bl)->int_;
- }
-
- int_ = status_calc_int(bl,int_);
- }
- if(int_ < 0) int_ = 0;
- return int_;
-}
-/*==========================================
- * 対象のDexを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_dex(struct block_list *bl)
-{
- int dex = 0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->paramc[4];
- else {
- if(bl->type == BL_MOB) {
- dex = ((struct mob_data *)bl)->db->dex;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- dex += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
- dex/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- dex*=2;
- } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- dex = ((struct pet_data *)bl)->status->dex;
- else
- dex = ((struct pet_data *)bl)->db->dex;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- dex = ((struct homun_data *)bl)->dex;
- }
-
- dex = status_calc_dex(bl,dex);
- }
- if(dex < 0) dex = 0;
- return dex;
-}
-/*==========================================
- * 対象のLukを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_luk(struct block_list *bl)
-{
- int luk = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->paramc[5];
- else {
- if(bl->type == BL_MOB) {
- luk = ((struct mob_data *)bl)->db->luk;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- luk += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris]
- luk/=2;
- else if(((struct mob_data*)bl)->special_state.size==2)
- luk*=2;
- } else if(bl->type == BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- luk = ((struct pet_data *)bl)->status->luk;
- else
- luk = ((struct pet_data *)bl)->db->luk;
- } else if(bl->type == BL_HOMUNCULUS) { //[blackhole89]
- luk = ((struct homun_data *)bl)->luk;
- }
-
- luk = status_calc_luk(bl,luk);
- }
- if(luk < 0) luk = 0;
- return luk;
-}
-
-/*==========================================
- * 対象のFleeを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_flee(struct block_list *bl)
-{
- int flee = 1;
- nullpo_retr(1, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->flee;
-
- flee = status_calc_flee(bl,status_get_agi(bl)+status_get_lv(bl));
- if(flee < 1) flee = 1;
- return flee;
-}
-/*==========================================
- * 対象のHitを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_hit(struct block_list *bl)
-{
- int hit = 1;
- nullpo_retr(1, bl);
- if (bl->type == BL_PC)
- return ((struct map_session_data *)bl)->hit;
-
- hit = status_calc_hit(bl,status_get_dex(bl)+status_get_lv(bl));
- if(hit < 1) hit = 1;
- return hit;
-}
-/*==========================================
- * 対象の完全回避を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_flee2(struct block_list *bl)
-{
- int flee2 = 1;
- nullpo_retr(1, bl);
-
- if (bl->type == BL_PC)
- return ((struct map_session_data *)bl)->flee2;
-
- flee2 = status_calc_flee2(bl,status_get_luk(bl)+10);
- if (flee2 < 1) flee2 = 1;
- return flee2;
-}
-/*==========================================
- * 対象のクリティカルを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_critical(struct block_list *bl)
-{
- int critical = 1;
- nullpo_retr(1, bl);
-
- if (bl->type == BL_PC)
- return ((struct map_session_data *)bl)->critical;
-
- critical = status_get_luk(bl)*3+10;
- if(battle_config.enemy_critical_rate != 100)
- critical = critical*battle_config.enemy_critical_rate/100;
- critical = status_calc_critical(bl,critical);
- if (critical < 1) critical = 1;
- return critical;
-}
-/*==========================================
- * base_atkの取得
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_batk(struct block_list *bl)
-{
- int batk = 1;
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC) {
- batk = ((struct map_session_data *)bl)->base_atk;
- if (((struct map_session_data *)bl)->status.weapon < MAX_WEAPON_TYPE)
- batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
- } else {
- int str,dstr;
- str = status_get_str(bl); //STR
- dstr = str/10;
- batk = dstr*dstr + str; //base_atkを計算する
-
- if(bl->type == BL_MOB && ((struct mob_data *)bl)->guardian_data)
- batk += batk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
-
- batk = status_calc_batk(bl,batk);
- }
- if(batk < 1) batk = 1; //base_atkは最低でも1
- return batk;
-}
-/*==========================================
- * 対象のAtkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk(struct block_list *bl)
-{
- int atk=0;
- nullpo_retr(0, bl);
- switch (bl->type) {
- case BL_PC:
- return ((struct map_session_data*)bl)->right_weapon.watk;
- case BL_MOB:
- atk = ((struct mob_data*)bl)->db->atk1;
- if(((struct mob_data *)bl)->guardian_data)
- atk += atk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
- break;
- case BL_PET: //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- atk = ((struct pet_data *)bl)->status->atk1;
- else
- atk = ((struct pet_data*)bl)->db->atk1;
- break;
- case BL_HOMUNCULUS: //[blackhole89]
- atk = ((struct homun_data*)bl)->atk;
- break;
- }
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- atk = status_calc_watk(bl,atk);
- if(atk < 0) atk = 0;
- return atk;
-}
-/*==========================================
- * 対象の左手Atkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk_(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC){
- return ((struct map_session_data*)bl)->left_weapon.watk;
- }
- return 0;
-}
-/*==========================================
- * 対象のAtk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk2(struct block_list *bl)
-{
- int atk2=0;
- nullpo_retr(0, bl);
-
- switch (bl->type) {
- case BL_PC:
- return ((struct map_session_data*)bl)->right_weapon.watk2;
- case BL_MOB:
- atk2 = ((struct mob_data*)bl)->db->atk2;
-
- if(((struct mob_data *)bl)->guardian_data)
- atk2 += atk2 * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv
- break;
- case BL_PET: //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- atk2 = ((struct pet_data *)bl)->status->atk2;
- else
- atk2 = ((struct pet_data*)bl)->db->atk2;
- break;
- case BL_HOMUNCULUS: //[blackhole89]
- atk2 = ((struct homun_data*)bl)->atk;
- break;
- }
-
- // Absolute, then relative modifiers from status changes (shared between PC and NPC)
- atk2 = status_calc_watk(bl,atk2);
-
- if(atk2 < 0) atk2 = 0;
- return atk2;
-}
-/*==========================================
- * 対象の左手Atk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk_2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC)
- return ((struct map_session_data*)bl)->left_weapon.watk2;
- return 0;
-}
-/*==========================================
- * 対象のMAtk1を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_matk1(struct block_list *bl)
-{
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->matk1;
- else {
- int matk = 0;
- int int_ = status_get_int(bl);
- matk = status_calc_matk(bl,int_+(int_/5)*(int_/5));
- return matk;
- }
-}
-/*==========================================
- * 対象のMAtk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_matk2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->matk2;
- else {
- int matk = 0;
- int int_ = status_get_int(bl);
- matk = status_calc_matk(bl,int_+(int_/7)*(int_/7));
- return matk;
- }
-}
-/*==========================================
- * 対象のDefを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_def(struct block_list *bl)
-{
- struct unit_data *ud;
- int def=0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC){
- def = ((struct map_session_data *)bl)->def;
- } else if(bl->type==BL_MOB) {
- def = ((struct mob_data *)bl)->db->def;
- } else if(bl->type==BL_PET)
- def = ((struct pet_data *)bl)->db->def;
-
-
- if (bl->type != BL_PC) //Players already had this one done.
- def = status_calc_def(bl,def);
-
- ud = unit_bl2ud(bl);
- if (ud && ud->skilltimer != -1)
- def -= def * skill_get_castdef(ud->skillid)/100;
-
- if(def < 0) def = 0;
- return def;
-}
-/*==========================================
- * 対象のDef2を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_def2(struct block_list *bl)
-{
- int def2 = 1;
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->def2;
- else if(bl->type==BL_MOB)
- def2 = ((struct mob_data *)bl)->db->vit;
- else if(bl->type==BL_PET) { //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status)
- def2 = ((struct pet_data *)bl)->status->vit;
- else
- def2 = ((struct pet_data *)bl)->db->vit;
- }
-
- def2 = status_calc_def2(bl,def2);
- if(def2 < 1) def2 = 1;
-
- return def2;
-}
-/*==========================================
- * 対象のMDefを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_mdef(struct block_list *bl)
-{
- int mdef=0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->mdef;
- else if(bl->type==BL_MOB)
- mdef = ((struct mob_data *)bl)->db->mdef;
- else if(bl->type==BL_PET)
- mdef = ((struct pet_data *)bl)->db->mdef;
-
- mdef = status_calc_mdef(bl,mdef);
- if(mdef < 0) mdef = 0;
-
- return mdef;
-}
-/*==========================================
- * 対象のMDef2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_mdef2(struct block_list *bl)
-{
- int mdef2=0;
- nullpo_retr(0, bl);
-
- switch(bl->type)
- {
- case BL_PC:
- return ((TBL_PC*)bl)->mdef2 + (((TBL_PC*)bl)->paramc[2]>>1);
- case BL_MOB:
- mdef2 = ((TBL_MOB*)bl)->db->int_ + (((TBL_MOB*)bl)->db->vit>>1);
- break;
- case BL_PET:
- //<Skotlex> Use pet's stats
- if (battle_config.pet_lv_rate && ((TBL_PET*)bl)->status)
- mdef2 = ((TBL_PET*)bl)->status->int_ +(((TBL_PET*)bl)->status->vit>>1);
- else
- mdef2 = ((TBL_PET*)bl)->db->int_ + (((TBL_PET*)bl)->db->vit>>1);
- break;
- }
-
- mdef2 = status_calc_mdef2(bl,mdef2);
- if(mdef2 < 0) mdef2 = 0;
- return mdef2;
-}
-/*==========================================
- * 対象のSpeed(移動速度)を返す(汎用)
- * 戻りは整数で1以上
- * Speedは小さいほうが移動速度が速い
- *------------------------------------------
- */
-int status_get_speed(struct block_list *bl)
-{
- int speed = 1000;
- nullpo_retr(1000, bl);
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->speed;
- else if(bl->type==BL_MOB) {
- speed = ((struct mob_data *)bl)->speed;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- speed-=((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv;
- }
- else if(bl->type==BL_PET)
- speed = ((struct pet_data *)bl)->speed;
- else if(bl->type==BL_NPC) //Added BL_NPC (Skotlex)
- speed = ((struct npc_data *)bl)->speed;
- else if(bl->type==BL_HOMUNCULUS) //[blackhole89]
- speed = ((struct homun_data *)bl)->speed;
-
- speed = status_calc_speed(bl,speed);
-
- if(speed < 1) speed = 1;
- return speed;
-}
-/*==========================================
- * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
- * aDelayは小さいほうが攻撃速度が速い
- *------------------------------------------
- */
-int status_get_adelay(struct block_list *bl)
-{
- int adelay,aspd_rate;
- nullpo_retr(4000, bl);
- switch (bl->type) {
- case BL_PC:
- return (((struct map_session_data *)bl)->aspd<<1);
- case BL_MOB:
- adelay = ((struct mob_data *)bl)->db->adelay;
- if(((struct mob_data *)bl)->guardian_data)
- aspd_rate = 100 - 10*((struct mob_data *)bl)->guardian_data->guardup_lv; // Strengthen Guardians - custom value +10% ASPD / lv
- else
- aspd_rate = 100;
- break;
- case BL_PET:
- adelay = ((struct pet_data *)bl)->db->adelay;
- aspd_rate = 100;
- break;
- case BL_HOMUNCULUS:
- adelay = 500; //temp; this should go into the structure later
- aspd_rate=100; //[blackhole89]
- break;
- default:
- adelay=4000;
- aspd_rate = 100;
- break;
- }
- aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
-
- if(aspd_rate != 100)
- adelay = adelay*aspd_rate/100;
- if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
- return adelay;
-}
-int status_get_amotion(struct block_list *bl)
-{
- nullpo_retr(2000, bl);
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->amotion;
- else {
- int amotion=2000,aspd_rate = 100;
- if(bl->type==BL_MOB) {
- amotion = ((struct mob_data *)bl)->db->amotion;
-
- if(((struct mob_data *)bl)->guardian_data)
- aspd_rate -= aspd_rate * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ASPD / lv
- } else if(bl->type==BL_PET)
- amotion = ((struct pet_data *)bl)->db->amotion;
- else if(bl->type==BL_HOMUNCULUS)
- amotion = ((struct homun_data *)bl)->amotion; //[blackhole89]
-
- aspd_rate = status_calc_aspd_rate(bl,aspd_rate);
-
- if(aspd_rate != 100)
- amotion = amotion*aspd_rate/100;
- if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
- return amotion;
- }
- return 2000;
-}
-int status_get_dmotion(struct block_list *bl)
-{
- int ret;
- struct status_change *sc;
-
- nullpo_retr(0, bl);
- sc = status_get_sc(bl);
- if(bl->type==BL_MOB){
- ret=((struct mob_data *)bl)->db->dmotion;
- if(battle_config.monster_damage_delay_rate != 100)
- ret = ret*battle_config.monster_damage_delay_rate/100;
- }
- else if(bl->type==BL_PC){
- ret=((struct map_session_data *)bl)->dmotion;
- if(battle_config.pc_damage_delay_rate != 100)
- ret = ret*battle_config.pc_damage_delay_rate/100;
- }
- else if(bl->type==BL_PET)
- ret=((struct pet_data *)bl)->db->dmotion;
- else if(bl->type==BL_HOMUNCULUS)
- ret=((struct homun_data *)bl)->dmotion; //[blackhole89]
- else
- return 2000;
-
- if(sc && sc->count
- && (sc->data[SC_ENDURE].timer!=-1 || sc->data[SC_CONCENTRATION].timer!=-1)
- && !map_flag_gvg(bl->m) //Only works on non-gvg grounds. [Skotlex]
- )
- return 0;
-
- return ret;
-}
-int status_get_element(struct block_list *bl)
-{
- // removed redundant variable ret [zzo]
- struct status_change *sc= status_get_sc(bl);
-
- nullpo_retr(20, bl);
-
- if(sc && sc->count) {
- if( sc->data[SC_FREEZE].timer!=-1 ) // 凍結
- return 21;
- if( sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
- return 22;
- if( sc->data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
- return 26;
- }
- if(bl->type==BL_MOB) // 10の位=Lv*2、1の位=属性
- return ((struct mob_data *)bl)->def_ele;
- if(bl->type==BL_PC)
- return 20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->element;
-
- return 20;
-}
-//Retrieves the object's element acquired by status changes only.
-int status_get_attack_sc_element(struct block_list *bl)
-{
- struct status_change *sc =status_get_sc(bl);
- if(sc && sc->count) {
- if( sc->data[SC_WATERWEAPON].timer!=-1) // フロストウェポン
- return 1;
- if( sc->data[SC_EARTHWEAPON].timer!=-1) // サイズミックウェポン
- return 2;
- if( sc->data[SC_FIREWEAPON].timer!=-1) // フレームランチャー
- return 3;
- if( sc->data[SC_WINDWEAPON].timer!=-1) // ライトニングローダー
- return 4;
- if( sc->data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
- return 5;
- if( sc->data[SC_ASPERSIO].timer!=-1) // アスペルシオ
- return 6;
- if( sc->data[SC_SHADOWWEAPON].timer!=-1)
- return 7;
- if( sc->data[SC_GHOSTWEAPON].timer!=-1)
- return 8;
- }
- return 0;
-}
-
-
-int status_get_attack_element(struct block_list *bl)
-{
- int ret = status_get_attack_sc_element(bl);
-
- nullpo_retr(0, bl);
-
- if (ret) return ret;
-
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return 0;
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->right_weapon.atk_ele;
- if(bl->type==BL_PET && (struct pet_data *)bl)
- return 0;
-
- return 0;
-}
-int status_get_attack_element2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC) {
- // removed redundant var, speeded up a bit [zzo]
- int ret = status_get_attack_sc_element(bl);
-
- if(ret) return ret;
- return ((struct map_session_data *)bl)->left_weapon.atk_ele;
- }
- return 0;
-}
-int status_get_party_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.party_id;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->msd->status.party_id;
- if(bl->type==BL_MOB){
- struct mob_data *md=(struct mob_data *)bl;
- if( md->master_id>0 )
- {
- struct map_session_data *msd;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.party_id;
- return -md->master_id;
- }
- return 0; //No party.
- }
- if(bl->type==BL_SKILL)
- return ((struct skill_unit *)bl)->group->party_id;
- return 0;
-}
-
-int status_get_guild_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->status.guild_id;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->msd->status.guild_id;
- if(bl->type==BL_MOB)
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
- return md->guardian_data->guild_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.guild_id; //Alchemist's mobs [Skotlex]
- return 0; //No guild.
- }
- if (bl->type == BL_NPC && bl->subtype == SCRIPT)
- return ((TBL_NPC*)bl)->u.scr.guild_id;
- if(bl->type==BL_SKILL)
- return ((struct skill_unit *)bl)->group->guild_id;
- return 0;
-}
-int status_get_race(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->db->race;
- if(bl->type==BL_PC)
- return RC_DEMIHUMAN;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->race;
- return 0;
-}
-int status_get_size(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- switch (bl->type) {
- case BL_MOB:
- return ((struct mob_data *)bl)->db->size;
- case BL_PET:
- return ((struct pet_data *)bl)->db->size;
- case BL_PC:
- {
- struct map_session_data *sd = (struct map_session_data *)bl;
- if (sd->sc.data[SC_SWOO].timer != -1)
- return 0;
- if (sd->class_&JOBL_BABY) //[Lupus]
- return (pc_isriding(sd) && battle_config.character_size&2); //Baby Class Peco Rider + enabled option -> size = 1, else 0
- return 1+(pc_isriding(sd) && battle_config.character_size&1); //Peco Rider + enabled option -> size = 2, else 1
- }
- }
- return 1;
-}
-int status_get_mode(struct block_list *bl)
-{
- nullpo_retr(MD_CANMOVE, bl);
- if(bl->type==BL_MOB)
- {
- if (((struct mob_data *)bl)->mode)
- return ((struct mob_data *)bl)->mode;
- return ((struct mob_data *)bl)->db->mode;
- }
- if(bl->type==BL_PC)
- return (MD_CANMOVE|MD_LOOTER|MD_CANATTACK);
- if(bl->type==BL_HOMUNCULUS) //[blackhole89]
- return (MD_CANMOVE|MD_CANATTACK);
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->mode;
- if (bl->type==BL_SKILL)
- return (MD_CANATTACK|MD_CANMOVE); //Default mode for skills: Can attack, can move (think dances).
- //Default universal mode, can move
- return MD_CANMOVE; // とりあえず動くということで1
-}
-
-int status_get_mexp(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->db->mexp;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->mexp;
- return 0;
-}
-int status_get_race2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type == BL_MOB)
- return ((struct mob_data *)bl)->db->race2;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->race2;
- return 0;
-}
-int status_isdead(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type == BL_MOB)
- return ((struct mob_data *)bl)->hp <= 0;
- if(bl->type==BL_PC)
- return pc_isdead((struct map_session_data *)bl);
- return 0;
-}
-int status_isimmune(struct block_list *bl)
-{
- struct status_change *sc =status_get_sc(bl);
- if (bl->type == BL_PC &&
- ((struct map_session_data *)bl)->special_state.no_magic_damage)
- return 1;
- if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
- return 1;
- return 0;
-}
-
-struct view_data *status_get_viewdata(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type)
- {
- case BL_PC:
- return &((TBL_PC*)bl)->vd;
- case BL_MOB:
- return ((TBL_MOB*)bl)->vd;
- case BL_PET:
- return &((TBL_PET*)bl)->vd;
- case BL_NPC:
- return ((TBL_NPC*)bl)->vd;
- case BL_HOMUNCULUS: //[blackhole89]
- return ((struct homun_data*)bl)->vd;
- }
- return NULL;
-}
-
-void status_set_viewdata(struct block_list *bl, int class_)
-{
- struct view_data* vd;
- nullpo_retv(bl);
- if (mobdb_checkid(class_) || mob_is_clone(class_))
- vd = mob_get_viewdata(class_);
- else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
- vd = npc_get_viewdata(class_);
- else
- vd = NULL;
-
- switch (bl->type) {
- case BL_PC:
- {
- TBL_PC* sd = (TBL_PC*)bl;
- if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_RIDING)
- switch (class_)
- { //Adapt class to a Mounted one.
- case JOB_KNIGHT:
- class_ = JOB_KNIGHT2;
- break;
- case JOB_CRUSADER:
- class_ = JOB_CRUSADER2;
- break;
- case JOB_LORD_KNIGHT:
- class_ = JOB_LORD_KNIGHT2;
- break;
- case JOB_PALADIN:
- class_ = JOB_PALADIN2;
- break;
- case JOB_BABY_KNIGHT:
- class_ = JOB_BABY_KNIGHT2;
- break;
- case JOB_BABY_CRUSADER:
- class_ = JOB_BABY_CRUSADER2;
- break;
- }
- if (class_ == JOB_WEDDING)
- sd->sc.option|=OPTION_WEDDING;
- else if (sd->sc.option&OPTION_WEDDING)
- sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option.
- sd->vd.class_ = class_;
- clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- sd->vd.head_top = sd->status.head_top;
- sd->vd.head_mid = sd->status.head_mid;
- sd->vd.head_bottom = sd->status.head_bottom;
- sd->vd.hair_style = sd->status.hair;
- sd->vd.hair_color = sd->status.hair_color;
- sd->vd.cloth_color = sd->status.clothes_color;
- sd->vd.sex = sd->status.sex;
- } else if (vd)
- memcpy(&sd->vd, vd, sizeof(struct view_data));
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
- }
- break;
- case BL_MOB:
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- if (vd)
- md->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
- }
- break;
- case BL_PET:
- {
- TBL_PET* pd = (TBL_PET*)bl;
- if (vd) {
- memcpy(&pd->vd, vd, sizeof(struct view_data));
- if (!pcdb_checkid(vd->class_)) {
- pd->vd.hair_style = battle_config.pet_hair_style;
- if(pd->equip) {
- pd->vd.head_bottom = itemdb_viewid(pd->equip);
- if (!pd->vd.head_bottom)
- pd->vd.head_bottom = pd->equip;
- }
- }
- } else if (battle_config.error_log)
- ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
- }
- break;
- case BL_NPC:
- {
- TBL_NPC* nd = (TBL_NPC*)bl;
- if (vd)
- nd->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
- }
- break;
- case BL_HOMUNCULUS: //[blackhole89]
- {
- struct homun_data *hd = (struct homun_data*)bl;
- if (vd)
- hd->vd = vd;
- else if (battle_config.error_log)
- ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
- }
- break;
- }
- vd = status_get_viewdata(bl);
- if (vd && vd->cloth_color && (
- (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
- || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
- ))
- vd->cloth_color = 0;
-}
-
-struct status_change *status_get_sc(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_MOB:
- return &((TBL_MOB*)bl)->sc;
- case BL_PC:
- return &((TBL_PC*)bl)->sc;
- case BL_NPC:
- return &((TBL_NPC*)bl)->sc;
- case BL_HOMUNCULUS: //[blackhole89]
- return &((struct homun_data*)bl)->sc;
- }
- return NULL;
-}
-
-void status_change_init(struct block_list *bl)
-{
- struct status_change *sc = status_get_sc(bl);
- int i;
- nullpo_retv(sc);
- memset(sc, 0, sizeof (struct status_change));
- for (i=0; i< SC_MAX; i++)
- sc->data[i].timer = -1;
-}
-
-//Returns defense against the specified status change.
-//Return range is 0 (no resist) to 10000 (inmunity)
-int status_get_sc_def(struct block_list *bl, int type)
-{
- int sc_def;
- struct status_change* sc;
- nullpo_retr(0, bl);
-
- //Status that are blocked by Golden Thief Bug card or Wand of Hermod
- if (status_isimmune(bl))
- switch (type)
- {
- case SC_DECREASEAGI:
- case SC_SILENCE:
- case SC_COMA:
- case SC_INCREASEAGI:
- case SC_BLESSING:
- case SC_SLOWPOISON:
- case SC_IMPOSITIO:
- case SC_AETERNA:
- case SC_SUFFRAGIUM:
- case SC_BENEDICTIO:
- case SC_PROVIDENCE:
- case SC_KYRIE:
- case SC_ASSUMPTIO:
- case SC_ANGELUS:
- case SC_MAGNIFICAT:
- case SC_GLORIA:
- case SC_WINDWALK:
- case SC_MAGICROD:
- case SC_HALLUCINATION:
- case SC_STONE:
- case SC_QUAGMIRE:
- return 10000;
- }
-
- switch (type)
- {
- //Note that stats that are *100/3 were simplified to *33
- case SC_STONE:
- case SC_FREEZE:
- case SC_DECREASEAGI:
- case SC_COMA:
- sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
- break;
- case SC_SLEEP:
- case SC_CONFUSION:
- sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
- break;
-// Removed since it collides with normal sc.
-// case SP_DEF1: // def
-// sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
-// break;
- case SC_STUN:
- case SC_POISON:
- case SC_DPOISON:
- case SC_SILENCE:
- case SC_BLEEDING:
- case SC_STOP:
- sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
- break;
- case SC_BLIND:
- sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
- break;
- case SC_CURSE:
- sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
- break;
- default:
- return 0; //Effect that cannot be reduced? Likely a buff.
- }
-
- if (bl->type == BL_PC) {
- if (battle_config.pc_sc_def_rate != 100)
- sc_def = sc_def*battle_config.pc_sc_def_rate/100;
- } else
- if (battle_config.mob_sc_def_rate != 100)
- sc_def = sc_def*battle_config.mob_sc_def_rate/100;
-
- sc = status_get_sc(bl);
- if (sc && sc->count)
- {
- if (sc->data[SC_SCRESIST].timer != -1)
- sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
- else if (sc->data[SC_SIEGFRIED].timer != -1)
- sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance.
- }
-
- if(bl->type == BL_PC) {
- if (sc_def > battle_config.pc_max_sc_def)
- sc_def = battle_config.pc_max_sc_def;
- } else if (sc_def > battle_config.mob_max_sc_def)
- sc_def = battle_config.mob_max_sc_def;
-
- return sc_def;
-}
-
-//Reduces tick delay based on type and character defenses.
-int status_get_sc_tick(struct block_list *bl, int type, int tick)
-{
- struct map_session_data *sd;
- int rate=0, min=0;
- //If rate is positive, it is a % reduction (10000 -> 100%)
- //if it is negative, it is an absolute reduction in ms.
- sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
- switch (type) {
- case SC_DECREASEAGI: /* 速度減少 */
- if (sd) // Celest
- tick>>=1;
- break;
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_STONE: /* 石化 */
- rate = -200*status_get_mdef(bl);
- break;
- case SC_FREEZE: /* 凍結 */
- rate = 100*status_get_mdef(bl);
- break;
- case SC_STUN: //Reduction in duration is the same as reduction in rate.
- rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
- break;
- case SC_DPOISON: /* 猛毒 */
- case SC_POISON: /* 毒 */
- rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
- break;
- case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
- case SC_CONFUSION:
- case SC_CURSE:
- rate = 100*status_get_vit(bl);
- break;
- case SC_BLIND: /* 暗? */
- rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
- min = 5000; //Minimum 5 secs?
- break;
- case SC_BLEEDING:
- rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
- min = 10000; //Need a min of 10 secs for it to hurt at least once.
- break;
- case SC_SWOO:
- if (status_get_mode(bl)&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_ANKLE:
- if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
- tick /= 5;
- rate = -100*status_get_agi(bl);
- // Minimum trap time of 3+0.03*skilllv seconds [celest]
- // Changed to 3 secs and moved from skill.c [Skotlex]
- min = 3000;
- break;
- case SC_SPIDERWEB:
- if (map[bl->m].flag.pvp)
- tick /=2;
- break;
- case SC_STOP:
- // Unsure of this... but I get a feeling that agi reduces this
- // (it was on Tiger Fist Code, but at -1 ms per 10 agi....
- rate = -100*status_get_agi(bl);
- break;
- }
- if (rate) {
- if (bl->type == BL_PC) {
- if (battle_config.pc_sc_def_rate != 100)
- rate = rate*battle_config.pc_sc_def_rate/100;
- if (battle_config.pc_max_sc_def != 10000)
- min = tick*(10000-battle_config.pc_max_sc_def)/10000;
- } else {
- if (battle_config.mob_sc_def_rate != 100)
- rate = rate*battle_config.mob_sc_def_rate/100;
- if (battle_config.mob_max_sc_def != 10000)
- min = tick*(10000-battle_config.mob_max_sc_def)/10000;
- }
-
- if (rate >0)
- tick -= tick*rate/10000;
- else
- tick += rate;
- }
- return tick<min?min:tick;
-}
-/*==========================================
- * Starts a status change.
- * type = type, val1~4 depend on the type.
- * rate = base success rate. 10000 = 100%
- * Tick is base duration
- * flag:
- * &1: Cannot be avoided (it has to start)
- * &2: Tick should not be reduced (by vit, luk, lv, etc)
- * &4: sc_data loaded, no value has to be altered.
- * &8: rate should not be reduced
- *------------------------------------------
- */
-int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
-{
- struct map_session_data *sd = NULL;
- struct status_change* sc;
- int opt_flag , calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
-
- nullpo_retr(0, bl);
- sc=status_get_sc(bl);
-
- if (!sc || status_isdead(bl))
- return 0;
-
- switch (bl->type)
- {
- case BL_PC:
- sd=(struct map_session_data *)bl;
- break;
- case BL_MOB:
- if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
- return 0; //Emperium can't be afflicted by status changes.
- break;
- }
-
- if(type < 0 || type >= SC_MAX) {
- if(battle_config.error_log)
- ShowError("status_change_start: invalid status change (%d)!\n", type);
- return 0;
- }
-
- //Check rate
- if (!(flag&(4|1))) {
- if (rate > 10000) //Shouldn't let this go above 100%
- rate = 10000;
- race = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
- //sd resistance applies even if the flag is &8
- if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0)
- race+= sd->reseff[type-SC_COMMON_MIN];
-
- if (race)
- rate -= rate*race/10000;
-
- if (!(rand()%10000 < rate))
- return 0;
- }
-
- //SC duration reduction.
- if(!(flag&(2|4)) && tick) {
- tick = status_get_sc_tick(bl, type, tick);
- if (tick <= 0)
- return 0;
- }
-
- race=status_get_race(bl);
- mode=status_get_mode(bl);
- elem=status_get_elem_type(bl);
- undead_flag=battle_check_undead(race,elem);
-
- //Check for inmunities / sc fails
- switch (type) {
- case SC_FREEZE:
- case SC_STONE:
- //Undead are inmune to Freeze/Stone
- if (undead_flag && !(flag&1))
- return 0;
- case SC_SLEEP:
- case SC_STUN:
- if (sc->opt1)
- return 0; //Cannot override other opt1 status changes. [Skotlex]
- break;
- case SC_CURSE:
- //Dark Elementals are inmune to curse.
- if (elem == 7 && !(flag&1))
- return 0;
- break;
- case SC_COMA:
- //Dark elementals and Demons are inmune to coma.
- if((elem == 7 || race == RC_DEMON) && !(flag&1))
- return 0;
- break;
- case SC_SIGNUMCRUCIS:
- //Only affects demons and undead.
- if(race != RC_DEMON && !undead_flag)
- return 0;
- break;
- case SC_AETERNA:
- if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_MAXOVERTHRUST].timer != -1)
- return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- break;
- case SC_ADRENALINE:
- if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
- return 0;
- if (sc->data[SC_QUAGMIRE].timer!=-1 ||
- sc->data[SC_DONTFORGETME].timer!=-1 ||
- sc->data[SC_DECREASEAGI].timer!=-1
- )
- return 0;
- break;
- case SC_ADRENALINE2:
- if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
- return 0;
- if (sc->data[SC_QUAGMIRE].timer!=-1 ||
- sc->data[SC_DONTFORGETME].timer!=-1 ||
- sc->data[SC_DECREASEAGI].timer!=-1
- )
- return 0;
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DECREASEAGI].timer!=-1)
- return 0;
- case SC_CONCENTRATE:
- case SC_INCREASEAGI:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
- return 0;
- break;
- case SC_CLOAKING:
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
-// if (sd && skilllv < 3 && skill_check_cloaking(bl))
- if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl))
- return 0;
- break;
- }
-
- //Check for BOSS resistances
- if(mode & MD_BOSS && !(flag&1)) {
- if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
- return 0;
- switch (type) {
- case SC_BLESSING:
- if (!undead_flag && race != RC_DEMON)
- break;
- case SC_QUAGMIRE:
- case SC_DECREASEAGI:
- case SC_SIGNUMCRUCIS:
- case SC_PROVOKE:
- case SC_ROKISWEIL:
- case SC_COMA:
- case SC_GRAVITATION:
- return 0;
- }
- }
- //Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- if ((!undead_flag && race!=RC_DEMON) || bl->type == BL_PC) {
- if (sc->data[SC_CURSE].timer!=-1)
- status_change_end(bl,SC_CURSE,-1);
- if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- }
- break;
- case SC_INCREASEAGI:
- if(sc->data[SC_DECREASEAGI].timer!=-1 )
- status_change_end(bl,SC_DECREASEAGI,-1);
- break;
- case SC_DONTFORGETME:
- //is this correct? Maybe all three should stop the same subset of SCs...
- if(sc->data[SC_ASSNCROS].timer!=-1 )
- status_change_end(bl,SC_ASSNCROS,-1);
- case SC_QUAGMIRE:
- if(sc->data[SC_CONCENTRATE].timer!=-1 )
- status_change_end(bl,SC_CONCENTRATE,-1);
- if(sc->data[SC_TRUESIGHT].timer!=-1 )
- status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc->data[SC_WINDWALK].timer!=-1 )
- status_change_end(bl,SC_WINDWALK,-1);
- //Also blocks the ones below...
- case SC_DECREASEAGI:
- if(sc->data[SC_INCREASEAGI].timer!=-1 )
- status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc->data[SC_ADRENALINE].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE,-1);
- if(sc->data[SC_ADRENALINE2].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE2,-1);
- if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
- status_change_end(bl,SC_SPEARQUICKEN,-1);
- if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc->data[SC_CARTBOOST].timer!=-1 )
- status_change_end(bl,SC_CARTBOOST,-1);
- if(sc->data[SC_ONEHAND].timer!=-1 )
- status_change_end(bl,SC_ONEHAND,-1);
- break;
- case SC_ONEHAND:
- //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- if(sc->data[SC_ASPDPOTION0].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION0,-1);
- if(sc->data[SC_ASPDPOTION1].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION1,-1);
- if(sc->data[SC_ASPDPOTION2].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION2,-1);
- if(sc->data[SC_ASPDPOTION3].timer!=-1)
- status_change_end(bl,SC_ASPDPOTION3,-1);
- break;
- case SC_MAXOVERTHRUST:
- //Cancels Normal Overthrust. [Skotlex]
- if (sc->data[SC_OVERTHRUST].timer != -1)
- status_change_end(bl, SC_OVERTHRUST, -1);
- break;
- case SC_KYRIE:
- // -- moonsoul (added to undo assumptio status if target has it)
- if(sc->data[SC_ASSUMPTIO].timer!=-1 )
- status_change_end(bl,SC_ASSUMPTIO,-1);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
- status_change_end(bl,SC_BLIND,-1);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
- //Clear Gospel [Skotlex]
- status_change_end(bl,SC_GOSPEL,-1);
- break;
- case SC_HIDING:
- if(sc->data[SC_CLOSECONFINE].timer != -1)
- status_change_end(bl, SC_CLOSECONFINE, -1);
- if(sc->data[SC_CLOSECONFINE2].timer != -1)
- status_change_end(bl, SC_CLOSECONFINE2, -1);
- break;
- case SC_BERSERK: /* バ?サ?ク */
- if(battle_config.berserk_cancels_buffs)
- {
- if (sc->data[SC_ONEHAND].timer != -1)
- status_change_end(bl,SC_ONEHAND,-1);
- if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if (sc->data[SC_CONCENTRATION].timer != -1)
- status_change_end(bl,SC_CONCENTRATION,-1);
- if (sc->data[SC_PARRYING].timer != -1)
- status_change_end(bl,SC_PARRYING,-1);
- if (sc->data[SC_AURABLADE].timer != -1)
- status_change_end(bl,SC_AURABLADE,-1);
- }
- break;
- case SC_ASSUMPTIO:
- if(sc->data[SC_KYRIE].timer!=-1)
- status_change_end(bl,SC_KYRIE,-1);
- break;
- case SC_CARTBOOST: /* カ?トブ?スト */
- if(sc->data[SC_DECREASEAGI].timer!=-1 )
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl,SC_DECREASEAGI,-1);
- return 0;
- }
- break;
- case SC_FUSION:
- if(sc->data[SC_SPIRIT].timer!=-1 )
- status_change_end(bl,SC_SPIRIT,-1);
- break;
- }
- //Check for overlapping fails
- if(sc->data[type].timer != -1){
- switch (type) {
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if (sc->data[type].val2 && !val2)
- return 0;
- break;
- case SC_WARM:
- { //Fetch the Group, half the attack interval. [Skotlex]
- struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
- if (group)
- group->interval/=2;
- return 1;
- }
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLEEDING:
- case SC_DPOISON:
- case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
- case SC_CLOSECONFINE2: //Can't be re-closed in.
- return 0;
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
- break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if(sc->data[type].val4 == BCT_SELF)
- return 0;
- if(sc->data[type].val1 > val1)
- return 1;
- break;
- case SC_ENDURE:
- if(sc->data[type].val4 && !val4)
- return 1; //Don't let you override infinite endure.
- if(sc->data[type].val1 > val1)
- return 1;
- break;
- case SC_KAAHI:
- if(sc->data[type].val1 > val1)
- return 1;
- //Delete timer if it exists.
- if (sc->data[type].val4 != -1) {
- delete_timer(sc->data[type].val4,kaahi_heal_timer);
- sc->data[type].val4=-1;
- }
- break;
- default:
- if(sc->data[type].val1 > val1)
- return 1; //Return true to not mess up skill animations. [Skotlex
- }
- (sc->count)--;
- delete_timer(sc->data[type].timer, status_change_timer);
- sc->data[type].timer = -1;
- }
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- break;
- case SC_ENDURE: /* インデュア */
- if(tick <= 0) tick = 1000 * 60;
- val2 = 7; // [Celest]
- if (!val4)
- calc_flag = 1; // for updating mdef
- break;
- case SC_AUTOBERSERK:
- {
- if (!(flag&4))
- tick = 60*1000;
- if (sd && sd->status.hp<sd->status.max_hp>>2 &&
- (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,0);
- }
- break;
-
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- calc_flag = 1;
- val2 = 10 + val1*2;
- if (!(flag&4))
- tick = 600*1000;
- clif_emotion(bl,4);
- break;
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
- if (flag&4)
- break;
- val2 = tick>0?tick:60000;
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; /* 猛毒付?確率(%) */
- calc_flag = 1;
- break;
- case SC_POISONREACT: /* ポイズンリアクト */
- if (!(flag&4))
- val2=val1/2 + val1%2; // [Celest]
- break;
- case SC_MAGICROD:
- val2 = val1*20;
- break;
- case SC_KYRIE: /* キリエエレイソン */
- if (!(flag&4))
- {
- val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
- val3 = (val1 / 2 + 5); /* 回? */
- }
- break;
- case SC_MINDBREAKER:
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- break;
- case SC_MAGICPOWER:
- calc_flag = 1;
- val2 = 1;
- break;
- case SC_SACRIFICE:
- if (!(flag&4))
- val2 = 5;
- break;
- case SC_ENCPOISON: /* エンチャントポイズン */
- calc_flag = 1;
- val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
- case SC_ASPERSIO: /* アスペルシオ */
- case SC_FIREWEAPON: /* フレ?ムランチャ? */
- case SC_WATERWEAPON: /* フロストウェポン */
- case SC_WINDWEAPON: /* ライトニングロ?ダ? */
- case SC_EARTHWEAPON: /* サイズミックウェポン */
- case SC_SHADOWWEAPON:
- case SC_GHOSTWEAPON:
- skill_enchant_elemental_end(bl,type);
- break;
- case SC_PROVIDENCE: /* プロヴィデンス */
- calc_flag = 1;
- val2=val1*5;
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3;
- break;
- case SC_STRIPWEAPON:
- if (val2==0) val2=90;
- break;
- case SC_STRIPSHIELD:
- if (val2==0) val2=85;
- break;
-
- case SC_AUTOSPELL: /* オ?トスペル */
- val4 = 5 + val1*2;
- break;
-
- case SC_VOLCANO:
- calc_flag = 1;
- val3 = val1*10;
- break;
- case SC_VIOLENTGALE:
- calc_flag = 1;
- val3 = val1*3;
- break;
- case SC_SUITON:
- calc_flag = 1;
- if (flag&4)
- break;
- if (status_get_class(bl) != JOB_NINJA) {
- //Is there some kind of formula behind this?
- switch ((val1+1)/3) {
- case 3:
- val2 = 8;
- break;
- case 2:
- val2 = 5;
- break;
- case 1:
- val2 = 3;
- break;
- case 0:
- val2 = 0;
- break;
- default:
- val2 = 3*((val1+1)/3);
- break;
- }
- } else val2 = 0;
- break;
-
- case SC_SPEARQUICKEN: /* スピアクイッケン */
- calc_flag = 1;
- val2 = 20+val1;
- break;
-
- case SC_MOONLIT:
- val2 = bl->id;
- skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
- break;
- case SC_DANCING: /* ダンス/演奏中 */
- calc_flag = 1;
- if (!(flag&4))
- {
- val3= tick / 1000;
- tick = 1000;
- }
- break;
-
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- calc_flag = 1;
- val2 = 75 + 25*val1;
- break;
- case SC_AUTOCOUNTER:
- val3 = val4 = 0;
- break;
-
- case SC_ASPDPOTION0: /* ?速ポ?ション */
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- calc_flag = 1;
- if (!(flag&4))
- val2 = 5*(2+type-SC_ASPDPOTION0);
- break;
-
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- case SC_XMAS:
- {
- struct view_data *vd = status_get_viewdata(bl);
- if (vd) {
- //Store previous values as they could be removed.
- val1 = vd->class_;
- val2 = vd->weapon;
- val3 = vd->shield;
- val4 = vd->cloth_color;
- unit_stop_attack(bl);
- clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- }
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- {
- if(!battle_config.muting_players) {
- sd->status.manner = 0; //Zido
- status_change_end(&sd->bl,SC_NOCHAT,-1); //Zido
- return 0;
- }
-
- if (!(flag&4))
- tick = 60000;
- updateflag = SP_MANNER;
- save_flag = 1; // celest
- }
- break;
-
- /* option1 */
- case SC_STONE: /* 石化 */
- if (flag&4)
- break;
- val2 = 1;
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 5000;
- break;
-
- /* option2 */
- case SC_DPOISON: /* 猛毒 */
- {
- int hp = status_get_hp(bl);
- int mhp = status_get_max_hp(bl);
-
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (hp > mhp>>2) {
- int diff = mhp*(bl->type==BL_PC?10:15)/100;
- if (hp - diff < mhp>>2)
- diff = hp - (mhp>>2);
- battle_damage(NULL, bl, diff, 0, 1);
- }
- } // fall through
- case SC_POISON: /* 毒 */
- {
- int mhp;
-
- calc_flag = 1;
- if (flag&4)
- break;
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 1000;
- mhp = status_get_max_hp(bl);
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + mhp/50 : 3 + mhp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + mhp/100 : 3 + mhp/200;
-
- }
- break;
- case SC_CONFUSION:
- clif_emotion(bl,1);
- break;
- case SC_BLEEDING:
- val4 = tick;
- tick = 10000;
- break;
- /* option */
- case SC_HIDING: /* ハイディング */
- calc_flag = 1;
- if(bl->type == BL_PC && !(flag&4)) {
- val2 = tick / 1000; /* 持?時間 */
- tick = 1000;
- }
- break;
- case SC_CHASEWALK:
- case SC_CLOAKING: /* クロ?キング */
- if (flag&4)
- break;
- calc_flag = 1; // [Celest]
- val2 = tick>0?tick:60000;
- val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
- if (!val4)
- { //val4 signals eternal cloaking (not cancelled on attack) [Skotlex]
- //Standard cloaking.
- if (bl->type == BL_PC)
- val4 = battle_config.pc_cloak_check_type&2?1:0;
- else
- val4 = battle_config.monster_cloak_check_type&2?1:0;
- }
- break;
- case SC_SIGHT: /* サイト/ルアフ */
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- if (flag&4)
- break;
- val2 = tick/250;
- tick = 10;
- break;
-
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- if (flag&4)
- break;
- tick = 600*1000;
- break;
-
- case SC_AUTOGUARD:
- if (!flag)
- {
- struct map_session_data *tsd;
- int i,t;
- for(i=val2=0;i<val1;i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- if (sd)
- for (i = 0; i < 5; i++)
- { //Pass the status to the other affected chars. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
- }
- }
- break;
-
- case SC_DEFENDER:
- calc_flag = 1;
- if (!flag)
- {
- struct map_session_data *tsd;
- int i;
- val2 = 5 + val1*15;
- if (sd)
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1);
- }
- }
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- if (flag&4)
- break;
- if(bl->type == BL_PC) {
- tick = 10000;
- } else return 0;
- break;
-
- case SC_PARRYING: /* パリイング */
- val2 = 20 + val1*3;
- break;
-
- case SC_WINDWALK: /* ウインドウォ?ク */
- calc_flag = 1;
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5, movement speed % increase is 4 times that
- break;
-
- case SC_JOINTBEAT: // Random break [DracoRPG]
- calc_flag = 1;
- val2 = rand()%6;
- if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
- break;
-
- case SC_BERSERK: /* バ?サ?ク */
- if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
- sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
- if(sd && !(flag&4)){
- sd->status.hp = sd->status.max_hp * 3;
- sd->status.sp = 0;
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- sd->canregen_tick = gettick() + 300000;
- }
- if (!(flag&4))
- tick = 10000;
- calc_flag = 1;
- break;
-
- case SC_GOSPEL:
- if (val4 == BCT_SELF) { // self effect
- if (flag&4)
- break;
- val2 = tick;
- tick = 1000;
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- } else
- calc_flag = 1;
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- if (flag&4)
- break;
- val2 = tick;
- if (!val3)
- return 0;
- tick = 1000;
- calc_flag = 1;
- break;
-
- case SC_REJECTSWORD: /* リジェクトソ?ド */
- val2 = 3; //3回攻?を跳ね返す
- break;
-
- case SC_MEMORIZE: /* メモライズ */
- val2 = 5; //回詠唱を1/3にする
- break;
-
- case SC_GRAVITATION:
- if (val3 == BCT_SELF) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->canmove_tick += tick;
- ud->canact_tick += tick;
- }
- } else
- calc_flag = 1;
- break;
-
- case SC_HERMODE:
- status_change_clear_buffs(bl,1);
- break;
-
- case SC_REGENERATION:
- val1 = 2;
- case SC_BATTLEORDERS:
- if (!(flag&4))
- tick = 60000; // 1 minute
- calc_flag = 1;
- break;
- case SC_GUILDAURA:
- calc_flag = 1;
- if (!(flag&4))
- tick = 1000;
- break;
-
- case SC_DEVOTION: /* ディボ?ション */
- {
- struct map_session_data *src;
- if ((src = map_id2sd(val1)) && src->sc.count)
- { //Try to inherit the status from the Crusader [Skotlex]
- //Ideally, we should calculate the remaining time and use that, but we'll trust that
- //once the Crusader's status changes, it will reflect on the others.
- int type2 = SC_AUTOGUARD;
- if (src->sc.data[type2].timer != -1)
- sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
- type2 = SC_DEFENDER;
- if (src->sc.data[type2].timer != -1)
- sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
- type2 = SC_REFLECTSHIELD;
- if (src->sc.data[type2].timer != -1)
- sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
-
- }
- break;
- }
-
- case SC_COMA: //Coma. Sends a char to 1HP
- battle_damage(NULL, bl, status_get_hp(bl)-1, 0, 1);
- return 1;
-
- case SC_CLOSECONFINE2:
- {
- struct block_list *src = val2?map_id2bl(val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2) {
- if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
- sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- sc2->data[SC_CLOSECONFINE].val2++;
- delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
- sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
- }
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
- break;
- case SC_KAUPE:
- if (flag&4)
- break; //Do nothing when loading.
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
- break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
-
- case SC_COMBO:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- switch (val1) { //Val1 contains the skill id
- case TK_STORMKICK:
- clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
- break;
- case TK_DOWNKICK:
- clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
- break;
- case TK_TURNKICK:
- clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
- break;
- case TK_COUNTER:
- clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
- break;
- }
- if (ud) {
- ud->attackabletime = gettick()+tick;
- unit_set_walkdelay(bl, gettick(), tick, 1);
- }
- }
- break;
- case SC_TKREST:
- val2 = 11-val1; //Chance to consume: 11-skilllv%
- break;
- case SC_RUN:
- if (!(flag&4))
- val4 = gettick(); //Store time at which you started running.
- calc_flag = 1;
- break;
- case SC_KAAHI:
- if(flag&4) {
- val4 = -1;
- break;
- }
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = -1; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- calc_flag = 1;
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- {
- struct view_data *vd = status_get_viewdata(bl);
- if (vd) vd->dead_sit = 1;
- break;
- }
- case SC_CONCENTRATION: /* コンセントレ?ション */case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_HUMMING: /* ハミング */
- case SC_ATKPOTION: // Valaris
- case SC_MATKPOTION:
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- case SC_ADRENALINE2:
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_BLIND: /* 暗? */
- case SC_CURSE:
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_ANGELUS: /* アンゼルス */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_KEEPING:
- case SC_BARRIER:
- case SC_MELTDOWN: /* メルトダウン */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- case SC_SLOWDOWN:
- case SC_SPEEDUP0:
- case SC_SPEEDUP1:
- case SC_INCALLSTATUS:
- case SC_INCHIT: /* HIT上昇 */
- case SC_INCHITRATE: /* HIT%上昇 */
- case SC_INCFLEE: /* FLEE上昇 */
- case SC_INCFLEERATE: /* FLEE%上昇 */
- case SC_INCMHPRATE: /* MHP%上昇 */
- case SC_INCMSPRATE: /* MSP%上昇 */
- case SC_INCATKRATE: /* ATK%上昇 */
- case SC_INCMATKRATE:
- case SC_INCDEFRATE:
- case SC_INCSTR:
- case SC_INCAGI:
- case SC_INCVIT:
- case SC_INCINT:
- case SC_INCDEX:
- case SC_INCLUK:
- case SC_STRFOOD:
- case SC_AGIFOOD:
- case SC_VITFOOD:
- case SC_INTFOOD:
- case SC_DEXFOOD:
- case SC_LUKFOOD:
- case SC_FLEEFOOD:
- case SC_HITFOOD:
- case SC_BATKFOOD:
- case SC_WATKFOOD:
- case SC_MATKFOOD:
- case SC_SPURT:
- case SC_SPIRIT:
- case SC_SUN_COMFORT:
- case SC_MOON_COMFORT:
- case SC_STAR_COMFORT:
- case SC_FUSION:
- case SC_SKE:
- case SC_SWOO: // [marquis007]
- case SC_STEELBODY: // 金剛
- case SC_SKA:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_MIRACLE:
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_ONEHAND:
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_DELUGE:
- case SC_CARTBOOST: /* カ?トブ?スト */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_KNOWLEDGE:
- calc_flag = 1;
- break;
-
- case SC_LULLABY: /* 子守唄 */
- case SC_RICHMANKIM:
- case SC_ROKISWEIL: /* ロキの叫び */
- case SC_INTOABYSS: /* 深淵の中に */
- case SC_POEMBRAGI: /* ブラギの詩 */
- case SC_UGLYDANCE: /* 自分勝手なダンス */
- case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
- case SC_FREEZE: /* 凍結 */
- case SC_STUN: /* スタン(val2にミリ秒セット) */
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- case SC_SAFETYWALL:
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- case SC_SLOWPOISON: //Slow potion can be activated even if not poisoned.
- case SC_SUFFRAGIUM: /* サフラギム */
- case SC_BENEDICTIO: /* 聖? */
- case SC_MAGNIFICAT: /* マグニフィカ?ト */
- case SC_AETERNA: /* エ?テルナ */
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- case SC_ANKLE: /* アンクル */
- case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
- case SC_HALLUCINATION:
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- case SC_FOGWALL:
- case SC_PRESERVE:
- case SC_DOUBLECAST:
- case SC_AURABLADE: /* オ?ラブレ?ド */
- case SC_BABY:
- case SC_WATK_ELEMENT:
- case SC_ARMOR_ELEMENT:
- case SC_LONGING:
- case SC_ORCISH:
- case SC_SHRINK:
- case SC_WINKCHARM:
- case SC_SCRESIST:
- case SC_STOP:
- case SC_CLOSECONFINE:
- case SC_SKILLRATE_UP:
- case SC_KAIZEL:
- case SC_INTRAVISION:
- case SC_BASILICA:
- case SC_MAXOVERTHRUST:
- case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
- case SC_ASSUMPTIO: /* アスムプティオ */
- case SC_SLEEP:
- case SC_SMA:
- case SC_WARM:
- case SC_BLADESTOP:
- break;
- // gs_something1 [Vicious]
- case SC_MADNESSCANCEL:
- case SC_ADJUSTMENT:
- case SC_INCREASING:
- case SC_GATLINGFEVER:
- case SC_TATAMIGAESHI:
- case SC_KAENSIN:
- calc_flag = 1;
- break;
- case SC_UTSUSEMI:
- case SC_NEN:
- break;
-
-
- default:
- if(battle_config.error_log)
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
-
- //Those that make you stop attacking/walking....
- switch (type) {
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc_setstand(sd);
- case SC_TRICKDEAD:
- unit_stop_attack(bl);
- skill_stop_dancing(bl); /* 演奏/ダンスの中? */
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel)
- unit_skillcastcancel(bl, 0);
- case SC_STOP:
- case SC_CONFUSION:
- case SC_CLOSECONFINE:
- case SC_CLOSECONFINE2:
- case SC_ANKLE:
- case SC_SPIDERWEB:
- case SC_MADNESSCANCEL:
- unit_stop_walking(bl,1);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CHASEWALK:
- unit_stop_attack(bl); /* 攻?停止 */
- break;
- }
-
-
- if (bl->type == BL_PC)
- {
- if (flag&4)
- clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex]
- clif_status_change(bl,StatusIconChangeTable[type],1);
- }
-
- // Set option as needed.
- opt_flag = 1;
- switch(type){
- //OPT1
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if(type == SC_STONE)
- sc->opt1 = OPT1_STONEWAIT;
- else
- sc->opt1 = OPT1_STONE + (type - SC_STONE);
- break;
- //OPT2
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 |= 1<<(type-SC_POISON);
- break;
- case SC_DPOISON: // 暫定で毒のエフェクトを使用
- sc->opt2 |= OPT2_DPOISON;
- break;
- case SC_SIGNUMCRUCIS:
- sc->opt2 |= OPT2_SIGNUMCRUCIS;
- break;
- //OPT3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- sc->opt3 |= 1;
- opt_flag = 0;
- break;
- case SC_MAXOVERTHRUST:
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= 2;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- sc->opt3 |= 4;
- opt_flag = 0;
- break;
- case SC_INCATKRATE: /* ATK%上昇 */
- //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- sc->opt3 |= 8;
- opt_flag = 0;
- break;
- case SC_STEELBODY: // 金剛
- case SC_SKA:
- sc->opt3 |= 16;
- opt_flag = 0;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- sc->opt3 |= 32;
- opt_flag = 0;
- break;
- case SC_BERSERK: /* バ?サ?ク */
- sc->opt3 |= 128;
- opt_flag = 0;
- break;
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- sc->opt3 |= 1024;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- sc->opt3 |= 2048;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 |= 4096;
- opt_flag = 0;
- break;
-
- //OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- break;
- case SC_CLOAKING:
- sc->option |= OPTION_CLOAK;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_SIGHTTRASHER:
- sc->option |= OPTION_SIGHTTRASHER;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
- }
-
- if(opt_flag) /* optionの?更 */
- clif_changeoption(bl);
-
- (sc->count)++; /* ステ?タス異常の? */
-
- sc->data[type].val1 = val1;
- sc->data[type].val2 = val2;
- sc->data[type].val3 = val3;
- sc->data[type].val4 = val4;
- /* タイマ?設定 */
- sc->data[type].timer = add_timer(
- gettick() + tick, status_change_timer, bl->id, type);
-
- if(sd) {
- if (calc_flag)
- status_calc_pc(sd,0); /* ステ?タス再計算 */
- if(save_flag)
- chrif_save(sd,0); // save the player status
- if(updateflag)
- clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
- if (sd->pd)
- pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
- }
-
- if (type==SC_RUN) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud)
- ud->state.running = unit_run(bl);
- }
- return 1;
-}
-/*==========================================
- * ステータス異常全解除
- *------------------------------------------
- */
-int status_change_clear(struct block_list *bl,int type)
-{
- struct status_change* sc;
- int i;
-
- sc = status_get_sc(bl);
-
- if (!sc || sc->count == 0)
- return 0;
- for(i = 0; i < SC_MAX; i++)
- {
- //Type 0: PC killed -> Place here stats that do not dispel on death.
- if(sc->data[i].timer == -1 ||
- (type == 0 && (
- i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
- i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
- i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN
- )))
- continue;
-
- status_change_end(bl, i, -1);
-
- if (type == 1 && sc->data[i].timer != -1)
- { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
- (sc->count)--;
- delete_timer(sc->data[i].timer, status_change_timer);
- sc->data[i].timer = -1;
- }
- }
- sc->opt1 = 0;
- sc->opt2 = 0;
- sc->opt3 = 0;
- sc->option &= OPTION_MASK;
-
- if(!type || type&2)
- clif_changeoption(bl);
-
- return 1;
-}
-
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int status_change_end( struct block_list* bl , int type,int tid )
-{
- struct map_session_data *sd;
- struct status_change *sc;
- int opt_flag=0, calc_flag = 0;
-
- nullpo_retr(0, bl);
-
- sc = status_get_sc(bl);
- if(!sc) {
- if(battle_config.error_log)
- ShowError("status_change_end: BL type %d doesn't has sc data!\n", bl->type);
- return 0;
- }
-
- if(type < 0 || type >= SC_MAX)
- return 0;
-
- sd = bl->type==BL_PC?(struct map_session_data *)bl:NULL;
-
- if (sc->data[type].timer != -1 && (sc->data[type].timer == tid || tid == -1)) {
-
- if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
- delete_timer(sc->data[type].timer,status_change_timer);
-
- /* 該?の異常を正常に?す */
- sc->data[type].timer=-1;
- (sc->count)--;
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_BLESSING: /* ブレッシング */
- case SC_ANGELUS: /* アンゼルス */
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- case SC_HIDING:
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE2:
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ENCPOISON: /* エンチャントポイズン */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_PROVIDENCE: /* プロヴィデンス */
- case SC_SPEARQUICKEN: /* スピアクイッケン */
- case SC_VOLCANO:
- case SC_DELUGE:
- case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_HUMMING: /* ハミング */
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- case SC_STEELBODY: // 金剛
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_BLADESTOP_WAIT:
- case SC_CONCENTRATION: /* コンセントレ?ション */
- case SC_ASSUMPTIO: /* アシャンプティオ */
- case SC_WINDWALK: /* ウインドウォ?ク */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- case SC_MAGICPOWER: /* 魔法力?幅 */
- case SC_CHASEWALK:
- case SC_ATKPOTION: // [Valaris]
- case SC_MATKPOTION: // [Valaris]
- case SC_MELTDOWN: /* メルトダウン */
- case SC_CARTBOOST:
- case SC_MINDBREAKER: /* マインドブレーカー */
- case SC_EDP: // Celest
- case SC_SLOWDOWN:
- case SC_ASPDPOTION0: /* ?速ポ?ション */
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- case SC_SPEEDUP0:
- case SC_SPEEDUP1:
- case SC_INCALLSTATUS:
- case SC_INCHIT: /* HIT上昇 */
- case SC_INCHITRATE: /* HIT%上昇 */
- case SC_INCFLEE: /* FLEE上昇 */
- case SC_INCFLEERATE: /* FLEE%上昇 */
- case SC_INCMHPRATE: /* MHP%上昇 */
- case SC_INCMSPRATE: /* MSP%上昇 */
- case SC_INCATKRATE: /* ATK%上昇 */
- case SC_INCMATKRATE:
- case SC_INCDEFRATE:
- case SC_INCSTR:
- case SC_INCAGI:
- case SC_INCVIT:
- case SC_INCINT:
- case SC_INCDEX:
- case SC_INCLUK:
- case SC_STRFOOD:
- case SC_AGIFOOD:
- case SC_VITFOOD:
- case SC_INTFOOD:
- case SC_DEXFOOD:
- case SC_LUKFOOD:
- case SC_FLEEFOOD:
- case SC_HITFOOD:
- case SC_BATKFOOD:
- case SC_WATKFOOD:
- case SC_MATKFOOD:
- case SC_BATTLEORDERS:
- case SC_REGENERATION:
- case SC_GUILDAURA:
- case SC_SPURT:
- case SC_SPIRIT:
- case SC_SUN_COMFORT:
- case SC_MOON_COMFORT:
- case SC_STAR_COMFORT:
- case SC_FUSION:
- case SC_SKE:
- case SC_SWOO: // [marquis007]
- case SC_SKA: // [marquis007]
- case SC_KNOWLEDGE:
- case SC_KEEPING:
- case SC_BARRIER:
- calc_flag = 1;
- break;
-
- case SC_ENDURE: // celest
- calc_flag = (sc->data[type].val4==0);
- break;
-
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- case SC_XMAS:
- {
- struct view_data *vd = status_get_viewdata(bl);
- if (vd) {
- if (sd) {
- //Load data from sd->status.* as the stored values could have changed.
- status_set_viewdata(bl, sd->status.class_);
- } else {
- vd->class_ = sc->data[type].val1;
- vd->weapon = sc->data[type].val2;
- vd->shield = sc->data[type].val3;
- vd->cloth_color = sc->data[type].val4;
- }
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,vd->weapon);
- clif_changelook(bl,LOOK_SHIELD,vd->shield);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- }
- }
- break;
- case SC_RUN://駆け足
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != -1)
- unit_stop_walking(bl,1);
- }
- if (sc->data[type].val1 >= 7 &&
- DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
- (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
- calc_flag = 1;
- }
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
- status_change_end(bl,SC_PROVOKE,-1);
- break;
-
- case SC_DEFENDER:
- calc_flag = 1;
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- if (sd) {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //Clear the status from the others too [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
- status_change_end(&tsd->bl,type,-1);
- }
- }
- break;
- case SC_DEVOTION: /* ディボ?ション */
- {
- struct map_session_data *md = map_id2sd(sc->data[type].val1);
- //The status could have changed because the Crusader left the game. [Skotlex]
- if (md)
- {
- md->devotion[sc->data[type].val2] = 0;
- clif_devotion(md);
- }
- //Remove AutoGuard and Defender [Skotlex]
- if (sc->data[SC_AUTOGUARD].timer != -1)
- status_change_end(bl,SC_AUTOGUARD,-1);
- if (sc->data[SC_DEFENDER].timer != -1)
- status_change_end(bl,SC_DEFENDER,-1);
- if (sc->data[SC_REFLECTSHIELD].timer != -1)
- status_change_end(bl,SC_REFLECTSHIELD,-1);
- }
- break;
- case SC_BLADESTOP:
- if(sc->data[type].val4)
- {
- struct block_list *tbl = (struct block_list *)sc->data[type].val4;
- struct status_change *tsc = status_get_sc(tbl);
- sc->data[type].val4 = 0;
- if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
- {
- tsc->data[SC_BLADESTOP].val4 = 0;
- status_change_end(tbl,SC_BLADESTOP,-1);
- }
- clif_bladestop(bl,tbl,0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *dsc;
- if(sc->data[type].val2)
- {
- skill_delunitgroup(bl, (struct skill_unit_group *)sc->data[type].val2);
- sc->data[type].val2 = 0;
- }
- if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
- dsc = &dsd->sc;
- //合奏で相手がいる場合相手のval4を0にする
- if(dsc && dsc->data[type].timer!=-1)
- {
- dsc->data[type].val2 = dsc->data[type].val4 = 0; //This will prevent recursive loops.
- status_change_end(&dsd->bl, type, -1);
- }
- }
- if(sc->data[type].val1 == CG_MOONLIT) //Only dance that doesn't has ground tiles... [Skotlex]
- status_change_end(bl, SC_MOONLIT, -1);
- }
- if (sc->data[SC_LONGING].timer!=-1)
- status_change_end(bl,SC_LONGING,-1);
- calc_flag = 1;
- break;
- case SC_NOCHAT: //チャット禁止?態
- if (sd) {
- if(battle_config.manner_system){
- //Why set it to 0? Can't we use good manners for something? [Skotlex]
-// if (sd->status.manner >= 0) // weeee ^^ [celest]
-// sd->status.manner = 0;
- clif_updatestatus(sd,SP_MANNER);
- }
- }
- break;
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- {
- struct block_list *src=map_id2bl(sc->data[type].val3);
- if(src && tid!=-1){
- //自分にダメ?ジ&周?3*3にダメ?ジ
- skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
- }
- }
- break;
- case SC_CLOSECONFINE2:
- {
- struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2 && sc2->count) {
- if (sc2->data[SC_CLOSECONFINE].timer != -1) //If status was already ended, do nothing.
- { //Decrease count
- if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
- status_change_end(src, SC_CLOSECONFINE, -1);
- }
- }
- }
- break;
- case SC_CLOSECONFINE:
- if (sc->data[type].val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
- +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- map_foreachinarea(status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
- }
- break;
- /* option1 */
- case SC_FREEZE:
- sc->data[type].val3 = 0;
- break;
-
- /* option2 */
- case SC_POISON: /* 毒 */
- case SC_BLIND: /* 暗? */
- case SC_CURSE:
- calc_flag = 1;
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2: /// Marionette target
- {
- // check for partner and end their marionette status as well
- int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sc->data[type].val3);
- struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
- if (pbl && sc2 && sc2->count && sc2->data[type2].timer != -1)
- status_change_end(pbl, type2, -1);
- if (type == SC_MARIONETTE)
- clif_marionette(bl, 0);
- calc_flag = 1;
- }
- break;
-
- case SC_BERSERK: //val4 indicates if the skill was dispelled. [Skotlex]
- if (sd && sd->status.hp > 100 && !sc->data[type].val4) {
- sd->status.hp = 100;
- clif_updatestatus(sd,SP_HP);
- }
- if(sc->data[SC_ENDURE].timer != -1)
- status_change_end(bl, SC_ENDURE, -1);
- calc_flag = 1;
- break;
- case SC_GRAVITATION:
- if (sc->data[type].val3 == BCT_SELF) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud)
- ud->canmove_tick = ud->canact_tick = gettick();
- } else
- calc_flag = 1;
-
- case SC_GOSPEL: //Clear the buffs from other chars.
- if(sc->data[type].val4 != BCT_SELF)
- calc_flag = 1;
- else if (sc->data[type].val3) { //Clear the group.
- struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
- sc->data[type].val3 = 0;
- skill_delunitgroup(bl, group);
- }
- break;
- case SC_HERMODE:
- case SC_BASILICA: //Clear the skill area. [Skotlex]
- if(sc->data[type].val3 == BCT_SELF)
- skill_clear_unitgroup(bl);
- break;
- case SC_MOONLIT: //Clear the unit effect. [Skotlex]
- skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- {
- struct view_data *vd = status_get_viewdata(bl);
- if (vd) vd->dead_sit = 0;
- break;
- }
- case SC_WARM:
- if (sc->data[type].val4) { //Clear the group.
- struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
- sc->data[type].val4 = 0;
- skill_delunitgroup(bl, group);
- }
- break;
- case SC_KAAHI:
- //Delete timer if it exists.
- if (sc->data[type].val4 != -1) {
- delete_timer(sc->data[type].val4,kaahi_heal_timer);
- sc->data[type].val4=-1;
- }
- break;
- case SC_COMBO: //Clear last used skill when it is part of a combo.
- if (sd && sd->skillid_old == sc->data[type].val1)
- sd->skillid_old = sd->skilllv_old = 0;
- break;
- //gs_something2 [Vicious]
- case SC_MADNESSCANCEL:
- case SC_ADJUSTMENT:
- case SC_INCREASING:
- case SC_GATLINGFEVER:
- case SC_TATAMIGAESHI:
- case SC_KAENSIN:
- case SC_SUITON:
- calc_flag = 1;
- break;
- case SC_UTSUSEMI:
- case SC_NEN:
- break;
- }
-
-
- if (sd)
- clif_status_change(bl,StatusIconChangeTable[type],0);
-
- switch(type){ /* 正常に?るときなにか?理が必要 */
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- sc->opt1 = 0;
- opt_flag = 1;
- break;
-
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 &= ~(1<<(type-SC_POISON));
- opt_flag = 1;
- break;
- case SC_DPOISON:
- sc->opt2 &= ~OPT2_DPOISON; // 毒?態解除
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
- opt_flag = 1;
- break;
-
- case SC_HIDING:
- sc->option &= ~OPTION_HIDE;
- opt_flag = 1 ;
- break;
- case SC_CLOAKING:
- sc->option &= ~OPTION_CLOAK;
- calc_flag = 1; // orn
- opt_flag = 1 ;
- break;
- case SC_CHASEWALK:
- sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
- opt_flag = 1 ;
- break;
- case SC_SIGHT:
- sc->option &= ~OPTION_SIGHT;
- opt_flag = 1;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- sc->option &= ~OPTION_WEDDING;
- opt_flag = 1;
- break;
- case SC_ORCISH:
- sc->option &= ~OPTION_ORCISH;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- sc->option &= ~OPTION_RUWACH;
- opt_flag = 1;
- break;
- case SC_SIGHTTRASHER:
- sc->option &= ~OPTION_SIGHTTRASHER;
- opt_flag = 1;
- break;
- case SC_FUSION:
- sc->option &= ~OPTION_FLYING;
- opt_flag = 1;
- break;
- //opt3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ONEHAND: /* 1HQ */
- case SC_SPEARQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- sc->opt3 &= ~1;
- break;
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- case SC_MAXOVERTHRUST:
- case SC_SWOO:
- sc->opt3 &= ~2;
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- sc->opt3 &= ~4;
- break;
- case SC_INCATKRATE: //Simulated Explosion spirits effect.
- if (bl->type != BL_MOB)
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- sc->opt3 &= ~8;
- break;
- case SC_STEELBODY: // 金剛
- case SC_SKA:
- sc->opt3 &= ~16;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- sc->opt3 &= ~32;
- break;
- case SC_BERSERK: /* バ?サ?ク */
- sc->opt3 &= ~128;
- break;
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- sc->opt3 &= ~1024;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- sc->opt3 &= ~2048;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 &= ~4096;
- break;
- }
-
- if(opt_flag) /* optionの?更を?える */
- clif_changeoption(bl);
-
- if (sd && calc_flag)
- status_calc_pc(sd,0);
- }
-
- return 1;
-}
-
-int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
-{
- struct block_list *bl;
- struct status_change *sc;
- int hp;
-
- bl=map_id2bl(id);
- sc=status_get_sc(bl);
- if (!sc || data != SC_KAAHI || sc->data[data].timer==-1)
- return 0;
- if(sc->data[data].val4 != tid) {
- if (battle_config.error_log)
- ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
- sc->data[data].val4=-1;
- return 0;
- }
-
- if (bl->type == BL_PC && ((TBL_PC*)bl)->status.sp < sc->data[data].val3) {
- sc->data[data].val4=-1;
- return 0;
- }
-
- hp = status_get_max_hp(bl) - status_get_hp(bl);
- if (hp > sc->data[data].val2)
- hp = sc->data[data].val2;
- if (hp) {
- battle_heal(bl, bl, hp, -sc->data[data].val3, 1);
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- }
- sc->data[data].val4=-1;
- return 1;
-}
-
-/*==========================================
- * ステータス異常終了タイマー
- *------------------------------------------
- */
-int status_change_timer(int tid, unsigned int tick, int id, int data)
-{
- int type = data;
- struct block_list *bl;
- struct map_session_data *sd=NULL;
- struct status_change *sc;
-
-// security system to prevent forgetting timer removal
- int temp_timerid;
-
- bl=map_id2bl(id);
-#ifndef _WIN32
- nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
-#endif
- sc=status_get_sc(bl);
- if (!sc)
- { //Temporal debug until case is resolved. [Skotlex]
- ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
- return 0;
- }
-
- if(bl->type==BL_PC)
- sd=(struct map_session_data *)bl;
-
- if(sc->data[type].timer != tid) {
- if(battle_config.error_log)
- ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
- return 0;
- }
-
- // security system to prevent forgetting timer removal
- // you shouldn't be that careless inside the switch here
- temp_timerid = sc->data[type].timer;
- sc->data[type].timer = -1;
-
- switch(type){ /* 特殊な?理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
- case SC_CLOAKING:
- if(!sd || sd->status.sp > 0)
- {
- if (sd)
- {
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- sc->data[type].val2+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CHASEWALK:
- if(sd){
- int sp = 10+sc->data[type].val1*2;
- if (map_flag_gvg(sd->bl.m)) sp *= 5;
- if (pc_damage_sp(sd, sp, 0) > 0) {
- if ((++sc->data[type].val4) == 1) {
- sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
- (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
- }
- sc->data[type].timer = add_timer( /* タイマ?再設定 */
- sc->data[type].val2+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_HIDING: /* ハイディング */
- if(sd){ /* SPがあって、時間制限の間は持? */
- if( sd->status.sp > 0 && (--sc->data[type].val2)>0 ){
- if(sc->data[type].val2 % (sc->data[type].val1+3) ==0 ){
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SIGHT: /* サイト */
- case SC_RUWACH: /* ルアフ */
- case SC_SIGHTBLASTER:
- {
- map_foreachinrange( status_change_timer_sub, bl,
- skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
- BL_CHAR, bl,sc,type,tick);
-
- if( (--sc->data[type].val2)>0 ){
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- 250+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
- if(sc->data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
- if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
- break;
- sc->data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_ENDURE: /* インデュア */
- if(sc->data[type].val4)
- {
- sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_STONE:
- if(sc->data[type].val2 != 0) {
- sc->data[type].val2 = 0;
- sc->data[type].val4 = 0;
- unit_stop_walking(bl,1);
- sc->opt1 = OPT1_STONE;
- clif_changeoption(bl);
- sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- else if( (--sc->data[type].val3) > 0) {
- int hp = status_get_max_hp(bl);
- if((++sc->data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
- hp = hp/100;
- if(hp < 1) hp = 1;
- battle_damage(NULL, bl, hp, 0, 1);
- }
- sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_POISON:
- if (status_get_hp(bl) <= status_get_max_hp(bl)>>2) //Stop damaging after 25% HP left.
- break;
- case SC_DPOISON:
- if ((--sc->data[type].val3) > 0 && sc->data[SC_SLOWPOISON].timer == -1)
- battle_damage(NULL, bl, sc->data[type].val4, 0, 1);
- if (sc->data[type].val3 > 0 && !status_isdead(bl))
- {
- sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- if(sd){ /* SPがあって、HPが?タンでなければ?? */
- if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- if(sd->status.max_hp <= sd->status.hp)
- {
- status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
- return 0;
- }
- }
- break;
- case SC_BLEEDING: // [celest]
- // i hope i haven't interpreted it wrong.. which i might ^^;
- // Source:
- // - 10ゥェエェネェヒHPェャハ盒
- // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、
- // To-do: bleeding effect increases damage taken?
- if ((sc->data[type].val4 -= 10000) >= 0) {
- int hp = rand()%600 + 200;
- battle_damage(NULL,bl,hp,0,0);
- if (!status_isdead(bl))
- sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_KNOWLEDGE:
- if (sd) {
- if(bl->m != sd->feel_map[0].m
- && bl->m != sd->feel_map[1].m
- && bl->m != sd->feel_map[2].m)
- break; //End it
- } //Otherwise continue.
- // Status changes that don't have a time limit
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_MAGICPOWER:
- case SC_REJECTSWORD:
- case SC_MEMORIZE:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_SACRIFICE:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYTURN:
- case SC_READYCOUNTER:
- case SC_RUN:
- case SC_DODGE:
- case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
- case SC_NEN:
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
- return 0;
-
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s = 0;
- int sp = 1;
- if (--sc->data[type].val3 <= 0)
- break;
- if(sd) {
- switch(sc->data[type].val1){
- case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
- case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
- case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
- s=3;
- break;
- case BD_LULLABY: /* 子守歌 4秒にSP1 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
- case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
- case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
- s=4;
- break;
- case CG_HERMODE: // Wand of Hermod
- sp=5; //Upkeep = 5
- case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
- case BA_WHISTLE: /* 口笛 5秒でSP1 */
- case DC_HUMMING: /* ハミング 5秒でSP1 */
- case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
- s=5;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
- s=6;
- break;
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
- sp= 4*sc->data[type].val2; //Moonlit's cost is 4sp*skill_lv [Skotlex]
- //Upkeep is also every 10 secs.
- case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
- s=10;
- break;
- }
- if (s && ((sc->data[type].val3 % s) == 0)) {
- if (sc->data[SC_LONGING].timer != -1)
- sp = s;
- if (pc_damage_sp(sd, sp, 0) <= 0)
- break;
- }
- }
- sc->data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_DEVOTION:
- { //Check range and timeleft to preserve status [Skotlex]
- //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
- struct map_session_data *md = map_id2sd(sc->data[type].val1);
- if (md && battle_check_range(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
- {
- sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_BERSERK: /* バ?サ?ク */
- if(sd){ /* HPが100以上なら?? */
- if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
- sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
- clif_updatestatus(sd,SP_HP);
- sc->data[type].timer = add_timer( /* タイマ?再設定 */
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- else
- sd->canregen_tick = gettick() + 300000;
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- if(sd && battle_config.manner_system){
- sd->status.manner++;
- clif_updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0)
- { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SPLASHER:
- if (sc->data[type].val4 % 1000 == 0) {
- char timer[10];
- snprintf (timer, 10, "%d", sc->data[type].val4/1000);
- clif_message(bl, timer);
- }
- if((sc->data[type].val4 -= 500) > 0) {
- sc->data[type].timer = add_timer(
- 500 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sc->data[type].val3);
- if (pbl && battle_check_range(bl, pbl, 7) &&
- (sc->data[type].val2 -= 1000)>0) {
- sc->data[type].timer = add_timer(
- 1000 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_GOSPEL:
- if(sc->data[type].val4 == BCT_SELF){
- int hp, sp;
- hp = (sc->data[type].val1 > 5) ? 45 : 30;
- sp = (sc->data[type].val1 > 5) ? 35 : 20;
- if(status_get_hp(bl) - hp > 0 &&
- (sd == NULL || sd->status.sp - sp> 0))
- {
- if (sd)
- pc_damage_sp(sd, sp, 0);
- battle_damage(NULL, bl, hp, 0, 1);
- if ((sc->data[type].val2 -= 10000) > 0) {
- sc->data[type].timer = add_timer(
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- }
- break;
-
- case SC_GUILDAURA:
- {
- struct block_list *tbl = map_id2bl(sc->data[type].val2);
-
- if (tbl && battle_check_range(bl, tbl, 2)){
- sc->data[type].timer = add_timer(
- 1000 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- }
-
- // default for all non-handled control paths
- // security system to prevent forgetting timer removal
-
- // if we reach this point we need the timer for the next call,
- // so restore it to have status_change_end handle a valid timer
- sc->data[type].timer = temp_timerid;
-
- return status_change_end( bl,type,tid );
-}
-
-/*==========================================
- * ステータス異常タイマー範囲処理
- *------------------------------------------
- */
-int status_change_timer_sub(struct block_list *bl, va_list ap )
-{
- struct block_list *src;
- struct status_change *sc, *tsc;
- struct map_session_data* sd=NULL;
- struct map_session_data* tsd=NULL;
-
- int type;
- unsigned int tick;
-
- src=va_arg(ap,struct block_list*);
- sc=va_arg(ap,struct status_change*);
- type=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- tsc=status_get_sc(bl);
-
- if (status_isdead(bl))
- return 0;
- if (src->type==BL_PC) sd= (struct map_session_data*)src;
- if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
-
- switch( type ){
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if (tsc && tsc->count) {
- if (tsc->data[SC_HIDING].timer != -1)
- status_change_end( bl, SC_HIDING, -1);
- if (tsc->data[SC_CLOAKING].timer != -1)
- status_change_end( bl, SC_CLOAKING, -1);
- }
- break;
- case SC_RUWACH: /* ルアフ */
- if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
- tsc->data[SC_CLOAKING].timer != -1)) {
- status_change_end( bl, SC_HIDING, -1);
- status_change_end( bl, SC_CLOAKING, -1);
- if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- break;
- case SC_SIGHTBLASTER:
- {
- if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
- { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
- skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
- sc->data[type].val2 = 0; //This signals it to end.
- }
- }
- break;
- case SC_CLOSECONFINE:
- //Lock char has released the hold on everyone...
- if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
- tsc->data[SC_CLOSECONFINE2].val2 = 0;
- status_change_end(bl, SC_CLOSECONFINE2, -1);
- }
- break;
- }
- return 0;
-}
-
-/*==========================================
- * Clears buffs/debuffs of a character.
- * type&1 -> buffs, type&2 -> debuffs
- *------------------------------------------
- */
-int status_change_clear_buffs (struct block_list *bl, int type)
-{
- int i;
- struct status_change *sc= status_get_sc(bl);
-
- if (!sc || !sc->count)
- return 0;
-
- if (type&2) //Debuffs
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
- if(sc->data[i].timer != -1)
- status_change_end(bl,i,-1);
- }
-
- for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
-
- if(sc->data[i].timer == -1)
- continue;
-
- switch (i) {
- //Stuff that cannot be removed
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_COMBO:
- case SC_SMA:
- case SC_DANCING:
- case SC_GUILDAURA:
- case SC_SAFETYWALL:
- case SC_NOCHAT:
- case SC_ANKLE:
- case SC_BLADESTOP:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- continue;
-
- //Debuffs that can be removed.
- case SC_HALLUCINATION:
- case SC_QUAGMIRE:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
- case SC_SLOWDOWN:
- case SC_MINDBREAKER:
- case SC_WINKCHARM:
- case SC_STOP:
- case SC_ORCISH:
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- if (!(type&2))
- continue;
- break;
- //The rest are buffs that can be removed.
- case SC_BERSERK:
- if (!(type&1))
- continue;
- sc->data[i].val4 = 1;
- break;
- default:
- if (!(type&1))
- continue;
- break;
- }
- status_change_end(bl,i,-1);
- }
- return 0;
-}
-
-static int status_calc_sigma(void)
-{
- int i,j;
- unsigned int k;
-
- for(i=0;i<MAX_PC_CLASS;i++) {
- memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
- for(k=0,j=2;j<=MAX_LEVEL;j++) {
- k += hp_coefficient[i]*j + 50;
- k -= k%100;
- hp_sigma_val[i][j-1] = k;
- if (k >= INT_MAX)
- break; //Overflow protection. [Skotlex]
- }
- for(;j<=MAX_LEVEL;j++)
- hp_sigma_val[i][j-1] = INT_MAX;
- }
- return 0;
-}
-
-int status_readdb(void) {
- int i,j;
- FILE *fp;
- char line[1024], path[1024],*p;
-
- sprintf(path, "%s/job_db1.txt", db_path);
- fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i = 0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_WEAPON_TYPE + 5];
- i++;
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(j < MAX_WEAPON_TYPE + 5)
- { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
- ShowDebug("%s: Not enough columns at line %d\n", path, i);
- continue;
- }
- if(atoi(split[0])>=MAX_PC_CLASS)
- continue;
-
- max_weight_base[atoi(split[0])]=atoi(split[1]);
- hp_coefficient[atoi(split[0])]=atoi(split[2]);
- hp_coefficient2[atoi(split[0])]=atoi(split[3]);
- sp_coefficient[atoi(split[0])]=atoi(split[4]);
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
- sprintf(path, "%s/job_db2.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(atoi(split[0])>=MAX_PC_CLASS)
- continue;
- for(i=1;i<j && split[i];i++)
- job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- // サイズ補正テ?ブル
- for(i=0;i<3;i++)
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- atkmods[i][j]=100;
- sprintf(path, "%s/size_fix.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[MAX_WEAPON_TYPE];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- atkmods[i][j]=atoi(split[j]);
- }
- i++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- // 精?デ?タテ?ブル
- for(i=0;i<5;i++){
- for(j=0;j<MAX_REFINE; j++)
- percentrefinery[i][j]=100;
- percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
- refinebonus[i][0]=0;
- refinebonus[i][1]=0;
- refinebonus[i][2]=10;
- }
-
- sprintf(path, "%s/refine_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<16 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
- refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
- refinebonus[i][2]=atoi(split[2]); // 安全精?限界
- for(j=0;j<MAX_REFINE && split[j];j++)
- percentrefinery[i][j]=atoi(split[j+3]);
- i++;
- }
- fclose(fp); //Lupus. close this file!!!
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
- return 0;
-}
-
-/*==========================================
- * スキル関係初期化処理
- *------------------------------------------
- */
-int do_init_status(void)
-{
- if (SC_MAX > MAX_STATUSCHANGE)
- {
- ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
- exit(1);
- }
- add_timer_func_list(status_change_timer,"status_change_timer");
- add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
- initChangeTables();
- status_readdb();
- status_calc_sigma();
- return 0;
-}
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <limits.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+
+int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill.
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
+unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
+
+static int max_weight_base[MAX_PC_CLASS];
+static int hp_coefficient[MAX_PC_CLASS];
+static int hp_coefficient2[MAX_PC_CLASS];
+static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
+static int sp_coefficient[MAX_PC_CLASS];
+static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
+static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
+static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
+
+static struct status_data dummy_status;
+int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
+//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+//to avoid cards exploits
+
+//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
+//but it is much less prone to errors. [Skotlex]
+void initChangeTables(void) {
+ int i;
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTable[i] = -1;
+ memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+ memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+
+ //First we define the skill for common ailments. These are used in
+ //skill_additional_effect through sc cards. [Skotlex]
+ StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
+ StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
+ StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
+ StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
+ StatusSkillChangeTable[SC_POISON] = NPC_POISON;
+ StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
+ StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
+ StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
+ StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
+ StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
+ StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
+
+ //These are the status-change flags for the common ailments.
+ StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
+ StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE;
+// StatusChangeFlagTable[SC_STUN] = SCB_NONE;
+// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
+ StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
+ StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
+// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
+// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
+ StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
+// StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
+// StatusChangeFlagTable[SC_DPOISON] = SCB_NONE;
+
+ //The icons for the common ailments
+// StatusIconChangeTable[SC_STONE] = SI_BLANK;
+// StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
+// StatusIconChangeTable[SC_STUN] = SI_BLANK;
+// StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
+// StatusIconChangeTable[SC_POISON] = SI_BLANK;
+// StatusIconChangeTable[SC_CURSE] = SI_BLANK;
+// StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
+// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
+// StatusIconChangeTable[SC_BLIND] = SI_BLANK;
+ StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
+// StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
+
+
+#define set_sc(skill, sc, icon, flag) \
+ if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
+ if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \
+ if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; \
+ StatusChangeFlagTable[sc] |= flag;
+
+//This one is for sc's that already were defined.
+#define add_sc(skill, sc) \
+ if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \
+ if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill;
+
+
+ add_sc(SM_BASH, SC_STUN);
+ set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
+ add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
+ set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
+ add_sc(MG_SIGHT, SC_SIGHT);
+ add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
+ add_sc(MG_FROSTDIVER, SC_FREEZE);
+ add_sc(MG_STONECURSE, SC_STONE);
+ add_sc(AL_RUWACH, SC_RUWACH);
+ set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
+ set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
+ set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
+ set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
+ set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
+ set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
+ set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
+ add_sc(TF_POISON, SC_POISON);
+ set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
+ add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
+ set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
+ set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
+ set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
+ set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
+ set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
+ set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
+ set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
+ set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
+ add_sc(PR_LEXDIVINA, SC_SILENCE);
+ set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
+ add_sc(WZ_METEOR, SC_STUN);
+ add_sc(WZ_VERMILION, SC_BLIND);
+ add_sc(WZ_FROSTNOVA, SC_FREEZE);
+ add_sc(WZ_STORMGUST, SC_FREEZE);
+ set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD);
+ set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
+ set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
+ set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
+ set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
+ add_sc(HT_LANDMINE, SC_STUN);
+ add_sc(HT_ANKLESNARE, SC_ANKLE);
+ add_sc(HT_SANDMAN, SC_SLEEP);
+ add_sc(HT_FLASHER, SC_BLIND);
+ add_sc(HT_FREEZINGTRAP, SC_FREEZE);
+ set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
+ add_sc(AS_SONICBLOW, SC_STUN);
+ set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
+ set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
+ set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
+ add_sc(AS_VENOMDUST, SC_POISON);
+ add_sc(AS_SPLASHER, SC_SPLASHER);
+ set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
+ set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
+ add_sc(TF_SPRINKLESAND, SC_BLIND);
+ add_sc(TF_THROWSTONE, SC_STUN);
+ set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
+ set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
+ set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
+ add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
+ set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
+ add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
+ add_sc(NPC_POISON, SC_POISON);
+ add_sc(NPC_BLINDATTACK, SC_BLIND);
+ add_sc(NPC_SILENCEATTACK, SC_SILENCE);
+ add_sc(NPC_STUNATTACK, SC_STUN);
+ add_sc(NPC_PETRIFYATTACK, SC_STONE);
+ add_sc(NPC_CURSEATTACK, SC_CURSE);
+ add_sc(NPC_SLEEPATTACK, SC_SLEEP);
+ set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
+ add_sc(NPC_DARKBLESSING, SC_COMA);
+ set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
+ add_sc(NPC_LICK, SC_STUN);
+ set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
+ add_sc(NPC_REBIRTH, SC_KAIZEL);
+ add_sc(RG_RAID, SC_STUN);
+ set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
+ set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
+ set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
+ set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
+ add_sc(AM_ACIDTERROR, SC_BLEEDING);
+ set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
+ set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
+ set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
+ set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
+ set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
+ add_sc(CR_SHIELDCHARGE, SC_STUN);
+ set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
+ add_sc(CR_HOLYCROSS, SC_BLIND);
+ add_sc(CR_GRANDCROSS, SC_BLIND);
+ set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
+ set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
+ set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
+ set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
+ set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
+ add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
+ set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
+ add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
+ add_sc(SA_MAGICROD, SC_MAGICROD);
+ set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
+ set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
+ set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
+ set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
+ set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
+ set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
+ set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
+ set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
+ add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
+ add_sc(SA_REVERSEORCISH, SC_ORCISH);
+ add_sc(SA_COMA, SC_COMA);
+ add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
+ set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
+ set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
+ set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
+ add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
+ add_sc(BD_INTOABYSS, SC_INTOABYSS);
+ set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
+ add_sc(BA_FROSTJOKE, SC_FREEZE);
+ set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
+ set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
+ add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
+ set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
+ add_sc(DC_SCREAM, SC_STUN);
+ set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
+ set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
+ set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
+ add_sc(NPC_DARKCROSS, SC_BLIND);
+ add_sc(NPC_GRANDDARKNESS, SC_BLIND);
+ add_sc(NPC_STOP, SC_STOP);
+ set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
+ set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
+ set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK, SCB_HIT);
+ set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK, SCB_FLEE);
+ add_sc(NPC_INVISIBLE, SC_CLOAKING);
+ set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
+ set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
+ set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
+ set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
+ set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
+// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
+ set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
+ add_sc(HP_BASILICA, SC_BASILICA);
+ set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
+ add_sc(PA_SACRIFICE, SC_SACRIFICE);
+ set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ add_sc(PA_GOSPEL, SC_SCRESIST);
+ add_sc(CH_TIGERFIST, SC_STOP);
+ set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
+ set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
+ set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
+ set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
+ set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
+ set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
+ set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
+ add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
+ set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+ add_sc(LK_SPIRALPIERCE, SC_STOP);
+ add_sc(LK_HEADCRUSH, SC_BLEEDING);
+ set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
+ add_sc(HW_NAPALMVULCAN, SC_CURSE);
+ set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
+ add_sc(PF_MEMORIZE, SC_MEMORIZE);
+ add_sc(PF_FOGWALL, SC_FOGWALL);
+ set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
+ add_sc(WE_BABY, SC_BABY);
+ set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
+ set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
+ set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
+ set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
+ add_sc(TK_DOWNKICK, SC_STUN);
+ set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
+ set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
+ set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
+ set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
+ set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
+ set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
+ set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
+ add_sc(SG_MOON_WARM, SC_WARM);
+ add_sc(SG_STAR_WARM, SC_WARM);
+ set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
+ set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
+ set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
+ add_sc(SG_FRIEND, SC_SKILLRATE_UP);
+ set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
+ set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
+ set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
+ set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
+ set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
+ set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
+ set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
+ add_sc(SL_STUN, SC_STUN);
+ set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
+ set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
+ set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD);
+ set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
+ set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
+ set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
+ set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
+ add_sc(WS_CARTTERMINATION, SC_STUN);
+ set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
+ set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ add_sc(CG_HERMODE, SC_HERMODE);
+ set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
+ set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
+ set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
+ set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
+ set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
+ add_sc(MO_BALKYOUNG, SC_STUN);
+ add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
+
+ //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
+ set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
+ set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
+ set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
+ set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
+ //Uncomment and update when you plan on implementing.
+// set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK);
+// set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
+// set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
+ set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
+ set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
+
+ // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+ SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
+ SkillStatusChangeTable[SL_MONK] = MAPID_MONK,
+ SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE,
+ SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER,
+ SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
+ SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT,
+ SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD,
+ SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST,
+ SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER,
+ SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE,
+ SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN,
+ SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH,
+ SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER,
+ SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50;
+ StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
+ StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
+ StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
+
+ //Other SC which are not necessarily associated to skills.
+ StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+ StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
+ StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+ StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+ StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+ StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+ StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
+ StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
+ StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
+ StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
+ StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
+ StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
+ StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
+ StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+
+ //Guild skills don't fit due to their range being beyond MAX_SKILL
+ StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA;
+ StatusChangeFlagTable[SC_GUILDAURA] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX;
+ StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS;
+ StatusChangeFlagTable[SC_BATTLEORDERS] |= SCB_STR|SCB_INT|SCB_DEX;
+#undef set_sc
+#undef add_sc
+ if (!battle_config.display_hallucination) //Disable Hallucination.
+ StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
+}
+
+static void initDummyData(void) {
+ memset(&dummy_status, 0, sizeof(dummy_status));
+ dummy_status.hp =
+ dummy_status.max_hp =
+ dummy_status.max_sp =
+ dummy_status.str =
+ dummy_status.agi =
+ dummy_status.vit =
+ dummy_status.int_ =
+ dummy_status.dex =
+ dummy_status.luk =
+ dummy_status.hit = 1;
+ dummy_status.speed = 2000;
+ dummy_status.adelay = 4000;
+ dummy_status.amotion = 2000;
+ dummy_status.dmotion = 2000;
+ dummy_status.ele_lv = 1; //Min elemental level.
+ dummy_status.mode = MD_CANMOVE;
+}
+
+/*==========================================
+ * 精錬ボーナス
+ *------------------------------------------
+ */
+int status_getrefinebonus(int lv,int type)
+{
+ if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+ return refinebonus[lv][type];
+ return 0;
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+int status_damage(struct block_list *src,struct block_list *target,unsigned int hp, unsigned sp, int walkdelay, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ if(sp && target->type != BL_PC)
+ sp = 0; //Only players get SP damage.
+
+ if (!hp && !sp)
+ return 0;
+
+ if (target->type == BL_SKILL)
+ return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
+
+ status = status_get_status_data(target);
+
+ if (status == &dummy_status || !status->hp || !target->prev)
+ return 0; //Invalid targets: no damage, dead, not on a map.
+
+ sc = status_get_sc(target);
+
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp && !(flag&1)) {
+ if (sc) {
+ if (sc->data[SC_FREEZE].timer != -1)
+ status_change_end(target,SC_FREEZE,-1);
+ if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ status_change_end(target,SC_STONE,-1);
+ if (sc->data[SC_SLEEP].timer != -1)
+ status_change_end(target,SC_SLEEP,-1);
+ if (sc->data[SC_WINKCHARM].timer != -1)
+ status_change_end(target,SC_WINKCHARM,-1);
+ if (sc->data[SC_CONFUSION].timer != -1)
+ status_change_end(target, SC_CONFUSION, -1);
+ if (sc->data[SC_TRICKDEAD].timer != -1)
+ status_change_end(target, SC_TRICKDEAD, -1);
+ if (sc->data[SC_HIDING].timer != -1)
+ status_change_end(target, SC_HIDING, -1);
+ if (sc->data[SC_CLOAKING].timer != -1)
+ status_change_end(target, SC_CLOAKING, -1);
+ if (sc->data[SC_CHASEWALK].timer != -1)
+ status_change_end(target, SC_CHASEWALK, -1);
+ if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
+ //Endure count is only reduced by non-players on non-gvg maps.
+ //val4 signals infinite endure. [Skotlex]
+ if (src && src->type != BL_PC && !map_flag_gvg(target->m)
+ && --(sc->data[SC_ENDURE].val2) < 0)
+ status_change_end(target, SC_ENDURE, -1);
+ }
+ if (sc->data[SC_GRAVITATION].timer != -1 &&
+ sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
+ struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
+ if (sg) {
+ skill_delunitgroup(target,sg);
+ sc->data[SC_GRAVITATION].val4 = 0;
+ status_change_end(target, SC_GRAVITATION, -1);
+ }
+ }
+ if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
+ {
+ struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
+ if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
+ {
+ clif_damage(src, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
+ status_fix_damage(NULL, &sd2->bl, hp, 0);
+ return 0;
+ }
+ status_change_end(target, SC_DEVOTION, -1);
+ }
+ if(sc->data[SC_DANCING].timer != -1 && hp > status->max_hp>>2)
+ skill_stop_dancing(target);
+ }
+ unit_skillcastcancel(target, 2);
+ }
+
+ if (hp >= status->hp) {
+ if (flag&2) return 0;
+ hp = status->hp;
+ }
+
+ if (sp > status->sp) {
+ if (flag&2) return 0;
+ sp = status->sp;
+ }
+
+ status->hp-= hp;
+ status->sp-= sp;
+
+ if (sc && hp && status->hp) {
+ if (sc->data[SC_AUTOBERSERK].timer != -1 &&
+ (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
+ status->hp < status->max_hp>>2)
+ sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ }
+
+ switch (target->type)
+ {
+ case BL_MOB:
+ mob_damage((TBL_MOB*)target, src, hp);
+ if (!status->hp)
+ mob_dead((TBL_MOB*)target, src, flag&4?3:0);
+ break;
+ case BL_PC:
+ pc_damage((TBL_PC*)target,src,hp,sp);
+ if (!status->hp)
+ pc_dead((TBL_PC*)target,src);
+ break;
+ }
+
+ if (walkdelay && status->hp)
+ unit_set_walkdelay(target, gettick(), walkdelay, 0);
+
+ return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,unsigned int hp,unsigned int sp, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ status = status_get_status_data(bl);
+
+ if (status == &dummy_status || !status->hp)
+ return 0;
+
+ sc = status_get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if(hp) {
+ if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
+ hp = 0;
+
+ if(hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ }
+
+ if(sp) {
+ if (bl->type != BL_PC)
+ sp = 0; //Only players get SP changes
+
+ if(sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ }
+
+ if(!sp && !hp) return 0;
+
+ status->hp+= hp;
+ status->sp+= sp;
+
+ if(hp && sc &&
+ sc->data[SC_AUTOBERSERK].timer != -1 &&
+ sc->data[SC_PROVOKE].timer!=-1 &&
+ sc->data[SC_PROVOKE].val2==1 &&
+ status->hp>=status->max_hp>>2
+ ) //End auto berserk.
+ status_change_end(bl,SC_PROVOKE,-1);
+
+ switch(bl->type) {
+ case BL_MOB:
+ mob_heal((TBL_MOB*)bl,hp);
+ break;
+ case BL_PC:
+ pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
+ break;
+ }
+ return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If flag, this is heal, otherwise it is damage.
+int status_percent_change(struct block_list *src,struct block_list *target,char hp_rate, char sp_rate, int flag)
+{
+ struct status_data *status;
+ unsigned int hp =0, sp = 0;
+
+ status = status_get_status_data(target);
+
+ if (hp_rate > 0)
+ hp = (hp_rate*status->hp)/100;
+ else if (hp_rate < 0)
+ hp = (-hp_rate)*status->max_hp/100;
+ if (hp_rate && !hp)
+ hp = 1;
+
+ if (sp_rate > 0)
+ sp = (sp_rate*status->sp)/100;
+ else if (sp_rate < 0)
+ sp = (-sp_rate)*status->max_sp/100;
+ if (sp_rate && !sp)
+ sp = 1;
+
+ if (flag) return status_heal(target, hp, sp, 0);
+ return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+}
+
+/*==========================================
+ * Checks whether the src can use the skill on the target,
+ * taking into account status/option of both source/target. [Skotlex]
+ * flag:
+ * 0 - Trying to use skill on target.
+ * 1 - Cast bar is done.
+ * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+ * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+ * target MAY Be null, in which case the checks are only to see
+ * whether the source can cast or not the skill on the ground.
+ *------------------------------------------
+ */
+int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
+{
+ int mode, race, hide_flag;
+ struct status_change *sc=NULL, *tsc;
+
+ mode = src?status_get_mode(src):MD_CANATTACK;
+
+ if (src && status_isdead(src))
+ return 0;
+
+ if (!skill_num) { //Normal attack checks.
+ if (!(mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+ //Dead state is not checked for skills as some skills can be used
+ //on dead characters, said checks are left to skill.c [Skotlex]
+ if (target && status_isdead(target))
+ return 0;
+ }
+
+ if (skill_num == PA_PRESSURE && flag) {
+ //Gloria Avoids pretty much everything....
+ tsc = target?status_get_sc(target):NULL;
+ if(tsc) {
+ if (tsc->option&OPTION_HIDE)
+ return 0;
+ if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
+ return 0;
+ }
+ return 1;
+ }
+
+ if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
+ (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
+ && !(mode&MD_BOSS))
+ { //Basilica Check
+ if (!skill_num) return 0;
+ race = skill_get_inf(skill_num);
+ if (race&INF_ATTACK_SKILL)
+ return 0;
+ if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
+ return 0;
+ }
+
+ if (src) sc = status_get_sc(src);
+
+ if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
+ //When sc do not cancel casting, the spell should come out.
+ return 0;
+
+ if(sc && sc->count)
+ {
+ if (
+ (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
+ || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
+ || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
+ || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
+ )
+ return 0;
+
+ if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag)
+ { //Prevents skill usage against players?
+ clif_emotion(src, 3);
+ return 0;
+ }
+
+ if (sc->data[SC_BLADESTOP].timer != -1) {
+ switch (sc->data[SC_BLADESTOP].val1)
+ {
+ case 5: if (skill_num == MO_EXTREMITYFIST) break;
+ case 4: if (skill_num == MO_CHAINCOMBO) break;
+ case 3: if (skill_num == MO_INVESTIGATE) break;
+ case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
+ default: return 0;
+ }
+ }
+ if (skill_num && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
+ ) { //Skills blocked through status changes...
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+ (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
+ (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
+ sc->data[SC_SILENCE].timer != -1 ||
+ sc->data[SC_STEELBODY].timer != -1 ||
+ sc->data[SC_BERSERK].timer != -1
+ ))
+ return 0;
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
+ (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
+ sc->data[SC_NOCHAT].timer != -1
+ )
+ return 0;
+
+ if (flag!=2 && sc->data[SC_DANCING].timer != -1)
+ {
+ if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
+ && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
+ return 0;
+ if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+ }
+ }
+
+ if (sc && sc->option)
+ {
+ if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
+ && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP
+ && skill_num != NJ_KIRIKAGE)
+ return 0;
+// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
+// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex]
+ if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
+ return 0;
+ }
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc = status_get_sc(target);
+ if(tsc && tsc->count)
+ {
+ if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
+ return 0;
+ if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
+ return 0;
+ if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
+ return 0;
+ }
+
+ race = src?status_get_race(src):0;
+ //If targetting, cloak+hide protect you, otherwise only hiding does.
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+
+ //You cannot hide from ground skills.
+ if(skill_get_pl(skill_num) == 2)
+ hide_flag &= ~OPTION_HIDE;
+
+ switch (target->type)
+ {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data*) target;
+ if (pc_isinvisible(sd))
+ return 0;
+ if (tsc->option&hide_flag
+ && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
+ && !(mode&MD_BOSS))
+ return 0;
+ }
+ break;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (mode&MD_LOOTER)
+ return 1;
+ else
+ return 0;
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if (tsc && !(mode&MD_BOSS))
+ {
+ if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
+ return 0;
+ }
+ }
+ return 1;
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag);
+
+static int status_base_atk(struct block_list *bl, struct status_data *status)
+{
+ int flag = 0, str, dex, dstr;
+ if (bl->type == BL_PC)
+ switch(((TBL_PC*)bl)->status.weapon){
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if (flag) {
+ str = status->dex;
+ dex = status->str;
+ } else {
+ str = status->str;
+ dex = status->dex;
+ }
+ dstr = str/10;
+ return str + dstr*dstr + dex/5 + status->luk/5;
+}
+
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct status_data *status, int level)
+{
+ status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+
+ status->hit = level + status->dex;
+ status->flee = level + status->agi;
+ status->def2 = status->vit;
+ status->mdef2 = status->int_ + (status->vit>>1);
+
+ status->cri = status->luk*3 + 10;
+ status->flee2 = status->luk + 10;
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+int status_calc_mob(struct mob_data* md, int first)
+{
+ struct status_data *status;
+ struct block_list *mbl;
+ int flag=0;
+
+ //Check if we need custom base-status
+ if (battle_config.mobs_level_up && md->level != md->db->lv)
+ flag|=1;
+
+ if (md->special_state.size)
+ flag|=2;
+
+ if (md->guardian_data && md->guardian_data->guardup_lv)
+ flag|=4;
+
+ if (battle_config.slaves_inherit_speed && md->master_id)
+ flag|=8;
+
+ if (md->master_id && md->special_state.ai>1)
+ flag|=16;
+
+ if (!flag)
+ { //No special status required.
+ if (md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(first)
+ memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+ return 0;
+ }
+ if (!md->base_status)
+ md->base_status = aCalloc(1, sizeof(struct status_data));
+
+ status = md->base_status;
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+
+
+ if (flag&(8|16))
+ mbl = map_id2bl(md->master_id);
+
+ if (flag&8 && mbl) {
+ struct status_data *mstatus = status_get_base_status(mbl);
+ if (mstatus && mstatus->mode&MD_CANMOVE && status->mode&MD_CANMOVE)
+ status->speed = mstatus->speed;
+ }
+
+ if (flag&16 && mbl)
+ { //Max HP setting from Summon Flora/marine Sphere
+ struct unit_data *ud = unit_bl2ud(mbl);
+ if (ud)
+ { // different levels of HP according to skill level
+ if (ud->skillid == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skilllv;
+ status->mode|= MD_CANMOVE; //Needed for the skill
+ } else { //AM_CANNIBALIZE
+ status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
+ status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+ }
+ status->hp = status->max_hp;
+ }
+ }
+
+ if (flag&1)
+ { // increase from mobs leveling up [Valaris]
+ int diff = md->level - md->db->lv;
+ status->str+= diff;
+ status->agi+= diff;
+ status->vit+= diff;
+ status->int_+= diff;
+ status->dex+= diff;
+ status->luk+= diff;
+ status->max_hp += diff*status->vit;
+ status->max_sp += diff*status->int_;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->speed -= diff;
+ }
+
+
+ if (flag&2)
+ { // change for sized monsters [Valaris]
+ if (md->special_state.size==1) {
+ status->max_hp>>=1;
+ status->max_sp>>=1;
+ if (!status->max_hp) status->max_hp = 1;
+ if (!status->max_sp) status->max_sp = 1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str>>=1;
+ status->agi>>=1;
+ status->vit>>=1;
+ status->int_>>=1;
+ status->dex>>=1;
+ status->luk>>=1;
+ if (!status->str) status->str = 1;
+ if (!status->agi) status->agi = 1;
+ if (!status->vit) status->vit = 1;
+ if (!status->int_) status->int_ = 1;
+ if (!status->dex) status->dex = 1;
+ if (!status->luk) status->luk = 1;
+ } else if (md->special_state.size==2) {
+ status->max_hp<<=1;
+ status->max_sp<<=1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str<<=1;
+ status->agi<<=1;
+ status->vit<<=1;
+ status->int_<<=1;
+ status->dex<<=1;
+ status->luk<<=1;
+ }
+ }
+
+ status->batk = status_base_atk(&md->bl, status);
+ status_calc_misc(status, md->level);
+
+ if(flag&4)
+ { // Strengthen Guardians - custom value +10% / lv
+ struct guild_castle *gc;
+ gc=guild_mapname2gc(map[md->bl.m].name);
+ if (!gc)
+ ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+ else {
+ status->max_hp += 2000 * gc->defense;
+ status->max_sp += 200 * gc->defense;
+ if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
+ status->hp = gc->guardian[md->guardian_data->number].hp;
+ else //Emperium
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ }
+ status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+ status->aspd_rate -= 10*md->guardian_data->guardup_lv;
+ }
+
+ if(!battle_config.enemy_str)
+ status->batk = 0;
+
+ if(battle_config.enemy_critical_rate != 100)
+ status->cri = status->cri*battle_config.enemy_critical_rate/100;
+ if (!status->cri && battle_config.enemy_critical_rate)
+ status->cri = 1;
+
+ if (!battle_config.enemy_perfect_flee)
+ status->flee2 = 0;
+
+ //Initial battle status
+ if (!first) {
+ status_cpy(&md->status, status);
+ if (md->sc.count)
+ status_calc_bl(&md->bl, SCB_ALL);
+ } else
+ memcpy(&md->status, status, sizeof(struct status_data));
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet(struct pet_data *pd, int first)
+{
+ struct map_session_data *sd;
+ int lv;
+
+ nullpo_retr(0, pd);
+ sd = pd->msd;
+ if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
+ return 0;
+
+ if (first) {
+ memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+ pd->status.speed = pd->petDB->speed;
+ }
+
+ if (battle_config.pet_lv_rate)
+ {
+ lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (lv < 0)
+ lv = 1;
+ if (lv != sd->pet.level || first)
+ {
+ struct status_data *bstat = &pd->db->status, *status = &pd->status;
+ sd->pet.level = lv;
+ if (!first) //Lv Up animation
+ clif_misceffect(&pd->bl, 0);
+ status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+ status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+ status->str = (bstat->str*lv)/pd->db->lv;
+ status->agi = (bstat->agi*lv)/pd->db->lv;
+ status->vit = (bstat->vit*lv)/pd->db->lv;
+ status->int_ = (bstat->int_*lv)/pd->db->lv;
+ status->dex = (bstat->dex*lv)/pd->db->lv;
+ status->luk = (bstat->luk*lv)/pd->db->lv;
+
+ if(status->rhw.atk > battle_config.pet_max_atk1)
+ status->rhw.atk = battle_config.pet_max_atk1;
+ if(status->rhw.atk2 > battle_config.pet_max_atk2)
+ status->rhw.atk2 = battle_config.pet_max_atk2;
+
+ if(status->str > battle_config.pet_max_stats)
+ status->str = battle_config.pet_max_stats;
+ else if (status->str < 1) status->str = 1;
+ if(status->agi > battle_config.pet_max_stats)
+ status->agi = battle_config.pet_max_stats;
+ else if (status->agi < 1) status->agi = 1;
+ if(status->vit > battle_config.pet_max_stats)
+ status->vit = battle_config.pet_max_stats;
+ else if (status->vit < 1) status->vit = 1;
+ if(status->int_ > battle_config.pet_max_stats)
+ status->int_ = battle_config.pet_max_stats;
+ else if (status->int_ < 1) status->int_ = 1;
+ if(status->dex > battle_config.pet_max_stats)
+ status->dex = battle_config.pet_max_stats;
+ else if (status->dex < 1) status->dex = 1;
+ if(status->luk > battle_config.pet_max_stats)
+ status->luk = battle_config.pet_max_stats;
+ else if (status->luk < 1) status->luk = 1;
+
+ status->batk = status_base_atk(&pd->bl, &pd->status);
+ status_calc_misc(&pd->status, lv);
+ if (!battle_config.pet_str)
+ pd->status.batk = 0;
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif_send_petstatus(sd);
+ }
+ } else if (first) {
+ pd->status.batk = status_base_atk(&pd->bl, &pd->status);
+ status_calc_misc(&pd->status, pd->db->lv);
+ if (!battle_config.pet_str)
+ pd->status.batk = 0;
+ }
+
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+ return 1;
+}
+
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
+{
+ unsigned int val;
+ val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
+ + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
+ * (100 + status->vit)/100 + sd->param_equip[2];
+ if (sd->class_&JOBL_UPPER)
+ val += val * 30/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+ return val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+ unsigned int val;
+ val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
+ * (100 + status->int_)/100 + sd->param_equip[3];
+ if (sd->class_&JOBL_UPPER)
+ val += val * 30/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ return val;
+}
+
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc(struct map_session_data* sd,int first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ struct status_data b_status, *status;
+ struct weapon_atk b_lhw;
+ struct skill b_skill[MAX_SKILL];
+
+ int b_weight,b_max_weight;
+ int b_paramcard[6];
+ int i,index;
+ int skill,refinedef=0;
+
+ if (++calculating > 10) //Too many recursive calls!
+ return -1;
+
+ memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
+ memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
+ b_status.lhw = &b_lhw;
+
+ memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+
+ pc_calc_skilltree(sd); // スキルツリ?の計算
+
+ sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
+
+ if(first&1) {
+ //Load Hp/SP from char-received data.
+ sd->battle_status.hp = sd->status.hp;
+ sd->battle_status.sp = sd->status.sp;
+ sd->battle_status.lhw = &sd->battle_lhw;
+ sd->base_status.lhw = &sd->base_lhw;
+
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight=battle_config.max_cart_weight;
+ sd->cart_weight=0;
+ sd->cart_max_num=MAX_CART;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ status = &sd->base_status;
+ // these are not zeroed. [zzo]
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+
+ // zeroed arays, order follows the order in map.h.
+ // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
+ memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ + sizeof(sd->param_equip)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->arrow_addeff)
+ + sizeof(sd->arrow_addeff2)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->itemhealrate)
+ + sizeof(sd->addeff3)
+ + sizeof(sd->addeff3_type)
+ + sizeof(sd->sp_gain_race)
+ );
+
+ memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
+ memset(status->lhw, 0, sizeof(struct weapon_atk));
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
+ status->speed = DEFAULT_WALK_SPEED;
+ status->aspd_rate = 100;
+ status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
+ status->size = (sd->class_&JOBL_BABY)?0:1;
+ if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
+ if (sd->class_&JOBL_BABY) {
+ if (battle_config.character_size&2)
+ status->size++;
+ } if(battle_config.character_size&1)
+ status->size++;
+ }
+ status->aspd_rate = 100;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+
+ //zero up structures...
+ memset(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_dmg)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ );
+
+ // vars zeroing. ints, shorts, chars. in that order.
+ memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
+ + sizeof(sd->arrow_ele)
+ + sizeof(sd->arrow_cri)
+ + sizeof(sd->arrow_hit)
+ + sizeof(sd->nhealhp)
+ + sizeof(sd->nhealsp)
+ + sizeof(sd->nshealhp)
+ + sizeof(sd->nshealsp)
+ + sizeof(sd->nsshealhp)
+ + sizeof(sd->nsshealsp)
+ + sizeof(sd->critical_def)
+ + sizeof(sd->double_rate)
+ + sizeof(sd->long_attack_atk_rate)
+ + sizeof(sd->near_attack_def_rate)
+ + sizeof(sd->long_attack_def_rate)
+ + sizeof(sd->magic_def_rate)
+ + sizeof(sd->misc_def_rate)
+ + sizeof(sd->ignore_mdef_ele)
+ + sizeof(sd->ignore_mdef_race)
+ + sizeof(sd->perfect_hit)
+ + sizeof(sd->perfect_hit_add)
+ + sizeof(sd->get_zeny_rate)
+ + sizeof(sd->get_zeny_num)
+ + sizeof(sd->double_add_rate)
+ + sizeof(sd->short_weapon_damage_return)
+ + sizeof(sd->long_weapon_damage_return)
+ + sizeof(sd->magic_damage_return)
+ + sizeof(sd->random_attack_increase_add)
+ + sizeof(sd->random_attack_increase_per)
+ + sizeof(sd->break_weapon_rate)
+ + sizeof(sd->break_armor_rate)
+ + sizeof(sd->crit_atk_rate)
+ + sizeof(sd->hp_loss_rate)
+ + sizeof(sd->sp_loss_rate)
+ + sizeof(sd->classchange)
+ + sizeof(sd->speed_add_rate)
+ + sizeof(sd->aspd_add_rate)
+ + sizeof(sd->setitem_hash)
+ + sizeof(sd->setitem_hash2)
+ // shorts
+ + sizeof(sd->splash_range)
+ + sizeof(sd->splash_add_range)
+ + sizeof(sd->add_steal_rate)
+ + sizeof(sd->hp_loss_value)
+ + sizeof(sd->sp_loss_value)
+ + sizeof(sd->hp_loss_type)
+ + sizeof(sd->hp_gain_value)
+ + sizeof(sd->sp_gain_value)
+ + sizeof(sd->add_drop_count)
+ + sizeof(sd->unbreakable)
+ + sizeof(sd->unbreakable_equip)
+ + sizeof(sd->unstripable_equip)
+ + sizeof(sd->no_regen)
+ + sizeof(sd->add_def_count)
+ + sizeof(sd->add_mdef_count)
+ + sizeof(sd->add_dmg_count)
+ + sizeof(sd->add_mdmg_count)
+ );
+
+ for(i=0;i<10;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ int j,c;
+ struct item_data *data;
+
+ //Card script execution.
+ if(sd->status.inventory[index].card[0]==0x00ff ||
+ sd->status.inventory[index].card[0]==0x00fe ||
+ sd->status.inventory[index].card[0]==(short)0xff00)
+ continue;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){
+ current_equip_card_id= c= sd->status.inventory[index].card[j];
+ if(!c)
+ continue;
+ data = itemdb_exists(c);
+ if(!data)
+ continue;
+ if(first&1 && data->equip_script)
+ { //Execute equip-script on login
+ run_script(data->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+ if(!data->script)
+ continue;
+ if(data->flag.no_equip) { //Card restriction checks.
+ if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
+ continue;
+ if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
+ continue;
+ if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
+ continue;
+ }
+ if(i == 8 && sd->status.inventory[index].equip == 0x20)
+ { //Left hand status.
+ sd->state.lr_flag = 1;
+ run_script(data->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(data->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script his function. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
+ { // Pet
+ struct pet_data *pd=sd->pd;
+ if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
+ pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
+ pc_bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+ memcpy(b_paramcard,sd->param_bonus,sizeof(b_paramcard));
+ memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
+
+ // ?備品によるステ?タス?化はここで?行
+ for(i=0;i<10;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == 9 && sd->equip_index[8] == index)
+ continue;
+ if(i == 5 && sd->equip_index[4] == index)
+ continue;
+ if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
+ continue;
+ if(!sd->inventory_data[index])
+ continue;
+
+ status->def += sd->inventory_data[index]->def;
+
+ if(first&1 && sd->inventory_data[index]->equip_script)
+ { //Execute equip-script on login
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ if(sd->inventory_data[index]->type == 4) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ struct weapon_data *wd;
+ struct weapon_atk *wa;
+
+ if (wlv >= MAX_REFINE_BONUS)
+ wlv = MAX_REFINE_BONUS - 1;
+ if(i == 8 && sd->status.inventory[index].equip == 0x20) {
+ wd = &sd->left_weapon; // Left-hand weapon
+ wa = status->lhw;
+ } else {
+ wd = &sd->right_weapon;
+ wa = &status->rhw;
+ }
+ wa->atk += sd->inventory_data[index]->atk;
+ wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
+ if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
+ wd->overrefine = r*refinebonus[wlv][1];
+
+ wa->range += sd->inventory_data[index]->range;
+ if(sd->inventory_data[index]->script) {
+ if (wd == &sd->left_weapon) {
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+
+ if(sd->status.inventory[index].card[0]==0x00ff)
+ { // Forged weapon
+ wd->star += (sd->status.inventory[index].card[1]>>8);
+ if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+ if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ wd->star += 10;
+
+ if (!wa->ele) //Do not overwrite element from previous bonuses.
+ wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+ }
+ }
+ else if(sd->inventory_data[index]->type == 5) {
+ refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
+ if(sd->inventory_data[index]->script) {
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[10] >= 0){ // 矢
+ index = sd->equip_index[10];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->state.lr_flag = 2;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ sd->arrow_atk += sd->inventory_data[index]->atk;
+ }
+ }
+
+ //Store equipment script bonuses
+ memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+ //We store card bonuses here because Improve Concentration is the only SC
+ //that will not take it into consideration when buffing you up.
+ memcpy(sd->param_bonus, b_paramcard, sizeof(sd->param_bonus));
+
+ status->def += (refinedef+50)/100;
+
+ if(status->rhw.range < 1) status->rhw.range = 1;
+ if(status->lhw->range < 1) status->lhw->range = 1;
+ if(status->rhw.range < status->lhw->range)
+ status->rhw.range = status->lhw->range;
+
+ sd->double_rate += sd->double_add_rate;
+ sd->perfect_hit += sd->perfect_hit_add;
+ sd->splash_range += sd->splash_add_range;
+ if(sd->aspd_add_rate)
+ sd->aspd_rate += sd->aspd_add_rate;
+ if(sd->speed_add_rate)
+ sd->speed_rate += sd->speed_add_rate;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+// ----- STATS CALCULATION -----
+
+ // Job bonuses
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(!job_bonus[sd->status.class_][i])
+ continue;
+ switch(job_bonus[sd->status.class_][i]) {
+ case 1:
+ status->str++;
+ break;
+ case 2:
+ status->agi++;
+ break;
+ case 3:
+ status->vit++;
+ break;
+ case 4:
+ status->int_++;
+ break;
+ case 5:
+ status->dex++;
+ break;
+ case 6:
+ status->luk++;
+ break;
+ }
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ status->str += 10;
+ status->agi += 10;
+ status->vit += 10;
+ status->int_+= 10;
+ status->dex += 10;
+ status->luk += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ status->str++;
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc_checkskill(sd,AC_OWL))>0)
+ status->dex += skill;
+
+ // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+ i = status->str + sd->status.str + b_paramcard[0] + sd->param_equip[0];
+ status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+ i = status->agi + sd->status.agi + b_paramcard[1] + sd->param_equip[1];
+ status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+ i = status->vit + sd->status.vit + b_paramcard[2] + sd->param_equip[2];
+ status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+ i = status->int_+ sd->status.int_+ b_paramcard[3] + sd->param_equip[3];
+ status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+ i = status->dex + sd->status.dex + b_paramcard[4] + sd->param_equip[4];
+ status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+ i = status->luk + sd->status.luk + b_paramcard[5] + sd->param_equip[5];
+ status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
+
+// ------ BASE ATTACK CALCULATION ------
+
+ // Basic Base ATK value
+ status->batk += status_base_atk(&sd->bl,status);
+ // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+ if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ status->batk += sd->weapon_atk[sd->status.weapon];
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
+ status->batk += 4;
+
+// ----- MATK CALCULATION -----
+
+ // Basic MATK value
+ status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
+ status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
+
+// ----- CRIT CALCULATION -----
+
+ // Basic Crit value
+ status->cri += (status->luk*3)+10;
+
+// ----- HIT CALCULATION -----
+
+ // Basic Hit value
+ status->hit += status->dex + sd->status.base_level;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
+ status->hit += skill*2;
+ if((skill=pc_checkskill(sd,AC_VULTURE))>0){
+ status->hit += skill;
+ if(sd->status.weapon == W_BOW)
+ status->rhw.range += skill;
+ }
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+ {
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill;
+ if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill;
+ status->rhw.range += skill;
+ }
+ }
+
+// ----- FLEE CALCULATION -----
+
+ // Basic Flee value
+ status->flee += status->agi + sd->status.base_level;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc_checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill*3)>>1;
+
+// ----- PERFECT DODGE CALCULATION -----
+
+ // Basic Perfect Dodge value
+ status->flee2 += status->luk+10;
+
+// ----- VIT-DEF CALCULATION -----
+
+ // Basic VIT-DEF value
+ status->def2 += status->vit;
+
+// ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate != 100)
+ status->def = status->def * sd->def_rate/100;
+
+ if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+ {
+ status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+ status->def = battle_config.max_def;
+ }
+
+// ----- INT-MDEF CALCULATION -----
+
+ // Basic INT-MDEF value
+ status->mdef2 += status->int_ + (status->vit>>1);
+
+// ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate != 100)
+ status->mdef = status->mdef * sd->mdef_rate/100;
+
+ if (!battle_config.weapon_defense_type && status->mdef > battle_config.max_def)
+ {
+ status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+ status->mdef = battle_config.max_def;
+ }
+
+// ----- WALKING SPEED CALCULATION -----
+
+ // Relative modifiers from passive skills
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ status->speed -= status->speed * 25/100;
+ if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+ status->speed += status->speed * (100-10*skill)/100;
+
+// ----- ASPD CALCULATION -----
+// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ if (sd->status.weapon < MAX_WEAPON_TYPE)
+ status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
+ else
+ status->amotion = (
+ (aspd_base[sd->status.class_][sd->weapontype1]
+ -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
+ (aspd_base[sd->status.class_][sd->weapontype2]
+ -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
+ ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= (skill/2);
+ if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
+ status->aspd_rate -= (skill*3);
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate -= (skill/2);
+ if(pc_isriding(sd))
+ status->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
+
+ status->adelay = 2*status->amotion;
+
+
+// ----- DMOTION -----
+//
+ status->dmotion = 800-status->agi*4;
+ if(status->dmotion<400) status->dmotion = 400;
+
+// ----- HP MAX CALCULATION -----
+
+ // Basic MaxHP value
+ //We hold the standard Max HP here to make it faster to recalculate on vit changes.
+ sd->status.max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += sd->status.max_hp;
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ status->max_hp += 2000;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill*200;
+
+// ----- SP MAX CALCULATION -----
+
+ // Basic MaxSP value
+ sd->status.max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += sd->status.max_sp;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill;
+
+ if(status->sp>status->max_sp)
+ status->sp=status->max_sp;
+
+// ----- RESPAWN HP/SP -----
+//
+ //Calc respawn hp and store it on base_status
+ if (sd->special_state.restart_full_recover)
+ {
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ } else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
+ && battle_config.restart_hp_rate < 50)
+ status->hp=status->max_hp>>1;
+ else
+ status->hp=status->max_hp * battle_config.restart_hp_rate/100;
+ if(status->hp < 0)
+ status->hp = 1;
+
+ status->sp = status->max_sp * battle_config.restart_sp_rate /100;
+ }
+
+// ----- MISC CALCULATIONS -----
+
+ // Weight
+ if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
+ sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
+
+ // Skill SP cost
+ if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sd->sc.count){
+ if(sd->sc.data[SC_SERVICE4U].timer!=-1)
+ sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
+ }
+
+ if(sd->dsprate < 0) sd->dsprate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ sd->subele[6] += skill*5;
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[0] += skill;
+ sd->subele[3] += skill*4;
+ }
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
+ skill = skill*4;
+ sd->right_weapon.addrace[RC_DRAGON]+=skill;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill;
+ sd->magic_addrace[RC_DRAGON]+=skill;
+ sd->subrace[RC_DRAGON]+=skill;
+ }
+
+ if(sd->sc.count){
+ if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
+ { //Update the card-bonus data
+ sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
+ sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
+ }
+ if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
+ sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
+ }
+ if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
+ sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
+ sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
+ }
+ }
+
+ status_cpy(&sd->battle_status, status);
+ status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
+ status = &sd->battle_status; //Need to compare versus this.
+
+// ----- CLIENT-SIDE REFRESH -----
+ if(first&4) {
+ calculating = 0;
+ return 0;
+ }
+ if(first&3) {
+ clif_updatestatus(sd,SP_SPEED);
+ clif_updatestatus(sd,SP_MAXHP);
+ clif_updatestatus(sd,SP_MAXSP);
+ if(first&1) {
+ clif_updatestatus(sd,SP_HP);
+ clif_updatestatus(sd,SP_SP);
+ }
+ calculating = 0;
+ return 0;
+ }
+
+ if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+ clif_skillinfoblock(sd);
+ if(b_status.speed != status->speed)
+ clif_updatestatus(sd,SP_SPEED);
+ if(b_weight != sd->weight)
+ clif_updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif_updatestatus(sd,SP_MAXWEIGHT);
+ pc_checkweighticon(sd);
+ }
+ if(b_status.str != status->str)
+ clif_updatestatus(sd,SP_STR);
+ if(b_status.agi != status->agi)
+ clif_updatestatus(sd,SP_AGI);
+ if(b_status.vit != status->vit)
+ clif_updatestatus(sd,SP_VIT);
+ if(b_status.int_ != status->int_)
+ clif_updatestatus(sd,SP_INT);
+ if(b_status.dex != status->dex)
+ clif_updatestatus(sd,SP_DEX);
+ if(b_status.luk != status->luk)
+ clif_updatestatus(sd,SP_LUK);
+ if(b_status.hit != status->hit)
+ clif_updatestatus(sd,SP_HIT);
+ if(b_status.flee != status->flee)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(b_status.amotion != status->amotion)
+ clif_updatestatus(sd,SP_ASPD);
+ if(b_status.rhw.atk != status->rhw.atk ||
+ b_status.lhw->atk != status->lhw->atk ||
+ b_status.batk != status->batk)
+ clif_updatestatus(sd,SP_ATK1);
+ if(b_status.def != status->def)
+ clif_updatestatus(sd,SP_DEF1);
+ if(b_status.rhw.atk2 != status->rhw.atk2 ||
+ b_status.lhw->atk2 != status->lhw->atk2)
+ clif_updatestatus(sd,SP_ATK2);
+ if(b_status.def2 != status->def2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(b_status.flee2 != status->flee2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(b_status.cri != status->cri)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(b_status.matk_max != status->matk_max)
+ clif_updatestatus(sd,SP_MATK1);
+ if(b_status.matk_min != status->matk_min)
+ clif_updatestatus(sd,SP_MATK2);
+ if(b_status.mdef != status->mdef)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(b_status.mdef2 != status->mdef2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(b_status.rhw.range != status->rhw.range)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(b_status.max_hp != status->max_hp)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(b_status.max_sp != status->max_sp)
+ clif_updatestatus(sd,SP_MAXSP);
+ if(b_status.hp != status->hp)
+ clif_updatestatus(sd,SP_HP);
+ if(b_status.sp != status->sp)
+ clif_updatestatus(sd,SP_SP);
+
+ calculating = 0;
+ return 0;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_hit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_critical(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_flee(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_flee2(struct block_list *,struct status_change *,int);
+static unsigned char status_calc_def(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_def2(struct block_list *,struct status_change *,int);
+static unsigned char status_calc_mdef(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_mdef2(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+
+//Calculates some attributes that depends on modified stats from status changes.
+void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
+{
+ struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
+ int skill;
+
+ if(flag&(SCB_MAXHP|SCB_VIT))
+ {
+ flag|=SCB_MAXHP; //Ensures client-side refresh
+
+ status->max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += b_status->max_hp - sd->status.max_hp;
+
+ status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
+ // Apply relative modifiers from equipment
+ if(sd->hprate!=100)
+ status->max_hp = status->max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ status->max_hp = status->max_hp * battle_config.hp_rate/100;
+
+ if(status->max_hp > battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+
+ if(status->hp > status->max_hp) {
+ status->hp = status->max_hp;
+ clif_updatestatus(sd,SP_HP);
+ }
+
+ sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
+
+ // Apply relative modifiers from equipment
+ if(sd->hprecov_rate != 100)
+ sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
+
+ if(sd->nhealhp < 1) sd->nhealhp = 1;
+ else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
+
+ // Skill-related HP recovery
+ if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
+ sd->nshealhp = skill*5 + (status->max_hp*skill/500);
+ // Skill-related HP recovery (only when sit)
+ if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
+ if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
+ sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
+
+ if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
+ if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
+ }
+
+ if(flag&(SCB_MAXSP|SCB_INT))
+ {
+ flag|=SCB_MAXSP;
+
+ status->max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += b_status->max_sp - sd->status.max_sp;
+
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += status->max_sp * skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += status->max_sp * 2*skill/100;
+
+ status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate!=100)
+ status->max_sp = status->max_sp * sd->sprate/100;
+ if(battle_config.sp_rate != 100)
+ status->max_sp = status->max_sp * battle_config.sp_rate/100;
+
+ if(status->max_sp > battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+
+ if(status->sp > status->max_sp) {
+ status->sp = status->max_sp;
+ clif_updatestatus(sd,SP_SP);
+ }
+
+ sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
+ if(status->int_ >= 120)
+ sd->nhealsp += ((status->int_-120)>>1) + 4;
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
+ sd->nhealsp += sd->nhealsp * 3*skill/100;
+
+ // Apply relative modifiers from equipment
+ if(sd->sprecov_rate != 100)
+ sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
+
+ if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
+ else if(sd->nhealsp < 1) sd->nhealsp = 1;
+
+ // Skill-related SP recovery
+ if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
+ sd->nshealsp = skill*3 + (status->max_sp*skill/500);
+ if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
+ sd->nshealsp = skill*3 + (status->max_sp*skill/500);
+ // Skill-related SP recovery (only when sit)
+ if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
+ if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
+ {
+ sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
+ if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
+ }
+ if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
+ if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
+ }
+
+ if(flag&SCB_MATK) {
+ //New matk
+ status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+
+ //Bonuses from previous matk
+ status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
+ status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
+
+ status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
+ status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
+ if(sd->matk_rate != 100){
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+ sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
+ sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if(sd->hit_rate != 100)
+ status->hit = status->hit * sd->hit_rate/100;
+
+ if(status->hit < 1) status->hit = 1;
+ }
+
+ if(flag&SCB_FLEE) {
+ if(sd->flee_rate != 100)
+ status->flee = status->flee * sd->flee_rate/100;
+
+ if(status->flee < 1) status->flee = 1;
+ }
+
+ if(flag&SCB_DEF2) {
+ if(sd->def2_rate != 100)
+ status->def2 = status->def2 * sd->def2_rate/100;
+
+ if(status->def2 < 1) status->def2 = 1;
+ }
+
+ if(flag&SCB_MDEF2) {
+ if(sd->mdef2_rate != 100)
+ status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+ if(status->mdef2 < 1) status->mdef2 = 1;
+ }
+
+ if(flag&SCB_SPEED) {
+ if(sd->speed_rate != 100)
+ status->speed = status->speed*sd->speed_rate/100;
+
+ if(status->speed < battle_config.max_walk_speed)
+ status->speed = battle_config.max_walk_speed;
+
+ if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+ //Store casting walk speed for quick restoration. [Skotlex]
+ sd->prev_speed = status->speed * (175-5*skill)/100;
+ if(sd->ud.skilltimer != -1) { //Swap speed.
+ skill = status->speed;
+ status->speed = sd->prev_speed;
+ sd->prev_speed = skill;
+ }
+ }
+ }
+
+ if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
+ if (sd->status.weapon < MAX_WEAPON_TYPE)
+ status->amotion = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000;
+ else
+ status->amotion = (
+ (aspd_base[sd->status.class_][sd->weapontype1]
+ -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) +
+ (aspd_base[sd->status.class_][sd->weapontype2]
+ -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000)
+ ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
+
+ status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
+
+ // Apply all relative modifiers
+ if(status->aspd_rate != 100)
+ status->amotion = status->amotion*status->aspd_rate/100;
+
+ if(status->amotion < battle_config.max_aspd)
+ status->amotion = battle_config.max_aspd;
+
+ status->adelay = 2*status->amotion;
+ if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+ //Store casting adelay for quick restoration. [Skotlex]
+ sd->prev_adelay = status->adelay*(150-5*skill)/100;
+ if(sd->ud.skilltimer != -1) { //Swap adelay.
+ skill = status->adelay;
+ status->adelay = sd->prev_adelay;
+ sd->prev_adelay = skill;
+ }
+ }
+
+ }
+
+ if(flag&(SCB_AGI|SCB_DSPD)) {
+ //Even though people insist this is too slow, packet data reports this is the actual real equation.
+ status->dmotion = 800-status->agi*4;
+ if(status->dmotion<400) status->dmotion = 400;
+
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+
+ status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
+ }
+
+
+ if(flag&SCB_CRI)
+ {
+ if(sd->critical_rate != 100)
+ status->cri = status->cri * sd->critical_rate/100;
+
+ if(status->cri < 10) status->cri = 10;
+ }
+
+ if(flag&SCB_FLEE2) {
+ if(sd->flee2_rate != 100)
+ status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+ if(status->flee2 < 10) status->flee2 = 10;
+ }
+ if (flag == SCB_ALL)
+ return; //Refresh is done on invoking function (status_calc_pc)
+
+ if(flag&SCB_SPEED)
+ clif_updatestatus(sd,SP_SPEED);
+ if(flag&SCB_STR)
+ clif_updatestatus(sd,SP_STR);
+ if(flag&SCB_AGI)
+ clif_updatestatus(sd,SP_AGI);
+ if(flag&SCB_VIT)
+ clif_updatestatus(sd,SP_VIT);
+ if(flag&SCB_DEX)
+ clif_updatestatus(sd,SP_DEX);
+ if(flag&SCB_LUK)
+ clif_updatestatus(sd,SP_LUK);
+ if(flag&SCB_HIT)
+ clif_updatestatus(sd,SP_HIT);
+ if(flag&SCB_FLEE)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(flag&SCB_ASPD)
+ clif_updatestatus(sd,SP_ASPD);
+ if(flag&(SCB_BATK|SCB_WATK))
+ clif_updatestatus(sd,SP_ATK1);
+ if(flag&SCB_DEF)
+ clif_updatestatus(sd,SP_DEF1);
+ if(flag&SCB_WATK)
+ clif_updatestatus(sd,SP_ATK2);
+ if(flag&SCB_DEF2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(flag&SCB_FLEE2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(flag&SCB_CRI)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(flag&SCB_MATK) {
+ clif_updatestatus(sd,SP_MATK1);
+ clif_updatestatus(sd,SP_MATK2);
+ }
+ if(flag&SCB_MDEF)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(flag&SCB_MDEF2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(flag&SCB_RANGE)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(flag&SCB_MAXHP)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(flag&SCB_MAXSP)
+ clif_updatestatus(sd,SP_MAXSP);
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag)
+{
+ struct status_data *b_status, *status;
+ struct status_change *sc;
+ int temp;
+ TBL_PC *sd;
+ b_status = status_get_base_status(bl);
+ status = status_get_status_data(bl);
+ sc = status_get_sc(bl);
+
+ if (!b_status || !status)
+ return;
+
+ BL_CAST(BL_PC,bl,sd);
+
+ if(sd && flag&SCB_PC)
+ { //Recalc everything.
+ status_calc_pc(sd,0);
+ return;
+ }
+
+ if(!sd && (!sc || !sc->count)) { //No difference.
+ status_cpy(status, b_status);
+ return;
+ }
+
+ if(flag&SCB_STR) {
+ status->str = status_calc_str(bl, sc, b_status->str);
+ flag|=SCB_BATK;
+ }
+
+ if(flag&SCB_AGI) {
+ status->agi = status_calc_agi(bl, sc, b_status->agi);
+ flag|=SCB_FLEE;
+ }
+
+ if(flag&SCB_VIT) {
+ status->vit = status_calc_vit(bl, sc, b_status->vit);
+ flag|=SCB_DEF2|SCB_MDEF2;
+ }
+
+ if(flag&SCB_INT) {
+ status->int_ = status_calc_int(bl, sc, b_status->int_);
+ flag|=SCB_MATK|SCB_MDEF2;
+ }
+
+ if(flag&SCB_DEX) {
+ status->dex = status_calc_dex(bl, sc, b_status->dex);
+ flag|=SCB_BATK|SCB_HIT;
+ }
+
+ if(flag&SCB_LUK) {
+ status->luk = status_calc_luk(bl, sc, b_status->luk);
+ flag|=SCB_CRI|SCB_FLEE2;
+ }
+
+ if(flag&SCB_BATK && b_status->batk) {
+ status->batk = status_base_atk(bl,status);
+ temp = b_status->batk - status_base_atk(bl,b_status);
+ if (temp)
+ status->batk += temp;
+ status->batk = status_calc_batk(bl, sc, status->batk);
+ }
+
+ if(flag&SCB_WATK) {
+ status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+ if(status->lhw && b_status->lhw && b_status->lhw->atk) {
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
+ if (sd) sd->state.lr_flag = 0;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ status->hit = status_get_lv(bl) + status->dex;
+ temp = b_status->dex - status->dex;
+ if (temp)
+ status->hit += temp;
+ status->hit = status_calc_hit(bl, sc, status->hit);
+ }
+
+ if(flag&SCB_FLEE) {
+ status->flee = status_get_lv(bl) + status->agi;
+ temp = b_status->agi - status->agi;
+ if (temp)
+ status->flee += temp;
+ status->flee = status_calc_flee(bl, sc, status->flee);
+ }
+
+ if(flag&SCB_DEF)
+ status->def = status_calc_def(bl, sc, b_status->def);
+
+ if(flag&SCB_DEF2) {
+ status->def2 = status->vit;
+ temp = b_status->def2 - b_status->vit;
+ if (temp)
+ status->def2+=temp;
+ status->def2 = status_calc_def2(bl, sc, status->def2);
+ }
+
+ if(flag&SCB_MDEF)
+ status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
+
+ if(flag&SCB_MDEF2) {
+ status->mdef2 = status->int_ + (status->vit>>1);
+ temp = b_status->mdef2 -(b_status->int_ + (b_status->vit>>1));
+ if (temp)
+ status->mdef2+=temp;
+ status->mdef2 = status_calc_mdef2(bl, sc, status->mdef2);
+ }
+
+ if(flag&SCB_SPEED)
+ status->speed = status_calc_speed(bl, sc, b_status->speed);
+
+ if(flag&SCB_CRI && b_status->cri) {
+ status->cri = status->luk*3 + 10;
+ temp = b_status->cri - (b_status->luk*3 + 10);
+ if (temp)
+ status->cri += temp;
+ status->cri = status_calc_critical(bl, sc, status->cri);
+ }
+
+ if(flag&SCB_FLEE2 && b_status->flee2) {
+ status->flee2 = status->luk + 10;
+ temp = b_status->flee2 - b_status->flee2 + 10;
+ if (temp)
+ status->flee2 += temp;
+ status->flee2 = status_calc_flee2(bl, sc, status->flee2);
+ }
+
+ if(flag&SCB_ATK_ELE) {
+ status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
+ if(status->lhw && b_status->lhw) {
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
+ if (sd) sd->state.lr_flag = 0;
+ }
+ }
+
+ if(flag&SCB_DEF_ELE) {
+ status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+ status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+ }
+
+ if(flag&SCB_MODE)
+ {
+ status->mode = status_calc_mode(bl, sc, b_status->mode);
+ //Since mode changed, reset their state.
+ unit_stop_attack(bl);
+ unit_stop_walking(bl,0);
+ }
+
+// No status changes alter these yet.
+// if(flag&SCB_SIZE)
+// if(flag&SCB_RACE)
+// if(flag&SCB_RANGE)
+
+ if(sd) {
+ //The remaining are handled quite different by players, so use their own function.
+ status_calc_bl_sub_pc(sd, flag);
+ return;
+ }
+
+ if(flag&SCB_MAXHP) {
+ status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+ if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
+ status->hp = status->max_hp;
+ }
+
+ if(flag&SCB_MAXSP) {
+ status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+ if (status->sp > status->max_sp)
+ status->sp = status->max_sp;
+ }
+
+ if(flag&SCB_MATK) {
+ status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+ status->matk_min = status_calc_matk(bl, sc, status->matk_min);
+ status->matk_max = status_calc_matk(bl, sc, status->matk_max);
+ if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+ sc->data[SC_MAGICPOWER].val3 = status->matk_min;
+ sc->data[SC_MAGICPOWER].val4 = status->matk_max;
+ }
+ }
+
+ if(flag&SCB_ASPD) {
+ status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
+ status->amotion = status->aspd_rate*b_status->amotion/100;
+ status->adelay = status->aspd_rate*b_status->adelay/100;
+
+ if(status->adelay < battle_config.monster_max_aspd<<1)
+ status->adelay = battle_config.monster_max_aspd<<1;
+ if(status->amotion < battle_config.monster_max_aspd)
+ status->amotion = battle_config.monster_max_aspd;
+ }
+
+ if(flag&SCB_DSPD)
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+}
+//Caps values to min/max
+#define cap_value(a, min, max) (a>max?max:a<min?min:a)
+/*==========================================
+ * Apply shared stat mods from status changes [DracoRPG]
+ *------------------------------------------
+ */
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+ if(!sc || !sc->count)
+ return str;
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ str += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCSTR].timer!=-1)
+ str += sc->data[SC_INCSTR].val1;
+ if(sc->data[SC_STRFOOD].timer!=-1)
+ str += sc->data[SC_STRFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ str += 5;
+ if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
+ str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
+ if(sc->data[SC_LOUD].timer!=-1)
+ str += 4;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ str += 5;
+ if(sc->data[SC_SPURT].timer!=-1)
+ str += 10;
+ if(sc->data[SC_NEN].timer!=-1)
+ str += sc->data[SC_NEN].val1;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if(sc->data[SC_BLESSING].val2)
+ str += sc->data[SC_BLESSING].val2;
+ else
+ str >>= 1;
+ }
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
+ str = 50;
+
+ return cap_value(str,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+ if(!sc || !sc->count)
+ return agi;
+
+ if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+ agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ agi += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCAGI].timer!=-1)
+ agi += sc->data[SC_INCAGI].val1;
+ if(sc->data[SC_AGIFOOD].timer!=-1)
+ agi += sc->data[SC_AGIFOOD].val1;
+ if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
+ agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ agi += 5;
+ if(sc->data[SC_INCREASEAGI].timer!=-1)
+ agi += 2 + sc->data[SC_INCREASEAGI].val1;
+ if(sc->data[SC_INCREASING].timer!=-1)
+ agi += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ agi -= 2 + sc->data[SC_DECREASEAGI].val1;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ agi -= sc->data[SC_QUAGMIRE].val2;
+ if(sc->data[SC_SUITON].timer!=-1)
+ agi -= sc->data[SC_SUITON].val2;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
+ agi = 50;
+
+ return cap_value(agi,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+ if(!sc || !sc->count)
+ return vit;
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ vit += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCVIT].timer!=-1)
+ vit += sc->data[SC_INCVIT].val1;
+ if(sc->data[SC_VITFOOD].timer!=-1)
+ vit += sc->data[SC_VITFOOD].val1;
+ if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
+ vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ vit += 5;
+ if(sc->data[SC_STRIPARMOR].timer!=-1)
+ vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ vit -= sc->data[SC_MARIONETTE].val3&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ vit += sc->data[SC_MARIONETTE2].val3&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
+ vit = 50;
+
+ return cap_value(vit,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+ if(!sc || !sc->count)
+ return int_;
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ int_ += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCINT].timer!=-1)
+ int_ += sc->data[SC_INCINT].val1;
+ if(sc->data[SC_INTFOOD].timer!=-1)
+ int_ += sc->data[SC_INTFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ int_ += 5;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ int_ += 5;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if (sc->data[SC_BLESSING].val2)
+ int_ += sc->data[SC_BLESSING].val2;
+ else
+ int_ >>= 1;
+ }
+ if(sc->data[SC_STRIPHELM].timer!=-1)
+ int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
+ if(sc->data[SC_NEN].timer!=-1)
+ int_ += sc->data[SC_NEN].val1;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
+ int_ = 50;
+
+ return cap_value(int_,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+ if(!sc || !sc->count)
+ return dex;
+
+ if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+ dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ dex += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCDEX].timer!=-1)
+ dex += sc->data[SC_INCDEX].val1;
+ if(sc->data[SC_DEXFOOD].timer!=-1)
+ dex += sc->data[SC_DEXFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ dex += 5;
+ if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
+ dex += sc->data[SC_GUILDAURA].val4&0xF;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ dex += 5;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ dex -= sc->data[SC_QUAGMIRE].val2;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if (sc->data[SC_BLESSING].val2)
+ dex += sc->data[SC_BLESSING].val2;
+ else
+ dex >>= 1;
+ }
+ if(sc->data[SC_INCREASING].timer!=-1)
+ dex += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
+ dex = 50;
+
+ return cap_value(dex,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+ if(!sc || !sc->count)
+ return luk;
+
+ if(sc->data[SC_CURSE].timer!=-1)
+ return 0;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ luk += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCLUK].timer!=-1)
+ luk += sc->data[SC_INCLUK].val1;
+ if(sc->data[SC_LUKFOOD].timer!=-1)
+ luk += sc->data[SC_LUKFOOD].val1;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ luk += 5;
+ if(sc->data[SC_GLORIA].timer!=-1)
+ luk += 30;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ luk -= sc->data[SC_MARIONETTE].val4&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ luk += sc->data[SC_MARIONETTE2].val4&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
+ luk = 50;
+
+ return cap_value(luk,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
+{
+ if(!sc || !sc->count)
+ return batk;
+
+ if(sc->data[SC_ATKPOTION].timer!=-1)
+ batk += sc->data[SC_ATKPOTION].val1;
+ if(sc->data[SC_BATKFOOD].timer!=-1)
+ batk += sc->data[SC_BATKFOOD].val1;
+ if(sc->data[SC_INCATKRATE].timer!=-1)
+ batk += batk * sc->data[SC_INCATKRATE].val1/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ batk += batk * (2+3*sc->data[SC_PROVOKE].val1)/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ batk += batk * sc->data[SC_CONCENTRATION].val2/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ batk += batk * 3;
+ if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
+ batk -= batk * 25/100;
+ if(sc->data[SC_CURSE].timer!=-1)
+ batk -= batk * 25/100;
+//Curse shouldn't effect on this? <- Curse OR Bleeding??
+// if(sc->data[SC_BLEEDING].timer != -1)
+// batk -= batk * 25/100;
+ if(sc->data[SC_MADNESSCANCEL].timer!=-1)
+ batk += 100;
+ return cap_value(batk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
+{
+ if(!sc || !sc->count)
+ return watk;
+
+ if(sc->data[SC_IMPOSITIO].timer!=-1)
+ watk += sc->data[SC_IMPOSITIO].val2;
+ if(sc->data[SC_WATKFOOD].timer!=-1)
+ watk += sc->data[SC_WATKFOOD].val1;
+ if(sc->data[SC_DRUMBATTLE].timer!=-1)
+ watk += sc->data[SC_DRUMBATTLE].val2;
+ if(sc->data[SC_VOLCANO].timer!=-1)
+ watk += sc->data[SC_VOLCANO].val2;
+ if(sc->data[SC_INCATKRATE].timer!=-1)
+ watk += watk * sc->data[SC_INCATKRATE].val1/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ watk += watk * (2+3*sc->data[SC_PROVOKE].val1)/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ watk += watk * sc->data[SC_CONCENTRATION].val2/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ watk += watk * 3;
+ if(sc->data[SC_NIBELUNGEN].timer!=-1) {
+ if (bl->type != BL_PC)
+ watk += sc->data[SC_NIBELUNGEN].val2;
+ else {
+ TBL_PC *sd = (TBL_PC*)bl;
+ int index = sd->equip_index[sd->state.lr_flag?8:9];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ watk += sc->data[SC_NIBELUNGEN].val2;
+ }
+ }
+ if(sc->data[SC_CURSE].timer!=-1)
+ watk -= watk * 25/100;
+ if(sc->data[SC_STRIPWEAPON].timer!=-1)
+ watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
+ return cap_value(watk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
+{
+ if(!sc || !sc->count)
+ return matk;
+
+ if(sc->data[SC_MATKPOTION].timer!=-1)
+ matk += sc->data[SC_MATKPOTION].val1;
+ if(sc->data[SC_MATKFOOD].timer!=-1)
+ matk += sc->data[SC_MATKFOOD].val1;
+ if(sc->data[SC_MAGICPOWER].timer!=-1)
+ matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
+ if(sc->data[SC_MINDBREAKER].timer!=-1)
+ matk += matk * 20*sc->data[SC_MINDBREAKER].val1/100;
+ if(sc->data[SC_INCMATKRATE].timer!=-1)
+ matk += matk * sc->data[SC_INCMATKRATE].val1/100;
+
+ return cap_value(matk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
+{
+ if(!sc || !sc->count)
+ return critical;
+
+ if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
+ if (sc->data[SC_FORTUNE].timer!=-1)
+ critical += sc->data[SC_FORTUNE].val2;
+ if (sc->data[SC_TRUESIGHT].timer!=-1)
+ critical += sc->data[SC_TRUESIGHT].val2;
+ if(sc->data[SC_CLOAKING].timer!=-1)
+ critical += critical;
+
+ return cap_value(critical,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
+{
+
+ if(!sc || !sc->count)
+ return hit;
+
+ if(sc->data[SC_INCHIT].timer != -1)
+ hit += sc->data[SC_INCHIT].val1;
+ if(sc->data[SC_HITFOOD].timer!=-1)
+ hit += sc->data[SC_HITFOOD].val1;
+ if(sc->data[SC_TRUESIGHT].timer != -1)
+ hit += sc->data[SC_TRUESIGHT].val3;
+ if(sc->data[SC_HUMMING].timer!=-1)
+ hit += sc->data[SC_HUMMING].val2;
+ if(sc->data[SC_CONCENTRATION].timer != -1)
+ hit += sc->data[SC_CONCENTRATION].val3;
+ if(sc->data[SC_INCHITRATE].timer != -1)
+ hit += hit * sc->data[SC_INCHITRATE].val1/100;
+ if(sc->data[SC_BLIND].timer != -1)
+ hit -= hit * 25/100;
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ hit += 30;
+ if(sc->data[SC_INCREASING].timer!=-1)
+ hit += 20; // RockmanEXE; changed based on updated [Reddozen]
+
+ return cap_value(hit,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
+{
+ if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+
+ if(!sc || !sc->count)
+ return flee;
+ if(sc->data[SC_INCFLEE].timer!=-1)
+ flee += sc->data[SC_INCFLEE].val1;
+ if(sc->data[SC_FLEEFOOD].timer!=-1)
+ flee += sc->data[SC_FLEEFOOD].val1;
+ if(sc->data[SC_WHISTLE].timer!=-1)
+ flee += sc->data[SC_WHISTLE].val2;
+ if(sc->data[SC_WINDWALK].timer!=-1)
+ flee += sc->data[SC_WINDWALK].val2;
+ if(sc->data[SC_INCFLEERATE].timer!=-1)
+ flee += flee * sc->data[SC_INCFLEERATE].val1/100;
+ if(sc->data[SC_VIOLENTGALE].timer!=-1)
+ flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
+ if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
+ flee += sc->data[SC_MOON_COMFORT].val2;
+ if(sc->data[SC_CLOSECONFINE].timer!=-1)
+ flee += 10;
+ if(sc->data[SC_SPIDERWEB].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc->data[SC_BLIND].timer!=-1)
+ flee -= flee * 25/100;
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ flee += 30;
+ if(sc->data[SC_GATLINGFEVER].timer!=-1)
+ flee -= sc->data[SC_GATLINGFEVER].val1*5;
+
+ return cap_value(flee,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
+{
+ if(!sc || !sc->count)
+ return flee2;
+ if(sc->data[SC_WHISTLE].timer!=-1)
+ flee2 += sc->data[SC_WHISTLE].val3*10;
+ return cap_value(flee2,0,USHRT_MAX);
+}
+
+static unsigned char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
+{
+ if(!sc || !sc->count)
+ return def;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_KEEPING].timer!=-1)
+ return 100;
+ if(sc->data[SC_SKA].timer != -1)
+ return rand()%100; //Reports indicate SKA actually randomizes defense.
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc->data[SC_DRUMBATTLE].timer!=-1)
+ def += sc->data[SC_DRUMBATTLE].val3;
+ if(sc->data[SC_INCDEFRATE].timer!=-1)
+ def += def * sc->data[SC_INCDEFRATE].val1/100;
+ if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
+ def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ def -= def * sc->data[SC_CONCENTRATION].val4/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ def -= def * 50/100;
+ if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
+ def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100;
+ if(sc->data[SC_STRIPSHIELD].timer!=-1)
+ def -= def * sc->data[SC_STRIPSHIELD].val2/100;
+ //if (sd->data[SC_FLING].timer!=-1 && bl->type != BL_PC)
+ // def -= (def * sd->data[SC_FLING].val1) / 100;
+ return cap_value(def,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
+{
+ if(!sc || !sc->count)
+ return def2;
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_ETERNALCHAOS].timer!=-1)
+ return 0;
+ if(sc->data[SC_SUN_COMFORT].timer!=-1)
+ def2 += sc->data[SC_SUN_COMFORT].val2;
+ if(sc->data[SC_ANGELUS].timer!=-1)
+ def2 += def2 * sc->data[SC_ANGELUS].val2/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
+ if(sc->data[SC_POISON].timer!=-1)
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ def2 -= def2 * 50/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ def2 -= def2 * (5+5*sc->data[SC_PROVOKE].val1)/100;
+ if(sc->data[SC_JOINTBEAT].timer!=-1){
+ if(sc->data[SC_JOINTBEAT].val2==3)
+ def2 -= def2 * 50/100;
+ else if(sc->data[SC_JOINTBEAT].val2==4)
+ def2 -= def2 * 25/100;
+ }
+ //if (sd->data[SC_FLING].timer!=-1)
+ // def2 -= (def2 * sd->data[SC_FLING].val1) / 100;
+
+ return cap_value(def2,0,USHRT_MAX);
+}
+
+static unsigned char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
+{
+ if(!sc || !sc->count)
+ return mdef;
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_BARRIER].timer!=-1)
+ return 100;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc->data[SC_SKA].timer != -1) // [marquis007]
+ return 90;
+ if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
+ mdef += sc->data[SC_ENDURE].val1;
+
+ return cap_value(mdef,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
+{
+ if(!sc || !sc->count)
+ return mdef2;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_MINDBREAKER].timer!=-1)
+ mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100;
+
+ return cap_value(mdef2,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+ if(!sc || !sc->count)
+ return speed;
+ if(sc->data[SC_CURSE].timer!=-1)
+ speed += 450;
+ if(sc->data[SC_SWOO].timer != -1) // [marquis007]
+ speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
+ if(sc->data[SC_WEDDING].timer!=-1)
+ speed += 300;
+ if(sc->data[SC_SPEEDUP1].timer!=-1)
+ speed -= speed*50/100;
+ else if(sc->data[SC_SPEEDUP0].timer!=-1)
+ speed -= speed*25/100;
+ else if(sc->data[SC_INCREASEAGI].timer!=-1)
+ speed -= speed * 25/100;
+ else if(sc->data[SC_CARTBOOST].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc->data[SC_BERSERK].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc->data[SC_WINDWALK].timer!=-1)
+ speed -= speed * sc->data[SC_WINDWALK].val3/100;
+ if(sc->data[SC_SLOWDOWN].timer!=-1)
+ speed += speed * 50/100;
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ speed += speed * 25/100;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ speed += speed * 25/100;
+ if(sc->data[SC_SKA].timer!=-1)
+ speed += speed * 25/100;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ speed += speed * 50/100;
+ if(sc->data[SC_DONTFORGETME].timer!=-1)
+ speed += speed * sc->data[SC_DONTFORGETME].val3/100;
+ if(sc->data[SC_DEFENDER].timer!=-1)
+ speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100;
+ if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+ speed += speed * 25/100;
+ if(sc->data[SC_JOINTBEAT].timer!=-1) {
+ if (sc->data[SC_JOINTBEAT].val2 == 0)
+ speed += speed * 50/100;
+ else if (sc->data[SC_JOINTBEAT].val2 == 2)
+ speed += speed * 30/100;
+ }
+ if(sc->data[SC_CLOAKING].timer!=-1)
+ speed = speed*(
+ (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
+ +sc->data[SC_CLOAKING].val3) /100; //Normal adjustment bonus.
+
+ if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
+ speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
+ if(sc->data[SC_LONGING].timer!=-1)
+ speed += speed*sc->data[SC_LONGING].val2/100;
+ if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
+ speed += speed*sc->data[SC_HIDING].val3/100;
+ if(sc->data[SC_CHASEWALK].timer!=-1)
+ speed = speed * sc->data[SC_CHASEWALK].val3/100;
+ if(sc->data[SC_RUN].timer!=-1)
+ speed -= speed * 25/100;
+ if(sc->data[SC_FUSION].timer != -1)
+ speed -= speed * 25/100;
+ if(sc->data[SC_GATLINGFEVER].timer!=-1)
+ speed += speed * 25/100;
+
+ return cap_value(speed,0,USHRT_MAX);
+}
+
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+ int i;
+ if(!sc || !sc->count)
+ return aspd_rate;
+
+ if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
+ {
+ int max = 0;
+ if(sc->data[SC_STAR_COMFORT].timer!=-1)
+ max = sc->data[SC_STAR_COMFORT].val2;
+ if((sc->data[SC_TWOHANDQUICKEN].timer!=-1 ||
+ sc->data[SC_ONEHAND].timer!=-1 ||
+ sc->data[SC_BERSERK].timer!=-1
+ ) && max < 30)
+ max = 30;
+
+ if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 20)
+ max = 20;
+
+ if(sc->data[SC_ADRENALINE2].timer!=-1 &&
+ max < sc->data[SC_ADRENALINE2].val2)
+ max = sc->data[SC_ADRENALINE2].val2;
+
+ if(sc->data[SC_ADRENALINE].timer!=-1 &&
+ max < sc->data[SC_ADRENALINE].val2)
+ max = sc->data[SC_ADRENALINE].val2;
+
+ if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
+ max < sc->data[SC_SPEARQUICKEN].val2)
+ max = sc->data[SC_SPEARQUICKEN].val2;
+
+ if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
+ max < sc->data[SC_GATLINGFEVER].val2)
+ max = sc->data[SC_GATLINGFEVER].val2;
+
+ if(sc->data[SC_ASSNCROS].timer!=-1 &&
+ max < sc->data[SC_ASSNCROS].val2)
+ {
+ if (bl->type!=BL_PC)
+ max = sc->data[SC_ASSNCROS].val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ break;
+ default:
+ max = sc->data[SC_ASSNCROS].val2;
+ }
+ }
+ aspd_rate -= max;
+ }
+ if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION0].timer!=-1)
+ aspd_rate -= sc->data[i].val2;
+ if(sc->data[SC_DONTFORGETME].timer!=-1)
+ aspd_rate += sc->data[SC_DONTFORGETME].val2;
+ if(sc->data[SC_LONGING].timer!=-1)
+ aspd_rate += sc->data[SC_LONGING].val2;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ aspd_rate += 25;
+ if(sc->data[SC_SKA].timer!=-1)
+ aspd_rate += 25;
+ if(sc->data[SC_DEFENDER].timer != -1)
+ aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5;
+ if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+ aspd_rate += 25;
+ if(sc->data[SC_GRAVITATION].timer!=-1)
+ aspd_rate += sc->data[SC_GRAVITATION].val2;
+//Curse shouldn't effect on this?
+// if(sc->data[SC_BLEEDING].timer != -1)
+// aspd_rate += 25;
+ if(sc->data[SC_JOINTBEAT].timer!=-1) {
+ if (sc->data[SC_JOINTBEAT].val2 == 1)
+ aspd_rate += 25;
+ else if (sc->data[SC_JOINTBEAT].val2 == 2)
+ aspd_rate += 10;
+ }
+
+ return cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+ if(!sc || !sc->count || map_flag_gvg(bl->m))
+ return dmotion;
+
+ if (sc->data[SC_ENDURE].timer!=-1 ||
+ sc->data[SC_CONCENTRATION].timer!=-1)
+ return 0;
+
+ return cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
+{
+ if(!sc || !sc->count)
+ return maxhp;
+
+ if(sc->data[SC_INCMHPRATE].timer!=-1)
+ maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
+ if(sc->data[SC_APPLEIDUN].timer!=-1)
+ maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
+ if(sc->data[SC_DELUGE].timer!=-1)
+ maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ maxhp += maxhp * 2;
+
+ return cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+ if(!sc || !sc->count)
+ return maxsp;
+ if(sc->data[SC_INCMSPRATE].timer!=-1)
+ maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
+ if(sc->data[SC_SERVICE4U].timer!=-1)
+ maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
+
+ return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if( sc->data[SC_FREEZE].timer!=-1 )
+ return ELE_WATER;
+ if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ return ELE_EARTH;
+ if( sc->data[SC_BENEDICTIO].timer!=-1 )
+ return ELE_HOLY;
+ if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+ return sc->data[SC_ELEMENTALCHANGE].val3;
+ return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+ if(!sc || !sc->count)
+ return lv;
+ if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+ return sc->data[SC_ELEMENTALCHANGE].val4;
+ return cap_value(lv,0,UCHAR_MAX);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if( sc->data[SC_WATERWEAPON].timer!=-1)
+ return ELE_WATER;
+ if( sc->data[SC_EARTHWEAPON].timer!=-1)
+ return ELE_EARTH;
+ if( sc->data[SC_FIREWEAPON].timer!=-1)
+ return ELE_FIRE;
+ if( sc->data[SC_WINDWEAPON].timer!=-1)
+ return ELE_WIND;
+ if( sc->data[SC_ENCPOISON].timer!=-1)
+ return ELE_POISON;
+ if( sc->data[SC_ASPERSIO].timer!=-1)
+ return ELE_HOLY;
+ if( sc->data[SC_SHADOWWEAPON].timer!=-1)
+ return ELE_DARK;
+ if( sc->data[SC_GHOSTWEAPON].timer!=-1)
+ return ELE_GHOST;
+ return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+ if(!sc || !sc->count)
+ return mode;
+ if(sc->data[SC_MODECHANGE].timer!=-1) {
+ if (sc->data[SC_MODECHANGE].val2)
+ mode = sc->data[SC_MODECHANGE].val2; //Set mode
+ if (sc->data[SC_MODECHANGE].val3)
+ mode|= sc->data[SC_MODECHANGE].val3; //Add mode
+ if (sc->data[SC_MODECHANGE].val4)
+ mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
+ }
+ return cap_value(mode,0,USHRT_MAX);
+}
+
+/*==========================================
+ * Quick swap of adelay/speed when starting ending SA_FREECAST
+ *------------------------------------------
+ */
+void status_freecast_switch(struct map_session_data *sd)
+{
+ struct status_data *status;
+ unsigned short b_speed,tmp;
+
+ status = &sd->battle_status;
+
+ b_speed = status->speed;
+
+ tmp = status->speed;
+ status->speed = sd->prev_speed;
+ sd->prev_speed = tmp;
+
+ tmp = status->adelay;
+ status->adelay = sd->prev_adelay;
+ sd->prev_adelay = tmp;
+
+ if(b_speed != status->speed)
+ clif_updatestatus(sd,SP_SPEED);
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_class(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
+ return ((struct mob_data *)bl)->vd->class_;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.class_;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->class_;
+ return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_lv(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->level;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.base_level;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->pet.level;
+ return 0;
+}
+
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+
+ switch (bl->type) {
+ case BL_PC:
+ return &((TBL_PC*)bl)->battle_status;
+ case BL_MOB:
+ return &((TBL_MOB*)bl)->status;
+ case BL_PET:
+ return &((TBL_PET*)bl)->status;
+ default:
+ return &dummy_status;
+ }
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC:
+ return &((TBL_PC*)bl)->base_status;
+ case BL_MOB:
+ return ((TBL_MOB*)bl)->base_status?
+ ((TBL_MOB*)bl)->base_status:
+ &((TBL_MOB*)bl)->db->status;
+ case BL_PET:
+ return &((TBL_PET*)bl)->db->status;
+ default:
+ return NULL;
+ }
+}
+
+int status_get_lwatk(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->atk:0;
+}
+
+int status_get_lwatk2(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->atk2:0;
+}
+
+int status_get_def(struct block_list *bl)
+{
+ struct unit_data *ud;
+ struct status_data *status = status_get_status_data(bl);
+ int def = status?status->def:0;
+ ud = unit_bl2ud(bl);
+ if (ud && ud->skilltimer != -1)
+ def -= def * skill_get_castdef(ud->skillid)/100;
+ if(def < 0) def = 0;
+ return def;
+}
+
+int status_get_speed(struct block_list *bl)
+{
+ struct status_data *status;
+
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
+
+ status = status_get_status_data(bl);
+ return status?status->speed:2000;
+}
+
+int status_get_attack_lelement(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->ele:0;
+}
+
+int status_get_party_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.party_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.party_id;
+ if(bl->type==BL_MOB){
+ struct mob_data *md=(struct mob_data *)bl;
+ if( md->master_id>0 )
+ {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ return 0; //No party.
+ }
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->party_id;
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.guild_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.guild_id;
+ if(bl->type==BL_MOB)
+ {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ return 0; //No guild.
+ }
+ if (bl->type == BL_NPC && bl->subtype == SCRIPT)
+ return ((TBL_NPC*)bl)->u.scr.guild_id;
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->guild_id;
+ return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+int status_isdead(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ return status_get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+ struct status_change *sc =status_get_sc(bl);
+ if (bl->type == BL_PC &&
+ ((struct map_session_data *)bl)->special_state.no_magic_damage)
+ return 1;
+ if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
+ return 1;
+ return 0;
+}
+
+struct view_data *status_get_viewdata(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type)
+ {
+ case BL_PC:
+ return &((TBL_PC*)bl)->vd;
+ case BL_MOB:
+ return ((TBL_MOB*)bl)->vd;
+ case BL_PET:
+ return &((TBL_PET*)bl)->vd;
+ case BL_NPC:
+ return ((TBL_NPC*)bl)->vd;
+ case BL_HOMUNCULUS: //[blackhole89]
+ return ((struct homun_data*)bl)->vd;
+ }
+ return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+ struct view_data* vd;
+ nullpo_retv(bl);
+ if (mobdb_checkid(class_) || mob_is_clone(class_))
+ vd = mob_get_viewdata(class_);
+ else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+ vd = npc_get_viewdata(class_);
+ else
+ vd = NULL;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ TBL_PC* sd = (TBL_PC*)bl;
+ if (pcdb_checkid(class_)) {
+ if (sd->sc.option&OPTION_RIDING)
+ switch (class_)
+ { //Adapt class to a Mounted one.
+ case JOB_KNIGHT:
+ class_ = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ class_ = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ class_ = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ class_ = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ class_ = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ class_ = JOB_BABY_CRUSADER2;
+ break;
+ }
+ if (class_ == JOB_WEDDING)
+ sd->sc.option|=OPTION_WEDDING;
+ else if (sd->sc.option&OPTION_WEDDING)
+ sd->sc.option&=~OPTION_WEDDING; //If not going to display it, then remove the option.
+ sd->vd.class_ = class_;
+ clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ sd->vd.head_top = sd->status.head_top;
+ sd->vd.head_mid = sd->status.head_mid;
+ sd->vd.head_bottom = sd->status.head_bottom;
+ sd->vd.hair_style = sd->status.hair;
+ sd->vd.hair_color = sd->status.hair_color;
+ sd->vd.cloth_color = sd->status.clothes_color;
+ sd->vd.sex = sd->status.sex;
+ } else if (vd)
+ memcpy(&sd->vd, vd, sizeof(struct view_data));
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MOB:
+ {
+ TBL_MOB* md = (TBL_MOB*)bl;
+ if (vd)
+ md->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_PET:
+ {
+ TBL_PET* pd = (TBL_PET*)bl;
+ if (vd) {
+ memcpy(&pd->vd, vd, sizeof(struct view_data));
+ if (!pcdb_checkid(vd->class_)) {
+ pd->vd.hair_style = battle_config.pet_hair_style;
+ if(pd->equip) {
+ pd->vd.head_bottom = itemdb_viewid(pd->equip);
+ if (!pd->vd.head_bottom)
+ pd->vd.head_bottom = pd->equip;
+ }
+ }
+ } else if (battle_config.error_log)
+ ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_NPC:
+ {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+ if (vd)
+ nd->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_HOMUNCULUS: //[blackhole89]
+ {
+ struct homun_data *hd = (struct homun_data*)bl;
+ if (vd)
+ hd->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+ }
+ break;
+ }
+ vd = status_get_viewdata(bl);
+ if (vd && vd->cloth_color && (
+ (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
+ || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
+ ))
+ vd->cloth_color = 0;
+}
+
+struct status_change *status_get_sc(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_MOB:
+ return &((TBL_MOB*)bl)->sc;
+ case BL_PC:
+ return &((TBL_PC*)bl)->sc;
+ case BL_NPC:
+ return &((TBL_NPC*)bl)->sc;
+ case BL_HOMUNCULUS: //[blackhole89]
+ return &((struct homun_data*)bl)->sc;
+ }
+ return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+ struct status_change *sc = status_get_sc(bl);
+ int i;
+ nullpo_retv(sc);
+ memset(sc, 0, sizeof (struct status_change));
+ for (i=0; i< SC_MAX; i++)
+ sc->data[i].timer = -1;
+}
+
+//Returns defense against the specified status change.
+//Return range is 0 (no resist) to 10000 (inmunity)
+int status_get_sc_def(struct block_list *bl, int type)
+{
+ int sc_def;
+ struct status_change* sc;
+ nullpo_retr(0, bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (status_isimmune(bl))
+ switch (type)
+ {
+ case SC_DECREASEAGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INCREASEAGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_AETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_HALLUCINATION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ return 10000;
+ }
+
+ switch (type)
+ {
+ //Note that stats that are *100/3 were simplified to *33
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_DECREASEAGI:
+ case SC_COMA:
+ sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
+ break;
+ case SC_SLEEP:
+ case SC_CONFUSION:
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
+ break;
+// Removed since it collides with normal sc.
+// case SP_DEF1: // def
+// sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
+// break;
+ case SC_STUN:
+ case SC_POISON:
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLEEDING:
+ case SC_STOP:
+ sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
+ break;
+ case SC_BLIND:
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
+ break;
+ case SC_CURSE:
+ sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
+ break;
+ default:
+ return 0; //Effect that cannot be reduced? Likely a buff.
+ }
+
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+ } else
+ if (battle_config.mob_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+
+ sc = status_get_sc(bl);
+ if (sc && sc->count)
+ {
+ if (sc->data[SC_SCRESIST].timer != -1)
+ sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
+ else if (sc->data[SC_SIEGFRIED].timer != -1)
+ sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
+ }
+
+ if(bl->type == BL_PC) {
+ if (sc_def > battle_config.pc_max_sc_def)
+ sc_def = battle_config.pc_max_sc_def;
+ } else if (sc_def > battle_config.mob_max_sc_def)
+ sc_def = battle_config.mob_max_sc_def;
+
+ return sc_def;
+}
+
+//Reduces tick delay based on type and character defenses.
+int status_get_sc_tick(struct block_list *bl, int type, int tick)
+{
+ struct map_session_data *sd;
+ int rate=0, min=0;
+ //If rate is positive, it is a % reduction (10000 -> 100%)
+ //if it is negative, it is an absolute reduction in ms.
+ sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
+ switch (type) {
+ case SC_DECREASEAGI: /* 速度減少 */
+ if (sd) // Celest
+ tick>>=1;
+ break;
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
+ case SC_OVERTHRUST: /* オ?バ?スラスト */
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_STONE: /* 石化 */
+ rate = -200*status_get_mdef(bl);
+ break;
+ case SC_FREEZE: /* 凍結 */
+ rate = 100*status_get_mdef(bl);
+ break;
+ case SC_STUN: //Reduction in duration is the same as reduction in rate.
+ rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
+ break;
+ case SC_DPOISON: /* 猛毒 */
+ case SC_POISON: /* 毒 */
+ rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
+ break;
+ case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
+ case SC_CONFUSION:
+ case SC_CURSE:
+ rate = 100*status_get_vit(bl);
+ break;
+ case SC_BLIND: /* 暗? */
+ rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
+ min = 5000; //Minimum 5 secs?
+ break;
+ case SC_BLEEDING:
+ rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
+ min = 10000; //Need a min of 10 secs for it to hurt at least once.
+ break;
+ case SC_SWOO:
+ if (status_get_mode(bl)&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_ANKLE:
+ if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ rate = -100*status_get_agi(bl);
+ // Minimum trap time of 3+0.03*skilllv seconds [celest]
+ // Changed to 3 secs and moved from skill.c [Skotlex]
+ min = 3000;
+ break;
+ case SC_SPIDERWEB:
+ if (map[bl->m].flag.pvp)
+ tick /=2;
+ break;
+ case SC_STOP:
+ // Unsure of this... but I get a feeling that agi reduces this
+ // (it was on Tiger Fist Code, but at -1 ms per 10 agi....
+ rate = -100*status_get_agi(bl);
+ break;
+ }
+ if (rate) {
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ rate = rate*battle_config.pc_sc_def_rate/100;
+ if (battle_config.pc_max_sc_def != 10000)
+ min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+ } else {
+ if (battle_config.mob_sc_def_rate != 100)
+ rate = rate*battle_config.mob_sc_def_rate/100;
+ if (battle_config.mob_max_sc_def != 10000)
+ min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+ }
+
+ if (rate >0)
+ tick -= tick*rate/10000;
+ else
+ tick += rate;
+ }
+ return tick<min?min:tick;
+}
+/*==========================================
+ * Starts a status change.
+ * type = type, val1~4 depend on the type.
+ * rate = base success rate. 10000 = 100%
+ * Tick is base duration
+ * flag:
+ * &1: Cannot be avoided (it has to start)
+ * &2: Tick should not be reduced (by vit, luk, lv, etc)
+ * &4: sc_data loaded, no value has to be altered.
+ * &8: rate should not be reduced
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc;
+ struct status_data *status;
+ int opt_flag , calc_flag = 0, undead_flag;
+
+ nullpo_retr(0, bl);
+ sc=status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if (!sc || !status || status_isdead(bl))
+ return 0;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ sd=(struct map_session_data *)bl;
+ break;
+ case BL_MOB:
+ if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
+ return 0; //Emperium can't be afflicted by status changes.
+ break;
+ }
+
+ if(type < 0 || type >= SC_MAX) {
+ if(battle_config.error_log)
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+
+ //Check rate
+ if (!(flag&(4|1))) {
+ int def;
+ def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
+ //sd resistance applies even if the flag is &8
+ if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0)
+ def+= sd->reseff[type-SC_COMMON_MIN];
+
+ if (def)
+ rate -= rate*def/10000;
+
+ if (!(rand()%10000 < rate))
+ return 0;
+ }
+
+ //SC duration reduction.
+ if(!(flag&(2|4)) && tick) {
+ tick = status_get_sc_tick(bl, type, tick);
+ if (tick <= 0)
+ return 0;
+ }
+
+ undead_flag=battle_check_undead(status->race,status->def_ele);
+
+ //Check for inmunities / sc fails
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STONE:
+ //Undead are inmune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_SLEEP:
+ case SC_STUN:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ break;
+ case SC_CURSE:
+ //Dark Elementals are inmune to curse.
+ if (status->def_ele == ELE_DARK && !(flag&1))
+ return 0;
+ break;
+ case SC_COMA:
+ //Dark elementals and Demons are inmune to coma.
+ if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
+ return 0;
+ break;
+ case SC_SIGNUMCRUCIS:
+ //Only affects demons and undead.
+ if(status->race != RC_DEMON && !undead_flag)
+ return 0;
+ break;
+ case SC_AETERNA:
+ if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_MAXOVERTHRUST].timer != -1)
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ break;
+ case SC_ADRENALINE:
+ if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+ sc->data[SC_DONTFORGETME].timer!=-1 ||
+ sc->data[SC_DECREASEAGI].timer!=-1
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+ sc->data[SC_DONTFORGETME].timer!=-1 ||
+ sc->data[SC_DECREASEAGI].timer!=-1
+ )
+ return 0;
+ break;
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ case SC_CONCENTRATE:
+ case SC_INCREASEAGI:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
+ return 0;
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
+// if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc))
+ if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, &sd->sc))
+ return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bstatus = status_get_base_status(bl);
+ if (!bstatus) return 0;
+ mode = val2?val2:bstatus->mode; //Base mode
+ if (val3) mode|= val3; //Add mode
+ if (val4) mode&=~val4; //Del mode
+ if (mode == bstatus->mode) { //No change.
+ if (sc->data[type].timer != -1) //Abort previous status
+ return status_change_end(bl, type, -1);
+ return 0;
+ }
+ }
+ }
+
+ //Check for BOSS resistances
+ if(status->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ if (!undead_flag && status->race != RC_DEMON)
+ break;
+ case SC_QUAGMIRE:
+ case SC_DECREASEAGI:
+ case SC_SIGNUMCRUCIS:
+ case SC_PROVOKE:
+ case SC_ROKISWEIL:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ return 0;
+ }
+ }
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+ if (sc->data[SC_CURSE].timer!=-1)
+ status_change_end(bl,SC_CURSE,-1);
+ if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ status_change_end(bl,SC_STONE,-1);
+ }
+ break;
+ case SC_INCREASEAGI:
+ if(sc->data[SC_DECREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ break;
+ case SC_DONTFORGETME:
+ //is this correct? Maybe all three should stop the same subset of SCs...
+ if(sc->data[SC_ASSNCROS].timer!=-1 )
+ status_change_end(bl,SC_ASSNCROS,-1);
+ case SC_QUAGMIRE:
+ if(sc->data[SC_CONCENTRATE].timer!=-1 )
+ status_change_end(bl,SC_CONCENTRATE,-1);
+ if(sc->data[SC_TRUESIGHT].timer!=-1 )
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc->data[SC_WINDWALK].timer!=-1 )
+ status_change_end(bl,SC_WINDWALK,-1);
+ //Also blocks the ones below...
+ case SC_DECREASEAGI:
+ if(sc->data[SC_INCREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc->data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc->data[SC_ADRENALINE2].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE2,-1);
+ if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARQUICKEN,-1);
+ if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc->data[SC_CARTBOOST].timer!=-1 )
+ status_change_end(bl,SC_CARTBOOST,-1);
+ if(sc->data[SC_ONEHAND].timer!=-1 )
+ status_change_end(bl,SC_ONEHAND,-1);
+ break;
+ case SC_ONEHAND:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ if(sc->data[SC_ASPDPOTION0].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION0,-1);
+ if(sc->data[SC_ASPDPOTION1].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION1,-1);
+ if(sc->data[SC_ASPDPOTION2].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION2,-1);
+ if(sc->data[SC_ASPDPOTION3].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION3,-1);
+ break;
+ case SC_MAXOVERTHRUST:
+ //Cancels Normal Overthrust. [Skotlex]
+ if (sc->data[SC_OVERTHRUST].timer != -1)
+ status_change_end(bl, SC_OVERTHRUST, -1);
+ break;
+ case SC_KYRIE:
+ // -- moonsoul (added to undo assumptio status if target has it)
+ if(sc->data[SC_ASSUMPTIO].timer!=-1 )
+ status_change_end(bl,SC_ASSUMPTIO,-1);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
+ status_change_end(bl,SC_BLIND,-1);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
+ //Clear Gospel [Skotlex]
+ status_change_end(bl,SC_GOSPEL,-1);
+ break;
+ case SC_HIDING:
+ if(sc->data[SC_CLOSECONFINE].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE, -1);
+ if(sc->data[SC_CLOSECONFINE2].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
+ break;
+ case SC_BERSERK:
+ if(battle_config.berserk_cancels_buffs)
+ {
+ if (sc->data[SC_ONEHAND].timer != -1)
+ status_change_end(bl,SC_ONEHAND,-1);
+ if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if (sc->data[SC_CONCENTRATION].timer != -1)
+ status_change_end(bl,SC_CONCENTRATION,-1);
+ if (sc->data[SC_PARRYING].timer != -1)
+ status_change_end(bl,SC_PARRYING,-1);
+ if (sc->data[SC_AURABLADE].timer != -1)
+ status_change_end(bl,SC_AURABLADE,-1);
+ }
+ break;
+ case SC_ASSUMPTIO:
+ if(sc->data[SC_KYRIE].timer!=-1)
+ status_change_end(bl,SC_KYRIE,-1);
+ break;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DECREASEAGI].timer!=-1 )
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ return 0;
+ }
+ break;
+ case SC_FUSION:
+ if(sc->data[SC_SPIRIT].timer!=-1 )
+ status_change_end(bl,SC_SPIRIT,-1);
+ break;
+ case SC_ADJUSTMENT:
+ if(sc->data[SC_MADNESSCANCEL].timer != -1)
+ status_change_end(bl,SC_MADNESSCANCEL,-1);
+ break;
+ case SC_MADNESSCANCEL:
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ status_change_end(bl,SC_ADJUSTMENT,-1);
+ break;
+ }
+ //Check for overlapping fails
+ if(sc->data[type].timer != -1){
+ switch (type) {
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECTION:
+ case SC_OVERTHRUST:
+ if (sc->data[type].val2 > val2)
+ return 0;
+ break;
+ case SC_WARM:
+ { //Fetch the Group, half the attack interval. [Skotlex]
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ if (group)
+ group->interval/=2;
+ return 1;
+ }
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLEEDING:
+ case SC_DPOISON:
+ case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
+ case SC_CLOSECONFINE2: //Can't be re-closed in.
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ return 0;
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ASPDPOTION0:
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ case SC_ATKPOTION:
+ case SC_MATKPOTION:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sc->data[type].val4 == BCT_SELF)
+ return 0;
+ if(sc->data[type].val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sc->data[type].val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sc->data[type].val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ if(sc->data[type].val1 > val1)
+ return 1;
+ //Delete timer if it exists.
+ if (sc->data[type].val4 != -1) {
+ delete_timer(sc->data[type].val4,kaahi_heal_timer);
+ sc->data[type].val4=-1;
+ }
+ break;
+ default:
+ if(sc->data[type].val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex
+ }
+ (sc->count)--;
+ delete_timer(sc->data[type].timer, status_change_timer);
+ sc->data[type].timer = -1;
+ }
+
+ calc_flag = StatusChangeFlagTable[type];
+ if(!(flag&4)) //Do not parse val settings when loading SCs
+ switch(type){
+ case SC_ENDURE: /* インデュア */
+ val2 = 7; // Hit-count [Celest]
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ break;
+
+ case SC_SIGNUMCRUCIS:
+ val2 = 10 + val1*2; //Def reduction
+ clif_emotion(bl,4);
+ break;
+ case SC_MAXIMIZEPOWER:
+ val2 = tick>0?tick:60000;
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+ break;
+ case SC_POISONREACT:
+ val2=val1/2 + val1%2; // Number of counters [Celest]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ //val3 will store matk_min (needed in case you use ground-spells)
+ //val4 will store matk_max
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ break;
+ case SC_ENCPOISON:
+ val2= 25+5*val1; //Poisoning Chance (2.5+5%)
+ case SC_ASPERSIO:
+ case SC_FIREWEAPON:
+ case SC_WATERWEAPON:
+ case SC_WINDWEAPON:
+ case SC_EARTHWEAPON:
+ case SC_SHADOWWEAPON:
+ case SC_GHOSTWEAPON:
+ skill_enchant_elemental_end(bl,type);
+ break;
+ case SC_ELEMENTALCHANGE:
+ //Val1 is skill level, val2 is skill that invoked this.
+ if (!val3) //Val 3 holds the element, when not given, a random one is picked.
+ val3 = rand()%ELE_MAX;
+ val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; //% Dmg reflected
+ break;
+ case SC_STRIPWEAPON:
+ if (bl->type != BL_PC) //Watk reduction
+ val2 = 5*val1;
+ break;
+ case SC_STRIPSHIELD:
+ if (bl->type != BL_PC) //Def reduction
+ val2 = 3*val1;
+ break;
+ case SC_STRIPARMOR:
+ if (bl->type != BL_PC) //Vit reduction
+ val2 = 8*val1;
+ break;
+ case SC_STRIPHELM:
+ if (bl->type != BL_PC) //Int reduction
+ val2 = 8*val1;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ if (status->def_ele == ELE_FIRE)
+ val2 = val1*10; //Watk increase
+ else
+ val2 = 0;
+ break;
+ case SC_VIOLENTGALE:
+ if (status->def_ele == ELE_WIND)
+ val2 = val1*3; //Flee increase
+ else
+ val2 = 0;
+ break;
+ case SC_DELUGE:
+ if(status->def_ele == ELE_WATER)
+ val2 = deluge_eff[val1-1]; //HP increase
+ else
+ val2 = 0;
+ break;
+ case SC_SUITON:
+ if (status_get_class(bl) != JOB_NINJA) {
+ //Is there some kind of formula behind this?
+ switch ((val1+1)/3) {
+ case 3:
+ val2 = 8;
+ break;
+ case 2:
+ val2 = 5;
+ break;
+ case 1:
+ val2 = 3;
+ break;
+ case 0:
+ val2 = 0;
+ break;
+ default:
+ val2 = 3*((val1+1)/3);
+ break;
+ }
+ } else val2 = 0;
+ break;
+
+ case SC_SPEARQUICKEN: /* スピアクイッケン */
+ calc_flag = 1;
+ val2 = 20+val1;
+ break;
+
+ case SC_MOONLIT:
+ val2 = bl->id;
+ skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
+ break;
+ case SC_DANCING:
+ //val1 : Skill which is being danced.
+ //val2 : Skill Group of the Dance.
+ //val4 : Partner
+ val3 = 0; //Tick duration/Speed penalty.
+ if (sd) { //Store walk speed change in lower part of val3
+ val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
+ if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
+ val3 -= 40; //TODO: Figure out real bonus rate.
+ }
+ val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
+ tick = 1000;
+ break;
+ case SC_LONGING:
+ val2 = 50-10*val1; //Aspd/Speed penalty.
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
+ case SC_ASPDPOTION0:
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ val2 = 5*(2+type-SC_ASPDPOTION0);
+ break;
+
+ case SC_WEDDING:
+ case SC_XMAS:
+ {
+ struct view_data *vd = status_get_viewdata(bl);
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ val1 = vd->class_;
+ val2 = vd->weapon;
+ val3 = vd->shield;
+ val4 = vd->cloth_color;
+ unit_stop_attack(bl);
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ }
+ break;
+ case SC_NOCHAT:
+ if(!battle_config.muting_players) {
+ sd->status.manner = 0; //Zido
+ return 0;
+ }
+ tick = 60000;
+ if (sd) clif_updatestatus(sd,SP_MANNER);
+ break;
+
+ case SC_STONE:
+ val2 = status->max_hp/100; //Petrified damage per second: 1%
+ if (!val2) val2 = 1;
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = 5000; //Petrifying time.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (status->hp > status->max_hp>>2)
+ {
+ int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (status->hp - diff < status->max_hp>>2)
+ diff = status->hp - (status->max_hp>>2);
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON: /* 毒 */
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick = 1000;
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+
+ break;
+ case SC_CONFUSION:
+ clif_emotion(bl,1);
+ break;
+ case SC_BLEEDING:
+ val4 = tick;
+ tick = 10000;
+ break;
+
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick = 1000;
+ //Store speed penalty on val3.
+ if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
+ val3 = 100 - 16*val3;
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 65+val1*5; //Speed adjustment.
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m)) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ val2 = tick>0?tick:60000; //SP consumption rate.
+ val3 = 0;
+ if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
+ (val3=pc_checkskill(sd,TF_MISS))>0)
+ val3 *= -1; //Substract the Dodge speed bonus.
+ val3+= 70+val1*3; //Speed adjustment without a wall.
+ //With a wall, it is val3 +25.
+ //val4&2 signals the presence of a wall.
+ if (!val4)
+ { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
+ if (bl->type == BL_PC) //Standard cloaking.
+ val4 = battle_config.pc_cloak_check_type&2?1:0;
+ else
+ val4 = battle_config.monster_cloak_check_type&2?1:0;
+ }
+ break;
+ case SC_SIGHT: /* サイト/ルアフ */
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ val2 = tick/250;
+ tick = 10;
+ break;
+
+ //Permanent effects.
+ case SC_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ tick = 600*1000;
+ break;
+
+ case SC_AUTOGUARD:
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for(i=val2=0;i<val1;i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+ if (sd)
+ for (i = 0; i < 5; i++)
+ { //Pass the status to the other affected chars. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i;
+ val2 = 5 + val1*15;
+ if (sd)
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1);
+ }
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif_sitting(sd);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = val4;
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
+
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ val3 = 4*val2; //movement speed % increase is 4 times that
+ break;
+
+ case SC_JOINTBEAT: // Random break [DracoRPG]
+ val2 = rand()%6; //Type of break
+ if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
+ break;
+
+ case SC_BERSERK:
+ if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
+ //HP healing is performing after the calc_status call.
+ if (sd) sd->canregen_tick = gettick() + 300000;
+ //Val2 holds HP penalty
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick = val4;
+ break;
+
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick = 10000;
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
+
+ case SC_MARIONETTE:
+ if (sd) {
+ val3 = 0;
+ val2 = sd->status.str>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<16;
+
+ val2 = sd->status.agi>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<8;
+
+ val2 = sd->status.vit>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2;
+
+ val4 = 0;
+ val2 = sd->status.int_>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<16;
+
+ val2 = sd->status.dex>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<8;
+
+ val2 = sd->status.luk>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2;
+ } else {
+ struct status_data *b_status = status_get_base_status(bl);
+ if (!b_status)
+ return 0;
+
+ val3 = 0;
+ val2 = b_status->str>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<16;
+
+ val2 = b_status->agi>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<8;
+
+ val2 = b_status->vit>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2;
+
+ val4 = 0;
+ val2 = b_status->int_>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<16;
+
+ val2 = b_status->dex>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<8;
+
+ val2 = b_status->luk>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2;
+ }
+ val2 = tick/1000;
+ tick = 1000;
+ break;
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(val1);
+ struct status_change *psc = pbl?status_get_sc(pbl):NULL;
+ int stat,max;
+ if (!psc || psc->data[SC_MARIONETTE].timer == -1)
+ return 0;
+ val2 = tick /1000;
+ val3 = val4 = 0;
+ if (sd) {
+ max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+ //Str
+ stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if (sd->status.str+stat > max)
+ stat =max-sd->status.str;
+ val3 |= stat<<16;
+ //Agi
+ stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if (sd->status.agi+stat > max)
+ stat =max-sd->status.agi;
+ val3 |= stat<<8;
+ //Vit
+ stat = psc->data[SC_MARIONETTE].val3&0xFF;
+ if (sd->status.vit+stat > max)
+ stat =max-sd->status.vit;
+ val3 |= stat;
+ //Int
+ stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if (sd->status.int_+stat > max)
+ stat =max-sd->status.int_;
+ val4 |= stat<<16;
+ //Dex
+ stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if (sd->status.dex+stat > max)
+ stat =max-sd->status.dex;
+ val4 |= stat<<8;
+ //Luk
+ stat = psc->data[SC_MARIONETTE].val4&0xFF;
+ if (sd->status.luk+stat > max)
+ stat =max-sd->status.luk;
+ val4 |= stat;
+ } else {
+ struct status_data *status = status_get_base_status(bl);
+ if (!status) return 0;
+ max = 0xFF; //Assume a 256 max parameter
+ //Str
+ stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if (status->str+stat > max)
+ stat = max - status->str;
+ val3 |= stat<<16;
+ //Agi
+ stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if (status->agi+stat > max)
+ stat = max - status->agi;
+ val3 |= stat<<8;
+ //Vit
+ stat = psc->data[SC_MARIONETTE].val3&0xFF;
+ if (status->vit+stat > max)
+ stat = max - status->vit;
+ val3 |= stat;
+ //Int
+ stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if (status->int_+stat > max)
+ stat = max - status->int_;
+ val4 |= stat<<16;
+ //Dex
+ stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if (status->dex+stat > max)
+ stat = max - status->dex;
+ val4 |= stat<<8;
+ //Luk
+ stat = psc->data[SC_MARIONETTE].val4&0xFF;
+ if (status->luk+stat > max)
+ stat = max - status->luk;
+ val4 |= stat;
+ }
+ tick = 1000;
+ break;
+ }
+ case SC_REJECTSWORD:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ break;
+
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ break;
+
+ case SC_GRAVITATION:
+ if (val3 == BCT_SELF) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->canmove_tick += tick;
+ ud->canact_tick += tick;
+ }
+ }
+ break;
+
+ case SC_HERMODE:
+ status_change_clear_buffs(bl,1);
+ break;
+
+ case SC_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct map_session_data *src;
+ if ((src = map_id2sd(val1)) && src->sc.count)
+ { //Try to inherit the status from the Crusader [Skotlex]
+ //Ideally, we should calculate the remaining time and use that, but we'll trust that
+ //once the Crusader's status changes, it will reflect on the others.
+ int type2 = SC_AUTOGUARD;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+ type2 = SC_DEFENDER;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+ type2 = SC_REFLECTSHIELD;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP
+ status_zap(bl, status_get_hp(bl)-1, 0);
+ return 1;
+
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = val2?map_id2bl(val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ if (src && sc2) {
+ if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
+ sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ sc2->data[SC_CLOSECONFINE].val2++;
+ delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
+ sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ }
+ } else //Status failed.
+ return 0;
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
+
+ case SC_COMBO:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ switch (val1) { //Val1 contains the skill id
+ case TK_STORMKICK:
+ clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ }
+ if (ud) {
+ ud->attackabletime = gettick()+tick;
+ unit_set_walkdelay(bl, gettick(), tick, 1);
+ }
+ }
+ break;
+ case SC_TKREST:
+ val2 = 11-val1; //Chance to consume: 11-skilllv%
+ break;
+ case SC_RUN:
+ val4 = gettick(); //Store time at which you started running.
+ break;
+ case SC_KAAHI:
+ if(flag&4) {
+ val4 = -1;
+ break;
+ }
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = -1; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD: /* 死んだふり */
+ {
+ struct view_data *vd = status_get_viewdata(bl);
+ if (vd) vd->dead_sit = 1;
+ break;
+ }
+
+ case SC_CONCENTRATE:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ if (val2 || !battle_config.party_skill_penalty)
+ val2 = 30;
+ else
+ val2 = 20;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
+
+ // gs_something1 [Vicious]
+ case SC_GATLINGFEVER:
+ val2 = 2*val1; //Aspd increase
+ val3 = 5*val1; //Flee decrease
+ break;
+
+ default:
+ if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
+ { //Status change with no calc, and no skill associated...? unknown?
+ if(battle_config.error_log)
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ else //Special considerations when loading SC data.
+ switch (type) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
+ break;
+ case SC_KAAHI:
+ val4 = -1;
+ break;
+ }
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc_setstand(sd);
+ case SC_TRICKDEAD:
+ unit_stop_attack(bl);
+ skill_stop_dancing(bl);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel)
+ unit_skillcastcancel(bl, 0);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_CLOSECONFINE:
+ case SC_CLOSECONFINE2:
+ case SC_ANKLE:
+ case SC_SPIDERWEB:
+ case SC_MADNESSCANCEL:
+ unit_stop_walking(bl,1);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CHASEWALK:
+ unit_stop_attack(bl);
+ break;
+ }
+
+ if (sd)
+ { //Why must it be ONLY for players? [Skotlex]
+ if (bl->prev)
+ clif_status_change(bl,StatusIconChangeTable[type],1);
+ else
+ clif_status_load(bl,StatusIconChangeTable[type],1);
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type){
+ //OPT1
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if(type == SC_STONE)
+ sc->opt1 = OPT1_STONEWAIT;
+ else
+ sc->opt1 = OPT1_STONE + (type - SC_STONE);
+ break;
+ //OPT2
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 |= 1<<(type-SC_POISON);
+ break;
+ case SC_DPOISON:
+ sc->opt2 |= OPT2_DPOISON;
+ break;
+ case SC_SIGNUMCRUCIS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
+ break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ sc->opt3 |= 1;
+ opt_flag = 0;
+ break;
+ case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= 2;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ sc->opt3 |= 4;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= 8;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= 16;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 |= 32;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ sc->opt3 |= 128;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 |= 1024;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= 2048;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= 4096;
+ opt_flag = 0;
+ break;
+
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ break;
+ case SC_CLOAKING:
+ sc->option |= OPTION_CLOAK;
+ break;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ break;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
+ break;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
+ break;
+ case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ break;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
+ break;
+ case SC_SIGHTTRASHER:
+ sc->option |= OPTION_SIGHTTRASHER;
+ break;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ if(opt_flag)
+ clif_changeoption(bl);
+
+ (sc->count)++;
+
+ sc->data[type].val1 = val1;
+ sc->data[type].val2 = val2;
+ sc->data[type].val3 = val3;
+ sc->data[type].val4 = val4;
+
+ sc->data[type].timer = add_timer(
+ gettick() + tick, status_change_timer, bl->id, type);
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(sd && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ if (type==SC_BERSERK) {
+ sc->data[type].val2 = 5*status->max_hp/100;
+ status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status_percent_damage(NULL, bl, 0, 100); //Damage all SP
+ }
+
+ if (type==SC_RUN) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud)
+ ud->state.running = unit_run(bl);
+ }
+ return 1;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+ struct status_change* sc;
+ int i;
+
+ sc = status_get_sc(bl);
+
+ if (!sc || sc->count == 0)
+ return 0;
+
+ if(sc->data[SC_DANCING].timer != -1)
+ skill_stop_dancing(bl);
+ for(i = 0; i < SC_MAX; i++)
+ {
+ //Type 0: PC killed -> Place here stats that do not dispel on death.
+ if(sc->data[i].timer == -1 ||
+ (type == 0 && (
+ i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
+ i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
+ i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN
+ )))
+ continue;
+
+ status_change_end(bl, i, -1);
+
+ if (type == 1 && sc->data[i].timer != -1)
+ { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (sc->count)--;
+ delete_timer(sc->data[i].timer, status_change_timer);
+ sc->data[i].timer = -1;
+ }
+ }
+ sc->opt1 = 0;
+ sc->opt2 = 0;
+ sc->opt3 = 0;
+ sc->option &= OPTION_MASK;
+
+ if(!type || type&2)
+ clif_changeoption(bl);
+
+ return 1;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+ struct map_session_data *sd;
+ struct status_change *sc;
+ struct status_data *status;
+ int opt_flag=0, calc_flag = 0;
+
+ nullpo_retr(0, bl);
+
+ sc = status_get_sc(bl);
+ status = status_get_status_data(bl);
+ nullpo_retr(0,sc);
+ nullpo_retr(0,status);
+
+ if(type < 0 || type >= SC_MAX)
+ return 0;
+
+ BL_CAST(BL_PC,bl,sd);
+
+ if (sc->data[type].timer == -1 ||
+ (sc->data[type].timer != tid && tid != -1))
+ return 0;
+
+ if (tid == -1)
+ delete_timer(sc->data[type].timer,status_change_timer);
+
+ sc->data[type].timer=-1;
+ (sc->count)--;
+
+ calc_flag = StatusChangeFlagTable[type];
+ switch(type){
+ case SC_WEDDING:
+ case SC_XMAS:
+ {
+ struct view_data *vd = status_get_viewdata(bl);
+ if (!vd) return 0;
+ if (sd) //Load data from sd->status.* as the stored values could have changed.
+ status_set_viewdata(bl, sd->status.class_);
+ else {
+ vd->class_ = sc->data[type].val1;
+ vd->weapon = sc->data[type].val2;
+ vd->shield = sc->data[type].val3;
+ vd->cloth_color = sc->data[type].val4;
+ }
+ clif_changelook(bl,LOOK_BASE,vd->class_);
+ clif_changelook(bl,LOOK_WEAPON,vd->weapon);
+ clif_changelook(bl,LOOK_SHIELD,vd->shield);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ }
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,1);
+ }
+ if (sc->data[type].val1 >= 7 &&
+ DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
+ (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
+ (sd->class_&MAPID_BASEMASK) != MAPID_SOUL_LINKER))
+ )
+ sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
+ status_change_end(bl,SC_PROVOKE,-1);
+ break;
+
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ if (sd) {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //Clear the status from the others too [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
+ status_change_end(&tsd->bl,type,-1);
+ }
+ }
+ break;
+ case SC_DEVOTION:
+ {
+ struct map_session_data *md = map_id2sd(sc->data[type].val1);
+ //The status could have changed because the Crusader left the game. [Skotlex]
+ if (md)
+ {
+ md->devotion[sc->data[type].val2] = 0;
+ clif_devotion(md);
+ }
+ //Remove AutoGuard and Defender [Skotlex]
+ if (sc->data[SC_AUTOGUARD].timer != -1)
+ status_change_end(bl,SC_AUTOGUARD,-1);
+ if (sc->data[SC_DEFENDER].timer != -1)
+ status_change_end(bl,SC_DEFENDER,-1);
+ if (sc->data[SC_REFLECTSHIELD].timer != -1)
+ status_change_end(bl,SC_REFLECTSHIELD,-1);
+ break;
+ }
+ case SC_BLADESTOP:
+ if(sc->data[type].val4)
+ {
+ struct block_list *tbl = (struct block_list *)sc->data[type].val4;
+ struct status_change *tsc = status_get_sc(tbl);
+ sc->data[type].val4 = 0;
+ if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
+ {
+ tsc->data[SC_BLADESTOP].val4 = 0;
+ status_change_end(tbl,SC_BLADESTOP,-1);
+ }
+ clif_bladestop(bl,tbl,0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *dsc;
+ struct skill_unit_group *group;
+ if(sc->data[type].val2)
+ {
+ group = (struct skill_unit_group *)sc->data[type].val2;
+ sc->data[type].val2 = 0;
+ skill_delunitgroup(bl, group);
+ }
+ if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
+ dsc = &dsd->sc;
+ if(dsc && dsc->data[type].timer!=-1)
+ { //This will prevent recursive loops.
+ dsc->data[type].val2 = dsc->data[type].val4 = 0;
+ status_change_end(&dsd->bl, type, -1);
+ }
+ }
+ }
+ //Only dance that doesn't has ground tiles... [Skotlex]
+ if(sc->data[type].val1 == CG_MOONLIT)
+ status_change_end(bl, SC_MOONLIT, -1);
+
+ if (sc->data[SC_LONGING].timer!=-1)
+ status_change_end(bl,SC_LONGING,-1);
+ break;
+ case SC_NOCHAT:
+ if (sd && battle_config.manner_system)
+ {
+ //Why set it to 0? Can't we use good manners for something? [Skotlex]
+// if (sd->status.manner >= 0) // weeee ^^ [celest]
+// sd->status.manner = 0;
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=map_id2bl(sc->data[type].val3);
+ if(src && tid!=-1)
+ skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
+ }
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ if (src && sc2 && sc2->count) {
+ //If status was already ended, do nothing.
+ if (sc2->data[SC_CLOSECONFINE].timer != -1)
+ { //Decrease count
+ if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
+ status_change_end(src, SC_CLOSECONFINE, -1);
+ }
+ }
+ }
+ case SC_CLOSECONFINE:
+ if (sc->data[type].val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
+ +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ map_foreachinarea(status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
+ }
+ break;
+ case SC_COMBO: //Clear last used skill when it is part of a combo.
+ if (sd && sd->skillid_old == sc->data[type].val1)
+ sd->skillid_old = sd->skilllv_old = 0;
+ break;
+
+ case SC_FREEZE:
+ sc->data[type].val3 = 0; //Clear Storm Gust hit count
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2: /// Marionette target
+ if (sc->data[type].val1)
+ { // check for partner and end their marionette status as well
+ int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
+ struct block_list *pbl = map_id2bl(sc->data[type].val1);
+ struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
+
+ if (sc2 && sc2->count && sc2->data[type2].timer != -1)
+ {
+ sc2->data[type2].val1 = 0;
+ status_change_end(pbl, type2, -1);
+ }
+ }
+ if (type == SC_MARIONETTE)
+ clif_marionette(bl, 0); //Clear effect.
+ break;
+
+ case SC_BERSERK:
+ //val4 indicates if the skill was dispelled. [Skotlex]
+ if(status->hp > 100 && !sc->data[type].val4)
+ status_zap(bl, status->hp-100, 0);
+ if(sc->data[SC_ENDURE].timer != -1)
+ status_change_end(bl, SC_ENDURE, -1);
+ break;
+ case SC_GRAVITATION:
+ if (sc->data[type].val3 == BCT_SELF) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud)
+ ud->canmove_tick = ud->canact_tick = gettick();
+ }
+ break;
+ case SC_GOSPEL: //Clear the buffs from other chars.
+ if (sc->data[type].val3) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
+ sc->data[type].val3 = 0;
+ skill_delunitgroup(bl, group);
+ }
+ break;
+ case SC_HERMODE:
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ if(sc->data[type].val3 == BCT_SELF)
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_MOONLIT: //Clear the unit effect. [Skotlex]
+ skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
+ break;
+ case SC_TRICKDEAD: /* 死んだふり */
+ {
+ struct view_data *vd = status_get_viewdata(bl);
+ if (vd) vd->dead_sit = 0;
+ break;
+ }
+ case SC_WARM:
+ if (sc->data[type].val4) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ sc->data[type].val4 = 0;
+ skill_delunitgroup(bl, group);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sc->data[type].val4 != -1) {
+ delete_timer(sc->data[type].val4,kaahi_heal_timer);
+ sc->data[type].val4=-1;
+ }
+ break;
+ }
+
+ if (sd)
+ { //Why must it be ONLY for players? [Skotlex]
+ if (bl->prev)
+ clif_status_change(bl,StatusIconChangeTable[type],0);
+ else
+ clif_status_load(bl,StatusIconChangeTable[type],0);
+ }
+
+ opt_flag = 1;
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ sc->opt1 = 0;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 &= ~(1<<(type-SC_POISON));
+ break;
+ case SC_DPOISON:
+ sc->opt2 &= ~OPT2_DPOISON;
+ break;
+ case SC_SIGNUMCRUCIS:
+ sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ break;
+ case SC_CLOAKING:
+ sc->option &= ~OPTION_CLOAK;
+ break;
+ case SC_CHASEWALK:
+ sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ break;
+ case SC_SIGHT:
+ sc->option &= ~OPTION_SIGHT;
+ break;
+ case SC_WEDDING:
+ sc->option &= ~OPTION_WEDDING;
+ break;
+ case SC_ORCISH:
+ sc->option &= ~OPTION_ORCISH;
+ break;
+ case SC_RUWACH:
+ sc->option &= ~OPTION_RUWACH;
+ break;
+ case SC_SIGHTTRASHER:
+ sc->option &= ~OPTION_SIGHTTRASHER;
+ break;
+ case SC_FUSION:
+ sc->option &= ~OPTION_FLYING;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHAND:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ sc->opt3 &= ~1;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUST:
+ case SC_MAXOVERTHRUST:
+ case SC_SWOO:
+ sc->opt3 &= ~2;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ sc->opt3 &= ~4;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
+ if (bl->type != BL_MOB)
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 &= ~8;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 &= ~16;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 &= ~32;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ sc->opt3 &= ~128;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 &= ~1024;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~2048;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~4096;
+ opt_flag = 0;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ if(opt_flag)
+ clif_changeoption(bl);
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl;
+ struct status_change *sc;
+ struct status_data *status;
+ int hp;
+
+ bl=map_id2bl(id);
+ sc=status_get_sc(bl);
+ status=status_get_status_data(bl);
+
+ if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
+ return 0;
+ if(sc->data[data].val4 != tid) {
+ if (battle_config.error_log)
+ ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
+ sc->data[data].val4=-1;
+ return 0;
+ }
+
+ if(!status_charge(bl, 0, sc->data[data].val3)) {
+ sc->data[data].val4=-1;
+ return 0;
+ }
+
+ hp = status->max_hp - status->hp;
+ if (hp > sc->data[data].val2)
+ hp = sc->data[data].val2;
+ if (hp) {
+ status_heal(bl, hp, 0, 0);
+ clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+ }
+ sc->data[data].val4=-1;
+ return 1;
+}
+
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+ int type = data;
+ struct block_list *bl;
+ struct map_session_data *sd=NULL;
+ struct status_data *status;
+ struct status_change *sc;
+
+// security system to prevent forgetting timer removal
+ int temp_timerid;
+
+ bl=map_id2bl(id);
+#ifndef _WIN32
+ nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
+#endif
+ sc=status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if (!sc || !status)
+ { //Temporal debug until case is resolved. [Skotlex]
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
+ return 0;
+ }
+
+ if(bl->type==BL_PC)
+ sd=(struct map_session_data *)bl;
+
+ if(sc->data[type].timer != tid) {
+ if(battle_config.error_log)
+ ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
+ return 0;
+ }
+
+ // security system to prevent forgetting timer removal
+ // you shouldn't be that careless inside the switch here
+ temp_timerid = sc->data[type].timer;
+ sc->data[type].timer = -1;
+
+ switch(type){ /* 特殊な?理になる場合 */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
+ case SC_CLOAKING:
+ if(!status_charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc->data[type].timer=add_timer(
+ sc->data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_CHASEWALK:
+ if(!status_charge(bl, 0, sc->data[type].val4))
+ break; //Not enough SP to continue.
+
+ if (sc->data[SC_INCSTR].timer == -1) {
+ sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
+ (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
+ }
+ sc->data[type].timer = add_timer(
+ sc->data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ break;
+
+ case SC_HIDING:
+ if((--sc->data[type].val2)>0){
+
+ if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
+
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ {
+ map_foreachinrange( status_change_timer_sub, bl,
+ skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
+ BL_CHAR, bl,sc,type,tick);
+
+ if( (--sc->data[type].val2)>0 ){
+ sc->data[type].timer=add_timer( /* タイマ?再設定 */
+ 250+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_PROVOKE:
+ if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
+ sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_ENDURE:
+ if(sc->data[type].val4) { //Infinite Endure.
+ sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT) {
+ sc->data[type].val4 = 0;
+ unit_stop_walking(bl,1);
+ sc->opt1 = OPT1_STONE;
+ clif_changeoption(bl);
+ sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ status_calc_bl(bl, SCB_DEF_ELE);
+ return 0;
+ }
+ if((--sc->data[type].val3) > 0) {
+ if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
+ status_zap(bl, sc->data[type].val2, 0);
+ sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if ((--sc->data[type].val3) > 0) {
+ if (sc->data[SC_SLOWPOISON].timer == -1) {
+ status_zap(bl, sc->data[type].val4, 0);
+ if (status_isdead(bl))
+ break;
+ }
+ sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
+ sc->data[type].timer=add_timer(
+ sc->data[type].val4+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLEEDING: // [celest]
+ // i hope i haven't interpreted it wrong.. which i might ^^;
+ // Source:
+ // - 10ゥェエェネェヒHPェャハ盒
+ // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、
+ // To-do: bleeding effect increases damage taken?
+ if ((sc->data[type].val4 -= 10000) >= 0) {
+ status_fix_damage(NULL, bl, rand()%600 + 200, 0);
+ if (status_isdead(bl))
+ break;
+ sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (sd) {
+ if(bl->m != sd->feel_map[0].m
+ && bl->m != sd->feel_map[1].m
+ && bl->m != sd->feel_map[2].m)
+ break; //End it
+ } //Otherwise continue.
+ // Status changes that don't have a time limit
+ case SC_AETERNA:
+ case SC_TRICKDEAD:
+ case SC_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_MAGICPOWER:
+ case SC_REJECTSWORD:
+ case SC_MEMORIZE:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_SACRIFICE:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYTURN:
+ case SC_READYCOUNTER:
+ case SC_RUN:
+ case SC_DODGE:
+ case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
+ case SC_NEN:
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_DANCING: //ダンススキルの時間SP消費
+ {
+ int s = 0;
+ int sp = 1;
+ int counter = sc->data[type].val3>>16;
+ if (--counter <= 0)
+ break;
+ sc->data[type].val3&= 0xFFFF; //Remove counter
+ sc->data[type].val3|=(counter<<16);//Reset it.
+ switch(sc->data[type].val1){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+ s=6;
+ break;
+ case CG_MOONLIT:
+ sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
+ break;
+ }
+ if (s && ((sc->data[type].val3 % s) == 0)) {
+ if (sc->data[SC_LONGING].timer != -1)
+ sp = s;
+ if (!status_charge(bl, 0, sp))
+ break;
+ }
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_DEVOTION:
+ { //Check range and timeleft to preserve status [Skotlex]
+ //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
+ struct map_session_data *md = map_id2sd(sc->data[type].val1);
+ if (md && battle_check_range(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
+ {
+ sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
+ {
+ sc->data[type].timer = add_timer(
+ sc->data[type].val4+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ else if (sd)
+ sd->canregen_tick = gettick() + 300000;
+ break;
+ case SC_NOCHAT:
+ if(sd && battle_config.manner_system){
+ sd->status.manner++;
+ clif_updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ if (sc->data[type].val4 % 1000 == 0) {
+ char timer[10];
+ snprintf (timer, 10, "%d", sc->data[type].val4/1000);
+ clif_message(bl, timer);
+ }
+ if((sc->data[type].val4 -= 500) > 0) {
+ sc->data[type].timer = add_timer(
+ 500 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(sc->data[type].val1);
+ if (pbl && battle_check_range(bl, pbl, 7) && (sc->data[type].val2--)>0)
+ {
+ sc->data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
+ {
+ int hp, sp;
+ hp = (sc->data[type].val1 > 5) ? 45 : 30;
+ sp = (sc->data[type].val1 > 5) ? 35 : 20;
+ if(!status_charge(bl, hp, sp))
+ break;
+ sc->data[type].timer = add_timer(
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_GUILDAURA:
+ {
+ struct block_list *tbl = map_id2bl(sc->data[type].val2);
+
+ if (tbl && battle_check_range(bl, tbl, 2)){
+ sc->data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ }
+
+ // default for all non-handled control paths
+ // security system to prevent forgetting timer removal
+
+ // if we reach this point we need the timer for the next call,
+ // so restore it to have status_change_end handle a valid timer
+ sc->data[type].timer = temp_timerid;
+
+ return status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ struct status_change *sc, *tsc;
+ struct map_session_data* sd=NULL;
+ struct map_session_data* tsd=NULL;
+
+ int type;
+ unsigned int tick;
+
+ src=va_arg(ap,struct block_list*);
+ sc=va_arg(ap,struct status_change*);
+ type=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+ tsc=status_get_sc(bl);
+
+ if (status_isdead(bl))
+ return 0;
+ if (src->type==BL_PC) sd= (struct map_session_data*)src;
+ if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
+
+ switch( type ){
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if (tsc && tsc->count) {
+ if (tsc->data[SC_HIDING].timer != -1)
+ status_change_end( bl, SC_HIDING, -1);
+ if (tsc->data[SC_CLOAKING].timer != -1)
+ status_change_end( bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+ tsc->data[SC_CLOAKING].timer != -1)) {
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+ }
+ break;
+ case SC_SIGHTBLASTER:
+ {
+ if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
+ skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
+ sc->data[type].val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_CLOSECONFINE:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
+ tsc->data[SC_CLOSECONFINE2].val2 = 0;
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Clears buffs/debuffs of a character.
+ * type&1 -> buffs, type&2 -> debuffs
+ *------------------------------------------
+ */
+int status_change_clear_buffs (struct block_list *bl, int type)
+{
+ int i;
+ struct status_change *sc= status_get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ if (type&2) //Debuffs
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
+ if(sc->data[i].timer != -1)
+ status_change_end(bl,i,-1);
+ }
+
+ for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
+
+ if(sc->data[i].timer == -1)
+ continue;
+
+ switch (i) {
+ //Stuff that cannot be removed
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_COMBO:
+ case SC_SMA:
+ case SC_DANCING:
+ case SC_GUILDAURA:
+ case SC_SAFETYWALL:
+ case SC_NOCHAT:
+ case SC_ANKLE:
+ case SC_BLADESTOP:
+ case SC_CP_WEAPON:
+ case SC_CP_SHIELD:
+ case SC_CP_ARMOR:
+ case SC_CP_HELM:
+ continue;
+
+ //Debuffs that can be removed.
+ case SC_HALLUCINATION:
+ case SC_QUAGMIRE:
+ case SC_SIGNUMCRUCIS:
+ case SC_DECREASEAGI:
+ case SC_SLOWDOWN:
+ case SC_MINDBREAKER:
+ case SC_WINKCHARM:
+ case SC_STOP:
+ case SC_ORCISH:
+ case SC_STRIPWEAPON:
+ case SC_STRIPSHIELD:
+ case SC_STRIPARMOR:
+ case SC_STRIPHELM:
+ if (!(type&2))
+ continue;
+ break;
+ //The rest are buffs that can be removed.
+ case SC_BERSERK:
+ if (!(type&1))
+ continue;
+ sc->data[i].val4 = 1;
+ break;
+ default:
+ if (!(type&1))
+ continue;
+ break;
+ }
+ status_change_end(bl,i,-1);
+ }
+ return 0;
+}
+
+static int status_calc_sigma(void)
+{
+ int i,j;
+ unsigned int k;
+
+ for(i=0;i<MAX_PC_CLASS;i++) {
+ memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
+ for(k=0,j=2;j<=MAX_LEVEL;j++) {
+ k += hp_coefficient[i]*j + 50;
+ k -= k%100;
+ hp_sigma_val[i][j-1] = k;
+ if (k >= INT_MAX)
+ break; //Overflow protection. [Skotlex]
+ }
+ for(;j<=MAX_LEVEL;j++)
+ hp_sigma_val[i][j-1] = INT_MAX;
+ }
+ return 0;
+}
+
+int status_readdb(void) {
+ int i,j;
+ FILE *fp;
+ char line[1024], path[1024],*p;
+
+ sprintf(path, "%s/job_db1.txt", db_path);
+ fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i = 0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_WEAPON_TYPE + 5];
+ i++;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j < MAX_WEAPON_TYPE + 5)
+ { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
+ ShowDebug("%s: Not enough columns at line %d\n", path, i);
+ continue;
+ }
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+
+ max_weight_base[atoi(split[0])]=atoi(split[1]);
+ hp_coefficient[atoi(split[0])]=atoi(split[2]);
+ hp_coefficient2[atoi(split[0])]=atoi(split[3]);
+ sp_coefficient[atoi(split[0])]=atoi(split[4]);
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+ sprintf(path, "%s/job_db2.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+ for(i=1;i<j && split[i];i++)
+ job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // サイズ補正テ?ブル
+ for(i=0;i<3;i++)
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ atkmods[i][j]=100;
+ sprintf(path, "%s/size_fix.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_WEAPON_TYPE];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ atkmods[i][j]=atoi(split[j]);
+ }
+ i++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // 精?デ?タテ?ブル
+ for(i=0;i<5;i++){
+ for(j=0;j<MAX_REFINE; j++)
+ percentrefinery[i][j]=100;
+ percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
+ refinebonus[i][0]=0;
+ refinebonus[i][1]=0;
+ refinebonus[i][2]=10;
+ }
+
+ sprintf(path, "%s/refine_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ memset(split,0,sizeof(split));
+ for(j=0,p=line;j<16 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
+ refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
+ refinebonus[i][2]=atoi(split[2]); // 安全精?限界
+ for(j=0;j<MAX_REFINE && split[j];j++)
+ percentrefinery[i][j]=atoi(split[j+3]);
+ i++;
+ }
+ fclose(fp); //Lupus. close this file!!!
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+ if (SC_MAX > MAX_STATUSCHANGE)
+ {
+ ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
+ exit(1);
+ }
+ add_timer_func_list(status_change_timer,"status_change_timer");
+ add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+ initChangeTables();
+ initDummyData();
+ status_readdb();
+ status_calc_sigma();
+ return 0;
+}