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author | (no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2005-02-06 16:41:57 +0000 |
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committer | (no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2005-02-06 16:41:57 +0000 |
commit | b5e60b9d709ada7b94cfb8196df9f9c2e1881a01 (patch) | |
tree | fa4ce91e27dd6f97abbbcca704adc2d8802d2cf7 /src | |
parent | 37054522efee220a79e72bb36a9c8e4309286348 (diff) | |
download | hercules-b5e60b9d709ada7b94cfb8196df9f9c2e1881a01.tar.gz hercules-b5e60b9d709ada7b94cfb8196df9f9c2e1881a01.tar.bz2 hercules-b5e60b9d709ada7b94cfb8196df9f9c2e1881a01.tar.xz hercules-b5e60b9d709ada7b94cfb8196df9f9c2e1881a01.zip |
Fixed some EOL issues
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/stable@1056 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/common/buffer.h | 36 | ||||
-rw-r--r-- | src/map/status.c | 9646 | ||||
-rw-r--r-- | src/map/status.h | 162 |
3 files changed, 4922 insertions, 4922 deletions
diff --git a/src/common/buffer.h b/src/common/buffer.h index 4d7f46d38..ea94380ce 100644 --- a/src/common/buffer.h +++ b/src/common/buffer.h @@ -1,18 +1,18 @@ -#ifndef _BUFFER_H_
-#define _BUFFER_H_
-
-// Full credit for this goes to Shinomori [Ajarn]
-
-#ifdef __GNUC__ // GCC has variable length arrays
-
-#define CREATE_BUFFER(name, type, size) type name[size]
-#define DELETE_BUFFER(name)
-
-#else // others don't, so we emulate them
-
-#define CREATE_BUFFER(name, type, size) type *name=(type*)aCalloc(size,sizeof(type))
-#define DELETE_BUFFER(name) aFree(name);name=NULL
-
-#endif
-
-#endif
+#ifndef _BUFFER_H_ +#define _BUFFER_H_ + +// Full credit for this goes to Shinomori [Ajarn] + +#ifdef __GNUC__ // GCC has variable length arrays + +#define CREATE_BUFFER(name, type, size) type name[size] +#define DELETE_BUFFER(name) + +#else // others don't, so we emulate them + +#define CREATE_BUFFER(name, type, size) type *name=(type*)aCalloc(size,sizeof(type)) +#define DELETE_BUFFER(name) aFree(name);name=NULL + +#endif + +#endif diff --git a/src/map/status.c b/src/map/status.c index 03cbd37b2..27f134354 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,4823 +1,4823 @@ -
-// ステータス計算、状態異常処理
-#include <time.h>
-#include <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-
-#include "pc.h"
-#include "map.h"
-#include "pet.h"
-#include "mob.h"
-#include "clif.h"
-#include "guild.h"
-#include "skill.h"
-#include "itemdb.h"
-#include "battle.h"
-#include "chrif.h"
-#include "status.h"
-
-#include "timer.h"
-#include "nullpo.h"
-#include "script.h"
-#include "showmsg.h"
-
-static int max_weight_base[MAX_PC_CLASS];
-static int hp_coefficient[MAX_PC_CLASS];
-static int hp_coefficient2[MAX_PC_CLASS];
-static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
-static int sp_coefficient[MAX_PC_CLASS];
-static int aspd_base[MAX_PC_CLASS][20];
-static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
-int percentrefinery[5][10]; // 精錬成功率(refine_db.txt)
-static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
-static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
-
-/*==========================================
- * 精錬ボーナス
- *------------------------------------------
- */
-int status_getrefinebonus(int lv,int type)
-{
- if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
- return refinebonus[lv][type];
- return 0;
-}
-
-/*==========================================
- * 精錬成功率
- *------------------------------------------
- */
-int status_percentrefinery(struct map_session_data *sd,struct item *item)
-{
- int percent;
-
- nullpo_retr(0, item);
- percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];
-
- percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持
-
- // 確率の有効範囲チェック
- if( percent > 100 ){
- percent = 100;
- }
- if( percent < 0 ){
- percent = 0;
- }
-
- return percent;
-}
-
-/*==========================================
- * パラメータ計算
- * first==0の時、計算対象のパラメータが呼び出し前から
- * 変 化した場合自動でsendするが、
- * 能動的に変化させたパラメータは自前でsendするように
- *------------------------------------------
- */
-
-int status_calc_pc(struct map_session_data* sd,int first)
-{
- int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
- int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
- int b_base_atk;
- struct skill b_skill[MAX_SKILL];
- int i,bl,index;
- int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
- int pele=0,pdef_ele=0;
- int str,dstr,dex;
- struct pc_base_job s_class;
-
- nullpo_retr(0, sd);
-
- //?生や養子の場合の元の職業を算出する
- s_class = pc_calc_base_job(sd->status.class_);
-
- b_speed = sd->speed;
- b_max_hp = sd->status.max_hp;
- b_max_sp = sd->status.max_sp;
- b_hp = sd->status.hp;
- b_sp = sd->status.sp;
- b_weight = sd->weight;
- b_max_weight = sd->max_weight;
- memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
- memcpy(b_parame,&sd->paramc,sizeof(b_parame));
- memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
- b_hit = sd->hit;
- b_flee = sd->flee;
- b_aspd = sd->aspd;
- b_watk = sd->watk;
- b_def = sd->def;
- b_watk2 = sd->watk2;
- b_def2 = sd->def2;
- b_flee2 = sd->flee2;
- b_critical = sd->critical;
- b_attackrange = sd->attackrange;
- b_matk1 = sd->matk1;
- b_matk2 = sd->matk2;
- b_mdef = sd->mdef;
- b_mdef2 = sd->mdef2;
- b_class = sd->view_class;
- sd->view_class = sd->status.class_;
- b_base_atk = sd->base_atk;
-
- pc_calc_skilltree(sd); // スキルツリ?の計算
-
- sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;
-
- if(first&1) {
- sd->weight=0;
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
- }
- sd->cart_max_weight=battle_config.max_cart_weight;
- sd->cart_weight=0;
- sd->cart_max_num=MAX_CART;
- sd->cart_num=0;
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0)
- continue;
- sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
- sd->cart_num++;
- }
- }
-
- memset(sd->paramb,0,sizeof(sd->paramb));
- memset(sd->parame,0,sizeof(sd->parame));
- sd->hit = 0;
- sd->flee = 0;
- sd->flee2 = 0;
- sd->critical = 0;
- sd->aspd = 0;
- sd->watk = 0;
- sd->def = 0;
- sd->mdef = 0;
- sd->watk2 = 0;
- sd->def2 = 0;
- sd->mdef2 = 0;
- sd->status.max_hp = 0;
- sd->status.max_sp = 0;
- sd->attackrange = 0;
- sd->attackrange_ = 0;
- sd->atk_ele = 0;
- sd->def_ele = 0;
- sd->star =0;
- sd->overrefine =0;
- sd->matk1 =0;
- sd->matk2 =0;
- sd->speed = DEFAULT_WALK_SPEED ;
- sd->hprate=battle_config.hp_rate;
- sd->sprate=battle_config.sp_rate;
- sd->castrate=100;
- sd->delayrate=100;
- sd->dsprate=100;
- sd->base_atk=0;
- sd->arrow_atk=0;
- sd->arrow_ele=0;
- sd->arrow_hit=0;
- sd->arrow_range=0;
- sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
- memset(sd->addele,0,sizeof(sd->addele));
- memset(sd->addrace,0,sizeof(sd->addrace));
- memset(sd->addsize,0,sizeof(sd->addsize));
- memset(sd->addele_,0,sizeof(sd->addele_));
- memset(sd->addrace_,0,sizeof(sd->addrace_));
- memset(sd->addsize_,0,sizeof(sd->addsize_));
- memset(sd->subele,0,sizeof(sd->subele));
- memset(sd->subrace,0,sizeof(sd->subrace));
- memset(sd->addeff,0,sizeof(sd->addeff));
- memset(sd->addeff2,0,sizeof(sd->addeff2));
- memset(sd->reseff,0,sizeof(sd->reseff));
- memset(&sd->special_state,0,sizeof(sd->special_state));
- memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
- memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));
- memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
- memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
-
- sd->watk_ = 0; //二刀流用(?)
- sd->watk_2 = 0;
- sd->atk_ele_ = 0;
- sd->star_ = 0;
- sd->overrefine_ = 0;
-
- sd->aspd_rate = 100;
- sd->speed_rate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->critical_def = 0;
- sd->double_rate = 0;
- sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
- sd->atk_rate = sd->matk_rate = 100;
- sd->ignore_def_ele = sd->ignore_def_race = 0;
- sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
- sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
- sd->arrow_cri = 0;
- sd->magic_def_rate = sd->misc_def_rate = 0;
- memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
- memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
- memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
- memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
- memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
- memset(sd->magic_addele,0,sizeof(sd->magic_addele));
- memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
- memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
- sd->perfect_hit = 0;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
- sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
- sd->get_zeny_num = 0;
- sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
- sd->add_def_class_count = sd->add_mdef_class_count = 0;
- sd->monster_drop_item_count = 0;
- memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
- memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
- memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
- memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
- memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
- memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
- memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
- sd->speed_add_rate = sd->aspd_add_rate = 100;
- sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
- sd->splash_range = sd->splash_add_range = 0;
- sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
- sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
- sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
- sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
- sd->magic_damage_return = 0; //AppleGirl Was Here
- sd->random_attack_increase_add = sd->random_attack_increase_per = 0;
- sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
- sd->unbreakable_equip = 0;
-
-
- if(!sd->disguiseflag && sd->disguise) {
- sd->disguise=0;
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
- clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif_clearchar(&sd->bl, 9);
- pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
- }
-
- for(i=0;i<10;i++) {
- index = sd->equip_index[i];
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
-
- if(sd->inventory_data[index]) {
- if(sd->inventory_data[index]->type == 4) {
- if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
- int j;
- for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
- int c=sd->status.inventory[index].card[j];
- if(c>0){
- if(i == 8 && sd->status.inventory[index].equip == 0x20)
- sd->state.lr_flag = 1;
- run_script(itemdb_equipscript(c),0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- }
- }
- }
- }
- else if(sd->inventory_data[index]->type==5){ // 防具
- if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
- int j;
- for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド
- int c=sd->status.inventory[index].card[j];
- if(c>0)
- run_script(itemdb_equipscript(c),0,sd->bl.id,0);
- }
- }
- }
- }
- }
- wele = sd->atk_ele;
- wele_ = sd->atk_ele_;
- def_ele = sd->def_ele;
- if(sd->status.pet_id > 0) {
- struct pet_data *pd=sd->pd;
- if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
- if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0)
- run_script(sd->petDB->script,0,sd->bl.id,0);
- pele = sd->atk_ele;
- pdef_ele = sd->def_ele;
- sd->atk_ele = sd->def_ele = 0;
- }
- }
- memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));
-
- // ?備品によるステ?タス?化はここで?行
- for(i=0;i<10;i++) {
- index = sd->equip_index[i];
- if(index < 0)
- continue;
- if(i == 9 && sd->equip_index[8] == index)
- continue;
- if(i == 5 && sd->equip_index[4] == index)
- continue;
- if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
- continue;
- if(sd->inventory_data[index]) {
- sd->def += sd->inventory_data[index]->def;
- if(sd->inventory_data[index]->type == 4) {
- int r,wlv = sd->inventory_data[index]->wlv;
- if(i == 8 && sd->status.inventory[index].equip == 0x20) {
- //二刀流用デ?タ入力
- sd->watk_ += sd->inventory_data[index]->atk;
- sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力
- refinebonus[wlv][0];
- if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
- sd->overrefine_ = r*refinebonus[wlv][1];
-
- if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
- sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら
- wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性
- }
- sd->attackrange_ += sd->inventory_data[index]->range;
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- }
- else { //二刀流武器以外
- sd->watk += sd->inventory_data[index]->atk;
- sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力
- refinebonus[wlv][0];
- if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス
- sd->overrefine += r*refinebonus[wlv][1];
-
- if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器
- sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら
- wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性
- }
- sd->attackrange += sd->inventory_data[index]->range;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- }
- }
- else if(sd->inventory_data[index]->type == 5) {
- sd->watk += sd->inventory_data[index]->atk;
- refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- }
- }
- }
-
- if(sd->equip_index[10] >= 0){ // 矢
- index = sd->equip_index[10];
- if(sd->inventory_data[index]){ //まだ?性が入っていない
- sd->state.lr_flag = 2;
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- sd->arrow_atk += sd->inventory_data[index]->atk;
- }
- }
- sd->def += (refinedef+50)/100;
-
- if(sd->attackrange < 1) sd->attackrange = 1;
- if(sd->attackrange_ < 1) sd->attackrange_ = 1;
- if(sd->attackrange < sd->attackrange_)
- sd->attackrange = sd->attackrange_;
- if(sd->status.weapon == 11)
- sd->attackrange += sd->arrow_range;
- if(wele > 0)
- sd->atk_ele = wele;
- if(wele_ > 0)
- sd->atk_ele_ = wele_;
- if(def_ele > 0)
- sd->def_ele = def_ele;
- if(battle_config.pet_status_support) {
- if(pele > 0 && !sd->atk_ele)
- sd->atk_ele = pele;
- if(pdef_ele > 0 && !sd->def_ele)
- sd->def_ele = pdef_ele;
- }
- sd->double_rate += sd->double_add_rate;
- sd->perfect_hit += sd->perfect_hit_add;
- sd->get_zeny_num += sd->get_zeny_add_num;
- sd->splash_range += sd->splash_add_range;
- if(sd->speed_add_rate != 100)
- sd->speed_rate += sd->speed_add_rate - 100;
- if(sd->aspd_add_rate != 100)
- sd->aspd_rate += sd->aspd_add_rate - 100;
-
- // 武器ATKサイズ補正 (右手)
- sd->atkmods[0] = atkmods[0][sd->weapontype1];
- sd->atkmods[1] = atkmods[1][sd->weapontype1];
- sd->atkmods[2] = atkmods[2][sd->weapontype1];
- //武器ATKサイズ補正 (左手)
- sd->atkmods_[0] = atkmods[0][sd->weapontype2];
- sd->atkmods_[1] = atkmods[1][sd->weapontype2];
- sd->atkmods_[2] = atkmods[2][sd->weapontype2];
-
- // jobボ?ナス分
- for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
- if(job_bonus[s_class.upper][s_class.job][i])
- sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
- }
-
- if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
- sd->max_weight += skill*2000;
-
- if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
- sd->paramb[4] += skill;
-
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk
- sd->paramb[0] ++;
- sd->base_atk += 4;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
- sd->paramb[3] += (skill+1)*0.5;
- }
-
- // New guild skills - Celest
- if (sd->status.guild_id > 0 && !(first&4)) {
- struct guild *g;
- if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) {
- if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) {
- skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) {
- skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) {
- skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0);
- }
- if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) {
- skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0);
- }
- }
- else if (g) {
- if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) {
- sd->paramb[0]+= 5;
- sd->paramb[3]+= 5;
- sd->paramb[4]+= 5;
- }
- if (sd->state.leadership_flag)
- sd->paramb[0] += 2;
- if (sd->state.glorywounds_flag)
- sd->paramb[2] += 2;
- if (sd->state.soulcold_flag)
- sd->paramb[1] += 2;
- if (sd->state.hawkeyes_flag)
- sd->paramb[4] += 2;
- }
- }
-
- // ステ?タス?化による基本パラメ?タ補正
- if(sd->sc_count){
- if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上
- sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
- sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
- }
- if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
- sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで)
- sd->speed = sd->speed *125/100;
- sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest]
- }
- if(sd->sc_data[SC_CLOAKING].timer!=-1) {
- sd->critical_rate += 100; // critical increases
- sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
- }
- if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
- sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
- if(sd->sc_data[SC_CHASEWALK].val4)
- sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
- }
- if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
- sd->speed = sd->speed*150/100;
- if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
- sd->speed -= sd->speed*25/100;
- if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング
- sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
- sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
- sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
- }
- if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア
- sd->paramb[5]+= 30;
- if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス
- sd->paramb[0]+= 4;
- if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア
- //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
- //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
- //sd->paramb[1]-= agib > 50 ? 50 : agib;
- //sd->paramb[4]-= dexb > 50 ? 50 : dexb;
- sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
- sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
- sd->speed = sd->speed*3/2;
- }
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト
- sd->paramb[0]+= 5;
- sd->paramb[1]+= 5;
- sd->paramb[2]+= 5;
- sd->paramb[3]+= 5;
- sd->paramb[4]+= 5;
- sd->paramb[5]+= 5;
- }
- if(sd->sc_data[SC_MARIONETTE].timer!=-1){
- struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
- if (psd) { // if partner is found
- sd->paramb[0]-= sd->status.str/2; // bonuses not included
- sd->paramb[1]-= sd->status.agi/2;
- sd->paramb[2]-= sd->status.vit/2;
- sd->paramb[3]-= sd->status.int_/2;
- sd->paramb[4]-= sd->status.dex/2;
- sd->paramb[5]-= sd->status.luk/2;
- }
- }
- else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
- struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
- if (psd) { // if partner is found
- sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
- sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
- sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
- sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
- sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
- sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
- }
- }
- if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
- if (sd->sc_data[SC_GOSPEL].val3 == 6) {
- sd->paramb[0]+= 2;
- sd->paramb[1]+= 2;
- sd->paramb[2]+= 2;
- sd->paramb[3]+= 2;
- sd->paramb[4]+= 2;
- sd->paramb[5]+= 2;
- }
- }
- }
-
- //1度も死んでないJob70スパノビに+10
- if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
- sd->paramb[0]+= 15;
- sd->paramb[1]+= 15;
- sd->paramb[2]+= 15;
- sd->paramb[3]+= 15;
- sd->paramb[4]+= 15;
- sd->paramb[5]+= 15;
- }
- sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
- sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
- sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
- sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
- sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
- sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
- for(i=0;i<6;i++)
- if(sd->paramc[i] < 0) sd->paramc[i] = 0;
-
- if (sd->sc_count) {
- if (sd->sc_data[SC_CURSE].timer!=-1)
- sd->paramc[5] = 0;
- }
-
- if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
- str = sd->paramc[4];
- dex = sd->paramc[0];
- }
- else {
- str = sd->paramc[0];
- dex = sd->paramc[4];
- }
- dstr = str/10;
- sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
- sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
- sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
- if(sd->matk1 < sd->matk2) {
- int temp = sd->matk2;
- sd->matk2 = sd->matk1;
- sd->matk1 = temp;
- }
- sd->hit += sd->paramc[4] + sd->status.base_level;
- sd->flee += sd->paramc[1] + sd->status.base_level;
- sd->def2 += sd->paramc[2];
- sd->mdef2 += sd->paramc[3];
- sd->flee2 += sd->paramc[5]+10;
- sd->critical += (sd->paramc[5]*3)+10;
-
- if(sd->base_atk < 1)
- sd->base_atk = 1;
- if(sd->critical_rate != 100)
- sd->critical = (sd->critical*sd->critical_rate)/100;
- if(sd->critical < 10) sd->critical = 10;
- if(sd->hit_rate != 100)
- sd->hit = (sd->hit*sd->hit_rate)/100;
- if(sd->hit < 1) sd->hit = 1;
- if(sd->flee_rate != 100)
- sd->flee = (sd->flee*sd->flee_rate)/100;
- if(sd->flee < 1) sd->flee = 1;
- if(sd->flee2_rate != 100)
- sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
- if(sd->flee2 < 10) sd->flee2 = 10;
- if(sd->def_rate != 100)
- sd->def = (sd->def*sd->def_rate)/100;
- if(sd->def < 0) sd->def = 0;
- if(sd->def2_rate != 100)
- sd->def2 = (sd->def2*sd->def2_rate)/100;
- if(sd->def2 < 1) sd->def2 = 1;
- if(sd->mdef_rate != 100)
- sd->mdef = (sd->mdef*sd->mdef_rate)/100;
- if(sd->mdef < 0) sd->mdef = 0;
- if(sd->mdef2_rate != 100)
- sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
- if(sd->mdef2 < 1) sd->mdef2 = 1;
-
- // 二刀流 ASPD 修正
- if (sd->status.weapon <= 16)
- sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
- else
- sd->aspd += (
- (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
- (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
- ) * 140 / 200;
-
- aspd_rate = sd->aspd_rate;
-
- //攻?速度?加
-
- if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
- sd->hit += skill;
- if(sd->status.weapon == 11)
- sd->attackrange += skill;
- }
-
- if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加
- sd->hit += skill*2;
- if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ
- sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
- if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下
- sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
- else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
- sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
- sd->max_weight += 10000;
- }
- if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
- sd->status.max_hp += skill*200;
- sd->subele[6] += skill*5;
- }
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[0] += skill;
- sd->subele[3] += skill*5;
- }
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
- aspd_rate -= skill*0.5;
-
- bl=sd->status.base_level;
-
- sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
- if (s_class.upper==1) // [MouseJstr]
- sd->status.max_hp = sd->status.max_hp * 130/100;
- else if (s_class.upper==2)
- sd->status.max_hp = sd->status.max_hp * 70/100;
-
- if(sd->hprate!=100)
- sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
-
- if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク
- sd->status.max_hp = sd->status.max_hp * 3;
- // sd->status.hp = sd->status.hp * 3;
- if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.max_hp = battle_config.max_hp;
- if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.hp = battle_config.max_hp;
- }
- if(s_class.job == 23 && sd->status.base_level >= 99){
- sd->status.max_hp = sd->status.max_hp + 2000;
- }
-
- if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
- sd->status.max_hp = battle_config.max_hp;
- if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end
-
- // 最大SP計算
- sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
- if (s_class.upper==1) // [MouseJstr]
- sd->status.max_sp = sd->status.max_sp * 130/100;
- else if (s_class.upper==2)
- sd->status.max_sp = sd->status.max_sp * 70/100;
- if(sd->sprate!=100)
- sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
-
- if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
- sd->status.max_sp += sd->status.max_sp*skill/100;
- if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
- sd->status.max_sp += sd->status.max_sp*2*skill/100;
-
- if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
-
- //自然回復HP
- sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
- if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */
- sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
- if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
- }
- //自然回復SP
- sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
- if(sd->paramc[3] >= 120)
- sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
- if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
- sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
- if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
- }
-
- if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
- sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
- sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
- if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
- if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
- }
- if(sd->hprecov_rate != 100) {
- sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
- if(sd->nhealhp < 1) sd->nhealhp = 1;
- }
- if(sd->sprecov_rate != 100) {
- sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
- if(sd->nhealsp < 1) sd->nhealsp = 1;
- }
- /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
- sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
- if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
- } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
-
- // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも)
- if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
- skill = skill*4;
- sd->addrace[9]+=skill;
- sd->addrace_[9]+=skill;
- sd->subrace[9]+=skill;
- sd->magic_addrace[9]+=skill;
- sd->magic_subrace[9]-=skill;
- }
-
- //Flee上昇
- if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加
- if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){
- sd->flee += skill*3;
- }
- if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018)
- sd->flee += skill*4;
- if(sd->status.class_==12||sd->status.class_==4013)
- sd->speed -= sd->speed *(skill*1.5)/100;
- }
- if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り
- sd->flee += (skill*3)>>1;
-
- // スキルやステ?タス異常による?りのパラメ?タ補正
- if(sd->sc_count){
- // ATK/DEF?化形
- if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス
- sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
- if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス
- sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
- }
- if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック
- sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
- sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
- }
- if(sd->sc_data[SC_ENDURE].timer!=-1)
- sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
- if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック
- sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
- sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
- sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
- }
- if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態
- sd->def2 = sd->def2*75/100;
- if(sd->sc_data[SC_CURSE].timer!=-1){
- sd->base_atk = sd->base_atk*75/100;
- sd->watk = sd->watk*75/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk_*75/100;
- }
- if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き
- sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
- sd->def += sd->sc_data[SC_DRUMBATTLE].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
- }
- if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
- index = sd->equip_index[9];
- /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
- sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
- sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[9];*/
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
- }
-
- if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ
- sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
- }
-
- if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
- sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
- if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス
- sd->def=0;
-
- if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション
- sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- index = sd->equip_index[8];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
- sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
- }
-
- if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅
- sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
- sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
- }
- if(sd->sc_data[SC_ATKPOT].timer!=-1)
- sd->watk += sd->sc_data[SC_ATKPOT].val1;
- if(sd->sc_data[SC_MATKPOT].timer!=-1){
- sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
- sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
- }
-
- // ASPD/移動速度?化系
- if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
- sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
- if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sd->sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
- if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで
- aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
- sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- }
- if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
- sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
- aspd_rate -= sd->sc_data[i].val2;
- if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算
- sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
- if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
- sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
- if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い?
- sd->speed -= sd->speed *25/100;
- if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
- sd->speed = 2*DEFAULT_WALK_SPEED;
-
- // HIT/FLEE?化系
- if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
- sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
- +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
- sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
- }
- if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング
- sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
- +sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
- if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル
- sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
- }
- if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗?
- sd->hit -= sd->hit*25/100;
- sd->flee -= sd->flee*25/100;
- }
- if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク
- sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
- if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
- sd->flee -= sd->flee*50/100;
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
- sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
- if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション
- sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));
-
- // 耐性
- if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド
- sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火
- sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水
- }
- if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス
- sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性
- sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔
- }
-
- // その他
- if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎
- sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
- +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
- if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ
- sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
- if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- }
- if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ?
- sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
- +sd->sc_data[SC_SERVICE4U].val3)/100;
- if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
- +sd->sc_data[SC_SERVICE4U].val3);
- if(sd->dsprate<0)sd->dsprate=0;
- }
-
- if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス
- sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
- +sd->sc_data[SC_FORTUNE].val3)*10;
-
- if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動
- if(s_class.job==23)
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
- else
- sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
- }
-
- if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛
- sd->def = 90;
- sd->mdef = 90;
- aspd_rate += 25;
- sd->speed = (sd->speed * 125) / 100;
- }
- if(sd->sc_data[SC_DEFENDER].timer != -1) {
- sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
- // removed as of 12/14's patch [celest]
- //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
- }
- if(sd->sc_data[SC_ENCPOISON].timer != -1)
- sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
-
- if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
- sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
- //sd->speed*=4;
- sd->nhealsp = 0;
- sd->nshealsp = 0;
- sd->nsshealsp = 0;
- }
- if(sd->sc_data[SC_CURSE].timer!=-1)
- sd->speed += 450;
-
- if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト
- sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;
-
-/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
- sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
- if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで)
- sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
- */
- if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG]
- sd->def = sd->def2 = 0;
- sd->mdef = sd->mdef2 = 0;
- sd->flee -= sd->flee*50/100;
- aspd_rate -= 30;
- //sd->base_atk *= 3;
- }
- if(sd->sc_data[SC_KEEPING].timer!=-1)
- sd->def = 100;
- if(sd->sc_data[SC_BARRIER].timer!=-1)
- sd->mdef = 100;
-
- if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG]
- switch(sd->sc_data[SC_JOINTBEAT].val2) {
- case 1: //Ankle break
- sd->speed_rate += 50;
- break;
- case 2: //Wrist break
- sd->aspd_rate += 25;
- break;
- case 3: //Knee break
- sd->speed_rate += 30;
- sd->aspd_rate += 10;
- break;
- case 4: //Shoulder break
- sd->def2 -= sd->def2*50/100;
- break;
- case 5: //Waist break
- sd->def2 -= sd->def2*50/100;
- sd->base_atk -= sd->base_atk*25/100;
- break;
- }
- }
-
- if(sd->sc_data[SC_GOSPEL].timer!=-1) {
- if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
- switch (sd->sc_data[SC_GOSPEL].val3)
- {
- case 4:
- sd->status.max_hp += sd->status.max_hp * 25 / 100;
- if(sd->status.max_hp > battle_config.max_hp)
- sd->status.max_hp = battle_config.max_hp;
- break;
- case 5:
- sd->status.max_sp += sd->status.max_sp * 25 / 100;
- if(sd->status.max_sp > battle_config.max_sp)
- sd->status.max_sp = battle_config.max_sp;
- break;
- case 11:
- sd->def += sd->def * 25 / 100;
- sd->def2 += sd->def2 * 25 / 100;
- break;
- case 12:
- sd->base_atk += sd->base_atk * 8 / 100;
- break;
- case 13:
- sd->flee += sd->flee * 5 / 100;
- break;
- case 14:
- sd->hit += sd->hit * 5 / 100;
- break;
- }
- } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
- switch (sd->sc_data[SC_GOSPEL].val3)
- {
- case 5:
- sd->def = 0;
- sd->def2 = 0;
- break;
- case 6:
- sd->base_atk = 0;
- sd->watk = 0;
- sd->watk2 = 0;
- break;
- case 7:
- sd->flee = 0;
- break;
- case 8:
- sd->speed_rate += 75;
- aspd_rate += 75;
- break;
- }
- }
- }
- }
-
- if (sd->speed_rate <= 0)
- sd->speed_rate = 1;
-
- if(sd->speed_rate != 100)
- sd->speed = sd->speed*sd->speed_rate/100;
- if(sd->speed < 1) sd->speed = 1;
- if(aspd_rate != 100)
- sd->aspd = sd->aspd*aspd_rate/100;
- if(pc_isriding(sd)) // 騎兵修練
- sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
- if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
- sd->amotion = sd->aspd;
- sd->dmotion = 800-sd->paramc[1]*4;
- if(sd->dmotion<400)
- sd->dmotion = 400;
- if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- }
-
- if(sd->status.hp>sd->status.max_hp)
- sd->status.hp=sd->status.max_hp;
- if(sd->status.sp>sd->status.max_sp)
- sd->status.sp=sd->status.max_sp;
-
- if(first&4)
- return 0;
- if(first&3) {
- clif_updatestatus(sd,SP_SPEED);
- clif_updatestatus(sd,SP_MAXHP);
- clif_updatestatus(sd,SP_MAXSP);
- if(first&1) {
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- }
- return 0;
- }
-
- if(b_class != sd->view_class) {
- clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
-#if PACKETVER < 4
- clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
- clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
-#else
- clif_changelook(&sd->bl,LOOK_WEAPON,0);
-#endif
- }
-
- if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
- clif_skillinfoblock(sd); // スキル送信
-
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_weight != sd->weight)
- clif_updatestatus(sd,SP_WEIGHT);
- if(b_max_weight != sd->max_weight) {
- clif_updatestatus(sd,SP_MAXWEIGHT);
- pc_checkweighticon(sd);
- }
- for(i=0;i<6;i++)
- if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
- clif_updatestatus(sd,SP_STR+i);
- if(b_hit != sd->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_flee != sd->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_aspd != sd->aspd)
- clif_updatestatus(sd,SP_ASPD);
- if(b_watk != sd->watk || b_base_atk != sd->base_atk)
- clif_updatestatus(sd,SP_ATK1);
- if(b_def != sd->def)
- clif_updatestatus(sd,SP_DEF1);
- if(b_watk2 != sd->watk2)
- clif_updatestatus(sd,SP_ATK2);
- if(b_def2 != sd->def2)
- clif_updatestatus(sd,SP_DEF2);
- if(b_flee2 != sd->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_critical != sd->critical)
- clif_updatestatus(sd,SP_CRITICAL);
- if(b_matk1 != sd->matk1)
- clif_updatestatus(sd,SP_MATK1);
- if(b_matk2 != sd->matk2)
- clif_updatestatus(sd,SP_MATK2);
- if(b_mdef != sd->mdef)
- clif_updatestatus(sd,SP_MDEF1);
- if(b_mdef2 != sd->mdef2)
- clif_updatestatus(sd,SP_MDEF2);
- if(b_attackrange != sd->attackrange)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_max_hp != sd->status.max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_max_sp != sd->status.max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_hp != sd->status.hp)
- clif_updatestatus(sd,SP_HP);
- if(b_sp != sd->status.sp)
- clif_updatestatus(sd,SP_SP);
-
-/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
- before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
- clif_updatestatus(sd,SP_CARTINFO);*/
-
- //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
- if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
- (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
- // オ?トバ?サ?ク?動
- status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
-
- return 0;
-}
-
-/*==========================================
- * For quick calculating [Celest]
- *------------------------------------------
- */
-int status_calc_speed (struct map_session_data *sd)
-{
- int b_speed, skill;
- struct pc_base_job s_class;
-
- nullpo_retr(0, sd);
-
- s_class = pc_calc_base_job(sd->status.class_);
-
- b_speed = sd->speed;
- sd->speed = DEFAULT_WALK_SPEED ;
-
- if(sd->sc_count){
- if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
- sd->speed = sd->speed *125/100;
- }
- if(sd->sc_data[SC_CLOAKING].timer!=-1) {
- sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
- }
- if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
- sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
- }
- if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
- sd->speed = sd->speed*3/2;
- }
- if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
- sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
- }
- if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
- sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
- }
- if(sd->sc_data[SC_BERSERK].timer!=-1) {
- sd->speed -= sd->speed *25/100;
- }
- if(sd->sc_data[SC_WEDDING].timer!=-1) {
- sd->speed = 2*DEFAULT_WALK_SPEED;
- }
- if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
- sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- }
- if(sd->sc_data[SC_STEELBODY].timer!=-1){
- sd->speed = (sd->speed * 125) / 100;
- }
- if(sd->sc_data[SC_DEFENDER].timer != -1) {
- // removed as of 12/14's patch [celest]
- //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
- }
- if( sd->sc_data[SC_DANCING].timer!=-1 ){
- sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
- }
- if(sd->sc_data[SC_CURSE].timer!=-1)
- sd->speed += 450;
- if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
- sd->speed = sd->speed*150/100;
- if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
- sd->speed -= sd->speed*25/100;
- }
-
- if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
- sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
- if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
- sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
- else if (pc_isriding(sd)) {
- sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
- }
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- if(s_class.job==12)
- sd->speed -= sd->speed *(skill*1.5)/100;
-
- if(sd->speed_rate != 100)
- sd->speed = sd->speed*sd->speed_rate/100;
- if(sd->speed < 1) sd->speed = 1;
-
- if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed*(175 - skill*5)/100;
- }
-
- if(b_speed != sd->speed)
- clif_updatestatus(sd,SP_SPEED);
-
- return 0;
-}
-
-/*==========================================
- * 対象のClassを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_class(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->class_;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.class_;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->class_;
- else
- return 0;
-}
-/*==========================================
- * 対象の方向を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_dir(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->dir;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->dir;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->dir;
- else
- return 0;
-}
-/*==========================================
- * 対象のレベルを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_lv(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->level;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.base_level;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return ((struct pet_data *)bl)->msd->pet.level;
- else
- return 0;
-}
-
-/*==========================================
- * 対象の射程を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_range(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].range;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->attackrange;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].range;
- else
- return 0;
-}
-/*==========================================
- * 対象のHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->hp;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.hp;
- else
- return 1;
-}
-/*==========================================
- * 対象のMHPを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_max_hp(struct block_list *bl)
-{
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC && ((struct map_session_data *)bl))
- return ((struct map_session_data *)bl)->status.max_hp;
- else {
- struct status_change *sc_data;
- int max_hp = 1;
-
- if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(1, md = (struct mob_data *)bl);
- max_hp = mob_db[md->class_].max_hp;
-
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl);
-
- if(mob_db[md->class_].mexp > 0) {
- if(battle_config.mvp_hp_rate != 100)
- max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
- }
- else {
- if(battle_config.monster_hp_rate != 100)
- max_hp = (max_hp * battle_config.monster_hp_rate)/100;
- }
- }
- else if(bl->type == BL_PET) {
- struct pet_data *pd;
- nullpo_retr(1, pd = (struct pet_data*)bl);
- max_hp = mob_db[pd->class_].max_hp;
-
- if(mob_db[pd->class_].mexp > 0) {
- if(battle_config.mvp_hp_rate != 100)
- max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
- }
- else {
- if(battle_config.monster_hp_rate != 100)
- max_hp = (max_hp * battle_config.monster_hp_rate)/100;
- }
- }
-
- sc_data = status_get_sc_data(bl);
- if(sc_data) {
- if(sc_data[SC_APPLEIDUN].timer != -1)
- max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1)
- + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100;
- if(sc_data[SC_GOSPEL].timer != -1 &&
- sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 4)
- max_hp += max_hp * 25 / 100;
- }
- if(max_hp < 1) max_hp = 1;
- return max_hp;
- }
- return 1;
-}
-/*==========================================
- * 対象のStrを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_str(struct block_list *bl)
-{
- int str = 0;
- nullpo_retr(0, bl);
-
- if (bl->type == BL_PC && ((struct map_session_data *)bl))
- return ((struct map_session_data *)bl)->paramc[0];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
-
- if(bl->type == BL_MOB && ((struct mob_data *)bl)) {
- str = mob_db[((struct mob_data *)bl)->class_].str;
- if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
- str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && ((struct pet_data *)bl))
- str = mob_db[((struct pet_data *)bl)->class_].str;
-
- if(sc_data) {
- if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1)
- str += 4;
- if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング
- int race = status_get_race(bl);
- if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
- str >>= 1; // 悪 魔/不死
- else str += sc_data[SC_BLESSING].val1; // その他
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- str += 5;
- }
- }
- if(str < 0) str = 0;
- return str;
-}
-/*==========================================
- * 対象のAgiを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-
-int status_get_agi(struct block_list *bl)
-{
- int agi=0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->paramc[1];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB && (struct mob_data *)bl) {
- agi = mob_db[((struct mob_data *)bl)->class_].agi;
- if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
- agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- agi = mob_db[((struct pet_data *)bl)->class_].agi;
-
- if(sc_data) {
- if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで)
- agi += 2 + sc_data[SC_INCREASEAGI].val1;
- if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
- agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100;
- if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少
- agi -= 2 + sc_data[SC_DECREASEAGI].val1;
- if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア
- //agi >>= 1;
- //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
- //agi -= agib > 50 ? 50 : agib;
- agi -= sc_data[SC_QUAGMIRE].val1*10;
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- agi += 5;
- }
- }
- if(agi < 0) agi = 0;
- return agi;
-}
-/*==========================================
- * 対象のVitを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_vit(struct block_list *bl)
-{
- int vit = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->paramc[2];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB && (struct mob_data *)bl) {
- vit = mob_db[((struct mob_data *)bl)->class_].vit;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- vit = mob_db[((struct pet_data *)bl)->class_].vit;
- if(sc_data) {
- if(sc_data[SC_STRIPARMOR].timer != -1)
- vit = vit*60/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- vit += 5;
- }
- }
- if(vit < 0) vit = 0;
- return vit;
-}
-/*==========================================
- * 対象のIntを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_int(struct block_list *bl)
-{
- int int_=0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->paramc[3];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB && (struct mob_data *)bl){
- int_ = mob_db[((struct mob_data *)bl)->class_].int_;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- int_ = mob_db[((struct pet_data *)bl)->class_].int_;
-
- if(sc_data) {
- if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング
- int race = status_get_race(bl);
- if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
- int_ >>= 1; // 悪 魔/不死
- else
- int_ += sc_data[SC_BLESSING].val1; // その他
- }
- if(sc_data[SC_STRIPHELM].timer != -1)
- int_ = int_*60/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- int_ += 5;
- }
- }
- if(int_ < 0) int_ = 0;
- return int_;
-}
-/*==========================================
- * 対象のDexを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_dex(struct block_list *bl)
-{
- int dex = 0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->paramc[4];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB && (struct mob_data *)bl) {
- dex = mob_db[((struct mob_data *)bl)->class_].dex;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- dex = mob_db[((struct pet_data *)bl)->class_].dex;
-
- if(sc_data) {
- if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1)
- dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
- if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング
- int race = status_get_race(bl);
- if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 )
- dex >>= 1; // 悪 魔/不死
- else dex += sc_data[SC_BLESSING].val1; // その他
- }
- if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア
- // dex >>= 1;
- //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
- //dex -= dexb > 50 ? 50 : dexb;
- dex -= sc_data[SC_QUAGMIRE].val1*10;
- }
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- dex += 5;
- }
- }
- if(dex < 0) dex = 0;
- return dex;
-}
-/*==========================================
- * 対象のLukを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_luk(struct block_list *bl)
-{
- int luk = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->paramc[5];
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB && (struct mob_data *)bl) {
- luk = mob_db[((struct mob_data *)bl)->class_].luk;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- luk = mob_db[((struct pet_data *)bl)->class_].luk;
- if(sc_data) {
- if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで)
- luk += 30;
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- luk += 5;
- if(sc_data[SC_CURSE].timer!=-1) // 呪い
- luk = 0;
- }
- }
- 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 && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->flee;
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- flee = status_get_agi(bl) + status_get_lv(bl);
-
- if(sc_data){
- if(sc_data[SC_WHISTLE].timer!=-1)
- flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
- +(sc_data[SC_WHISTLE].val3>>16))/100;
- if(sc_data[SC_BLIND].timer!=-1)
- flee -= flee*25/100;
- if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
- flee += flee*(sc_data[SC_WINDWALK].val2)/100;
- if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
- flee -= flee*50/100;
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 13)
- flee += flee*5/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 7)
- flee = 0;
- }
- }
- }
- if(flee < 1) flee = 1;
- return flee;
-}
-/*==========================================
- * 対象のHitを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_hit(struct block_list *bl)
-{
- int hit = 1;
- nullpo_retr(1, bl);
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->hit;
- else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- hit = status_get_dex(bl) + status_get_lv(bl);
-
- if(sc_data) {
- if(sc_data[SC_HUMMING].timer!=-1) //
- hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
- +sc_data[SC_HUMMING].val3)/100;
- if(sc_data[SC_BLIND].timer!=-1) // 呪い
- hit -= hit*25/100;
- if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- hit += 3*(sc_data[SC_TRUESIGHT].val1);
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 14)
- hit += hit*5/100;
- }
- }
- if(hit < 1) hit = 1;
- return hit;
-}
-/*==========================================
- * 対象の完全回避を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_flee2(struct block_list *bl)
-{
- int flee2 = 1;
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- return ((struct map_session_data *)bl)->flee2;
- } else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- flee2 = status_get_luk(bl)+1;
-
- if(sc_data) {
- if(sc_data[SC_WHISTLE].timer!=-1)
- flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
- +(sc_data[SC_WHISTLE].val3&0xffff))*10;
- }
- }
- if(flee2 < 1) flee2 = 1;
- return flee2;
-}
-/*==========================================
- * 対象のクリティカルを返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_critical(struct block_list *bl)
-{
- int critical = 1;
- nullpo_retr(1, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl){
- return ((struct map_session_data *)bl)->critical;
- } else {
- struct status_change *sc_data;
- sc_data = status_get_sc_data(bl);
- critical = status_get_luk(bl)*3 + 1;
-
- if(sc_data) {
- if(sc_data[SC_FORTUNE].timer!=-1)
- critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
- + sc_data[SC_FORTUNE].val3)*10;
- if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
- critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
- if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
- critical += critical*sc_data[SC_TRUESIGHT].val1/100;
- }
- }
- if(critical < 1) critical = 1;
- return critical;
-}
-/*==========================================
- * base_atkの取得
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_baseatk(struct block_list *bl)
-{
- int batk = 1;
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC && (struct map_session_data *)bl) {
- batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
- if (((struct map_session_data *)bl)->status.weapon < 16)
- batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
- } else { //それ以外なら
- struct status_change *sc_data;
- int str,dstr;
- str = status_get_str(bl); //STR
- dstr = str/10;
- batk = dstr*dstr + str; //base_atkを計算する
- sc_data = status_get_sc_data(bl);
-
- if(sc_data) { //状態異常あり
- if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態
- batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
- if(sc_data[SC_CURSE].timer!=-1) //呪われていたら
- batk -= batk*25/100; //base_atkが25%減少
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
- }
- }
- if(batk < 1) batk = 1; //base_atkは最低でも1
- return batk;
-}
-/*==========================================
- * 対象のAtkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk(struct block_list *bl)
-{
- int atk = 0;
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->watk;
- else {
- struct status_change *sc_data;
- sc_data=status_get_sc_data(bl);
-
- if(bl->type == BL_MOB && (struct mob_data *)bl)
- atk = mob_db[((struct mob_data*)bl)->class_].atk1;
- else if(bl->type == BL_PET && (struct pet_data *)bl)
- atk = mob_db[((struct pet_data*)bl)->class_].atk1;
-
- if(sc_data) {
- if(sc_data[SC_PROVOKE].timer!=-1)
- atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
- if(sc_data[SC_CURSE].timer!=-1)
- atk -= atk*25/100;
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 12)
- atk += atk*8/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 6)
- atk = 0;
- }
- }
- }
- if(atk < 0) atk = 0;
- return atk;
-}
-/*==========================================
- * 対象の左手Atkを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk_(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- int atk=((struct map_session_data*)bl)->watk_;
- return atk;
- }
- else
- return 0;
-}
-/*==========================================
- * 対象のAtk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->watk2;
- else {
- struct status_change *sc_data=status_get_sc_data(bl);
- int atk2=0;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
- if(sc_data) {
- if( sc_data[SC_IMPOSITIO].timer!=-1)
- atk2 += sc_data[SC_IMPOSITIO].val1*5;
- if( sc_data[SC_PROVOKE].timer!=-1 )
- atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
- if( sc_data[SC_CURSE].timer!=-1 )
- atk2 -= atk2*25/100;
- if(sc_data[SC_DRUMBATTLE].timer!=-1)
- atk2 += sc_data[SC_DRUMBATTLE].val2;
- if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 )
- atk2 += sc_data[SC_NIBELUNGEN].val3;
- if(sc_data[SC_STRIPWEAPON].timer!=-1)
- atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
- if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
- atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
- }
- if(atk2 < 0) atk2 = 0;
- return atk2;
- }
- return 0;
-}
-/*==========================================
- * 対象の左手Atk2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_atk_2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->watk_2;
- else
- return 0;
-}
-/*==========================================
- * 対象のMAtk1を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_matk1(struct block_list *bl)
-{
- int matk = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->matk1;
- else {
- struct status_change *sc_data;
- int int_ = status_get_int(bl);
- matk = int_+(int_/5)*(int_/5);
-
- sc_data = status_get_sc_data(bl);
- if(sc_data) {
- if(sc_data[SC_MINDBREAKER].timer!=-1)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- }
- }
- 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)
-{
- int matk = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->matk2;
- else {
- struct status_change *sc_data = status_get_sc_data(bl);
- int int_ = status_get_int(bl);
- matk = int_+(int_/7)*(int_/7);
-
- if(sc_data) {
- if(sc_data[SC_MINDBREAKER].timer!=-1)
- matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
- }
- }
- 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 status_change *sc_data;
- int def=0,skilltimer=-1,skillid=0;
-
- nullpo_retr(0, bl);
- sc_data=status_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl){
- def = ((struct map_session_data *)bl)->def;
- skilltimer = ((struct map_session_data *)bl)->skilltimer;
- skillid = ((struct map_session_data *)bl)->skillid;
- }
- else if(bl->type==BL_MOB && (struct mob_data *)bl) {
- def = mob_db[((struct mob_data *)bl)->class_].def;
- skilltimer = ((struct mob_data *)bl)->skilltimer;
- skillid = ((struct mob_data *)bl)->skillid;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- def = mob_db[((struct pet_data *)bl)->class_].def;
-
- if(def < 1000000) {
- if(sc_data) {
- //凍結、石化時は右シフト
- if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
- def >>= 1;
-
- if (bl->type != BL_PC) {
- //キーピング時はDEF100
- if( sc_data[SC_KEEPING].timer!=-1)
- def = 100;
- //プロボック時は減算
- if( sc_data[SC_PROVOKE].timer!=-1)
- def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
- //戦太鼓の響き時は加算
- if( sc_data[SC_DRUMBATTLE].timer!=-1)
- def += sc_data[SC_DRUMBATTLE].val3;
- //毒にかかっている時は減算
- if(sc_data[SC_POISON].timer!=-1)
- def = def*75/100;
- //ストリップシールド時は減算
- if(sc_data[SC_STRIPSHIELD].timer!=-1)
- def = def*sc_data[SC_STRIPSHIELD].val2/100;
- //シグナムクルシス時は減算
- if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
- def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
- //永遠の混沌時はDEF0になる
- if(sc_data[SC_ETERNALCHAOS].timer!=-1)
- def = 0;
- //コンセントレーション時は減算
- if( sc_data[SC_CONCENTRATION].timer!=-1)
- def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 11)
- def += def*25/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 5)
- def = 0;
- }
- if(sc_data[SC_JOINTBEAT].timer!=-1) {
- if (sc_data[SC_JOINTBEAT].val2 == 4)
- def -= def*50/100;
- else if (sc_data[SC_JOINTBEAT].val2 == 5)
- def -= def*25/100;
- }
- }
- }
- //詠唱中は詠唱時減算率に基づいて減算
- if(skilltimer != -1) {
- int def_rate = skill_get_castdef(skillid);
- if(def_rate != 0)
- def = (def * (100 - def_rate))/100;
- }
- }
- if(def < 0) def = 0;
- return def;
-}
-/*==========================================
- * 対象のMDefを返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_mdef(struct block_list *bl)
-{
- struct status_change *sc_data;
- int mdef=0;
-
- nullpo_retr(0, bl);
- sc_data=status_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- mdef = ((struct map_session_data *)bl)->mdef;
- else if(bl->type==BL_MOB && (struct mob_data *)bl)
- mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
-
- if(mdef < 1000000) {
- if(sc_data) {
- //バリアー状態時はMDEF100
- if(sc_data[SC_BARRIER].timer != -1)
- mdef = 100;
- //凍結、石化時は1.25倍
- if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
- mdef = mdef*125/100;
- if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
- mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
- }
- }
- if(mdef < 0) mdef = 0;
- return mdef;
-}
-/*==========================================
- * 対象のDef2を返す(汎用)
- * 戻りは整数で1以上
- *------------------------------------------
- */
-int status_get_def2(struct block_list *bl)
-{
- int def2 = 1;
- nullpo_retr(1, bl);
-
- if(bl->type==BL_PC)
- return ((struct map_session_data *)bl)->def2;
- else {
- struct status_change *sc_data;
-
- if(bl->type==BL_MOB)
- def2 = mob_db[((struct mob_data *)bl)->class_].vit;
- else if(bl->type==BL_PET)
- def2 = mob_db[((struct pet_data *)bl)->class_].vit;
-
- sc_data = status_get_sc_data(bl);
- if(sc_data) {
- if(sc_data[SC_ANGELUS].timer != -1)
- def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
- if(sc_data[SC_PROVOKE].timer!=-1)
- def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
- if(sc_data[SC_POISON].timer!=-1)
- def2 = def2*75/100;
- //コンセントレーション時は減算
- if( sc_data[SC_CONCENTRATION].timer!=-1)
- def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
-
- if(sc_data[SC_GOSPEL].timer!=-1) {
- if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 11)
- def2 += def2*25/100;
- else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 5)
- def2 = 0;
- }
- }
- }
- if(def2 < 1) def2 = 1;
- return def2;
-}
-/*==========================================
- * 対象のMDef2を返す(汎用)
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int status_get_mdef2(struct block_list *bl)
-{
- int mdef2 = 0;
- nullpo_retr(0, bl);
-
- if(bl->type == BL_PC)
- return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
- else {
- struct status_change *sc_data = status_get_sc_data(bl);
- if(bl->type == BL_MOB)
- mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
- else if(bl->type == BL_PET)
- mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
- if(sc_data) {
- if(sc_data[SC_MINDBREAKER].timer!=-1)
- mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
- }
- }
- if(mdef2 < 0) mdef2 = 0;
- return mdef2;
-}
-/*==========================================
- * 対象のSpeed(移動速度)を返す(汎用)
- * 戻りは整数で1以上
- * Speedは小さいほうが移動速度が速い
- *------------------------------------------
- */
-int status_get_speed(struct block_list *bl)
-{
- nullpo_retr(1000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->speed;
- else {
- struct status_change *sc_data=status_get_sc_data(bl);
- int speed = 1000;
- if(bl->type==BL_MOB && (struct mob_data *)bl) {
- speed = ((struct mob_data *)bl)->speed;
- if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
- speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- speed = ((struct pet_data *)bl)->msd->petDB->speed;
-
- if(sc_data) {
- //速度増加時は25%減算
- if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
- speed -= speed*25/100;
- //速度減少時は25%加算
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- speed = speed*125/100;
- //クァグマイア時は50%加算
- if(sc_data[SC_QUAGMIRE].timer!=-1)
- speed = speed*3/2;
- //私を忘れないで…時は加算
- if(sc_data[SC_DONTFORGETME].timer!=-1)
- speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
- //金剛時は25%加算
- if(sc_data[SC_STEELBODY].timer!=-1)
- speed = speed*125/100;
- //ディフェンダー時は加算
- // removed as of 12/14's patch [celest]
- /*if(sc_data[SC_DEFENDER].timer!=-1)
- speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
- //踊り状態は4倍遅い
- if(sc_data[SC_DANCING].timer!=-1 )
- speed *= 6;
- //呪い時は450加算
- if(sc_data[SC_CURSE].timer!=-1)
- speed = speed + 450;
- //ウィンドウォーク時はLv*2%減算
- if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1)
- speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
- if(sc_data[SC_SLOWDOWN].timer!=-1)
- speed = speed*150/100;
- if(sc_data[SC_SPEEDUP0].timer!=-1)
- speed -= speed*25/100;
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 8)
- speed = speed*125/100;
- if(sc_data[SC_JOINTBEAT].timer!=-1) {
- if (sc_data[SC_JOINTBEAT].val2 == 1)
- speed = speed*150/100;
- else if (sc_data[SC_JOINTBEAT].val2 == 3)
- speed = speed*130/100;
- }
- }
- if(speed < 1) speed = 1;
- return speed;
- }
-
- return 1000;
-}
-/*==========================================
- * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
- * aDelayは小さいほうが攻撃速度が速い
- *------------------------------------------
- */
-int status_get_adelay(struct block_list *bl)
-{
- nullpo_retr(4000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return (((struct map_session_data *)bl)->aspd<<1);
- else {
- struct status_change *sc_data=status_get_sc_data(bl);
- int adelay=4000,aspd_rate = 100,i;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
-
- if(sc_data) {
- //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
- if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
- if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- //使用者とパーティメンバーで格差が出る設定でなければ3割減算
- if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- //そうでなければ2.5割減算
- else
- aspd_rate -= 25;
- }
- //スピアクィッケン時は減算
- if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
- sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- //夕日のアサシンクロス時は減算
- if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
- //私を忘れないで…時は加算
- if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
- aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
- //金剛時25%加算
- if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
- aspd_rate += 25;
- //増速ポーション使用時は減算
- if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
- aspd_rate -= sc_data[i].val2;
- //ディフェンダー時は加算
- if(sc_data[SC_DEFENDER].timer != -1)
- adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
- if(sc_data[SC_GOSPEL].timer!=-1 &&
- sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
- sc_data[SC_GOSPEL].val3 == 8)
- aspd_rate = aspd_rate*125/100;
- if(sc_data[SC_JOINTBEAT].timer!=-1) {
- if (sc_data[SC_JOINTBEAT].val2 == 2)
- aspd_rate = aspd_rate*125/100;
- else if (sc_data[SC_JOINTBEAT].val2 == 3)
- aspd_rate = aspd_rate*110/100;
- }
- }
- if(aspd_rate != 100)
- adelay = adelay*aspd_rate/100;
- if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
- return adelay;
- }
- return 4000;
-}
-int status_get_amotion(struct block_list *bl)
-{
- nullpo_retr(2000, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->amotion;
- else {
- struct status_change *sc_data=status_get_sc_data(bl);
- int amotion=2000,aspd_rate = 100,i;
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
-
- if(sc_data) {
- if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
- aspd_rate -= 30;
- if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
- sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
- if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
- aspd_rate -= 30;
- else
- aspd_rate -= 25;
- }
- if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
- sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
- aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
- sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
- sc_data[SC_DONTFORGETME].timer == -1)
- aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
- if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで
- aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
- if(sc_data[SC_STEELBODY].timer!=-1) // 金剛
- aspd_rate += 25;
- if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
- aspd_rate -= sc_data[i].val2;
- if(sc_data[SC_DEFENDER].timer != -1)
- amotion += (550 - sc_data[SC_DEFENDER].val1*50);
- }
- if(aspd_rate != 100)
- amotion = amotion*aspd_rate/100;
- if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
- return amotion;
- }
- return 2000;
-}
-int status_get_dmotion(struct block_list *bl)
-{
- int ret;
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- sc_data = status_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl){
- ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
- if(battle_config.monster_damage_delay_rate != 100)
- ret = ret*battle_config.monster_damage_delay_rate/400;
- }
- else if(bl->type==BL_PC && (struct map_session_data *)bl){
- ret=((struct map_session_data *)bl)->dmotion;
- if(battle_config.pc_damage_delay_rate != 100)
- ret = ret*battle_config.pc_damage_delay_rate/400;
- }
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
- else
- return 2000;
-
- if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
- (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
- ret=0;
-
- return ret;
-}
-int status_get_element(struct block_list *bl)
-{
- int ret = 20;
- struct status_change *sc_data;
-
- nullpo_retr(ret, bl);
- sc_data = status_get_sc_data(bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性
- ret=((struct mob_data *)bl)->def_ele;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret = mob_db[((struct pet_data *)bl)->class_].element;
-
- if(sc_data) {
- if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福
- ret=26;
- if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結
- ret=21;
- if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
- ret=22;
- }
-
- return ret;
-}
-
-int status_get_attack_element(struct block_list *bl)
-{
- int ret = 0;
- struct status_change *sc_data=status_get_sc_data(bl);
-
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- ret=0;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- ret=((struct map_session_data *)bl)->atk_ele;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- ret=0;
-
- if(sc_data) {
- if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
- ret=1;
- if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
- ret=2;
- if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
- ret=3;
- if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
- ret=4;
- if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
- ret=5;
- if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
- ret=6;
- }
-
- return ret;
-}
-int status_get_attack_element2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl) {
- int ret = ((struct map_session_data *)bl)->atk_ele_;
- struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
-
- if(sc_data) {
- if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン
- ret=1;
- if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン
- ret=2;
- if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー
- ret=3;
- if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー
- ret=4;
- if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン
- ret=5;
- if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ
- ret=6;
- }
- return ret;
- }
- return 0;
-}
-int status_get_party_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.party_id;
- else if(bl->type==BL_MOB && (struct mob_data *)bl){
- struct mob_data *md=(struct mob_data *)bl;
- if( md->master_id>0 )
- return -md->master_id;
- return -md->bl.id;
- }
- else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
- return ((struct skill_unit *)bl)->group->party_id;
- else
- return 0;
-}
-int status_get_guild_id(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data *)bl)->status.guild_id;
- else if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data *)bl)->class_;
- else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
- return ((struct skill_unit *)bl)->group->guild_id;
- else
- return 0;
-}
-int status_get_race(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].race;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return 7;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].race;
- else
- return 0;
-}
-int status_get_size(struct block_list *bl)
-{
- nullpo_retr(1, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].size;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return 1;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].size;
- else
- return 1;
-}
-int status_get_mode(struct block_list *bl)
-{
- nullpo_retr(0x01, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].mode;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].mode;
- else
- return 0x01; // とりあえず動くということで1
-}
-
-int status_get_mexp(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return mob_db[((struct mob_data *)bl)->class_].mexp;
- else if(bl->type==BL_PET && (struct pet_data *)bl)
- return mob_db[((struct pet_data *)bl)->class_].mexp;
- else
- return 0;
-}
-
-// StatusChange系の所得
-struct status_change *status_get_sc_data(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return ((struct mob_data*)bl)->sc_data;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return ((struct map_session_data*)bl)->sc_data;
- return NULL;
-}
-short *status_get_sc_count(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->sc_count;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->sc_count;
- return NULL;
-}
-short *status_get_opt1(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt1;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt1;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt1;
- return 0;
-}
-short *status_get_opt2(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt2;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt2;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt2;
- return 0;
-}
-short *status_get_opt3(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->opt3;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->opt3;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->opt3;
- return 0;
-}
-short *status_get_option(struct block_list *bl)
-{
- nullpo_retr(0, bl);
- if(bl->type==BL_MOB && (struct mob_data *)bl)
- return &((struct mob_data*)bl)->option;
- else if(bl->type==BL_PC && (struct map_session_data *)bl)
- return &((struct map_session_data*)bl)->status.option;
- else if(bl->type==BL_NPC && (struct npc_data *)bl)
- return &((struct npc_data*)bl)->option;
- return 0;
-}
-
-int status_get_sc_def(struct block_list *bl, int type)
-{
- int sc_def;
- nullpo_retr(0, bl);
-
- switch (type)
- {
- case SP_MDEF1: // mdef
- sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
- break;
- case SP_MDEF2: // int
- sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
- break;
- case SP_DEF1: // def
- sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3);
- break;
- case SP_DEF2: // vit
- sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
- break;
- case SP_LUK: // luck
- sc_def = 100 - (3 + status_get_luk(bl));
- break;
-
- case SC_STONE:
- case SC_FREEZE:
- sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3);
- break;
- case SC_STAN:
- case SC_POISON:
- case SC_SILENCE:
- sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3);
- break;
- case SC_SLEEP:
- case SC_CONFUSION:
- case SC_BLIND:
- sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3);
- break;
- case SC_CURSE:
- sc_def = 100 - (3 + status_get_luk(bl));
- break;
-
- default:
- sc_def = 100;
- break;
- }
-
- if(bl->type == BL_MOB && sc_def < 50)
- sc_def = 50;
- else if(bl->type == BL_PC) {
- struct status_change* sc_data = status_get_sc_data(bl);
- if (sc_data && sc_data[SC_GOSPEL].timer != -1 &&
- sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
- sc_data[SC_GOSPEL].val3 == 3)
- sc_def -= 25;
- }
-
- return (sc_def < 0) ? 0 : sc_def;
-}
-
-/*==========================================
- * ステータス異常開始
- *------------------------------------------
- */
-int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag)
-{
- struct map_session_data *sd = NULL;
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
- int scdef=0;
-
- nullpo_retr(0, bl);
- if(bl->type == BL_SKILL)
- return 0;
- nullpo_retr(0, sc_data=status_get_sc_data(bl));
- nullpo_retr(0, sc_count=status_get_sc_count(bl));
- nullpo_retr(0, option=status_get_option(bl));
- nullpo_retr(0, opt1=status_get_opt1(bl));
- nullpo_retr(0, opt2=status_get_opt2(bl));
- nullpo_retr(0, opt3=status_get_opt3(bl));
-
-
- race=status_get_race(bl);
- mode=status_get_mode(bl);
- elem=status_get_elem_type(bl);
- undead_flag=battle_check_undead(race,elem);
-
- if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
- return 0;
-
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3;
- break;
- case SC_STAN:
- case SC_SILENCE:
- case SC_POISON:
- case SC_DPOISON:
- scdef=3+status_get_vit(bl)+status_get_luk(bl)/3;
- break;
- case SC_SLEEP:
- case SC_BLIND:
- scdef=3+status_get_int(bl)+status_get_luk(bl)/3;
- break;
- case SC_CURSE:
- scdef=3+status_get_luk(bl);
- break;
-
-// case SC_CONFUSION:
- default:
- scdef=0;
- }
- if(scdef>=100)
- return 0;
- if(bl->type==BL_PC){
- sd=(struct map_session_data *)bl;
- if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
- return 0;
-
- if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
- if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
- if(battle_config.battle_log)
- printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
- return 0;
- }
- }
- }
- else if(bl->type == BL_MOB) {
- }
- else {
- if(battle_config.error_log)
- printf("status_change_start: neither MOB nor PC !\n");
- return 0;
- }
-
- if(type==SC_FREEZE && undead_flag && !(flag&1))
- return 0;
-
- if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
- sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
- return 0;
-
- if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
- type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
- (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
- /* ボスには?かない(ただしカ?ドによる?果は適用される) */
- return 0;
- }
- if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
- battle_stopwalking(bl,1);
-
- if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
- if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
- type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
- && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
- return 0;
- if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
- return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
- if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
- status_change_end(bl,type,-1);
- } else {
- (*sc_count)--;
- delete_timer(sc_data[type].timer, status_change_timer);
- sc_data[type].timer = -1;
- }
- }
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- break;
- case SC_ENDURE: /* インデュア */
- if(tick <= 0) tick = 1000 * 60;
- calc_flag = 1; // for updating mdef
- val2 = 7; // [Celest]
- break;
- case SC_AUTOBERSERK:
- {
- tick = 60*1000;
- if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
- (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
- status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
- }
- break;
- case SC_CONCENTRATE: /* 集中力向上 */
- calc_flag = 1;
- break;
- case SC_BLESSING: /* ブレッシング */
- {
- if(bl->type == BL_PC || (!undead_flag && race != 6)) {
- if(sc_data[SC_CURSE].timer!=-1 )
- status_change_end(bl,SC_CURSE,-1);
- if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
- status_change_end(bl,SC_STONE,-1);
- }
- calc_flag = 1;
- }
- break;
- case SC_ANGELUS: /* アンゼルス */
- calc_flag = 1;
- break;
- case SC_INCREASEAGI: /* 速度上昇 */
- calc_flag = 1;
- if(sc_data[SC_DECREASEAGI].timer!=-1 )
- status_change_end(bl,SC_DECREASEAGI,-1);
- // the effect will still remain [celest]
-// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
-// status_change_end(bl,SC_WINDWALK,-1);
- break;
- case SC_DECREASEAGI: /* 速度減少 */
- if (bl->type == BL_PC) // Celest
- tick>>=1;
- calc_flag = 1;
- if(sc_data[SC_INCREASEAGI].timer!=-1 )
- status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- break;
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- calc_flag = 1;
-// val2 = 14 + val1;
- val2 = 10 + val1*2;
- tick = 600*1000;
- clif_emotion(bl,4);
- break;
- case SC_SLOWPOISON:
- if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
- return 0;
- break;
- case SC_TWOHANDQUICKEN: /* 2HQ */
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- return 0;
- *opt3 |= 1;
- calc_flag = 1;
- break;
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- if(sc_data[SC_DECREASEAGI].timer!=-1)
- return 0;
- calc_flag = 1;
- break;
- case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
- // Lasting time penalties have been removed on sakray as of 12/14 [celest]
- //if(battle_config.party_skill_penalty && !val2) tick /= 5;
- break;
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- *opt3 |= 2;
- // Lasting time penalties have been removed on sakray as of 12/14 [celest]
- //if(battle_config.party_skill_penalty && !val2) tick /= 10;
- break;
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
- if(bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000*val1;
- break;
- case SC_ENCPOISON: /* エンチャントポイズン */
- calc_flag = 1;
- val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
- skill_encchant_eremental_end(bl,SC_ENCPOISON);
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; /* 猛毒付?確率(%) */
- calc_flag = 1;
- break;
- case SC_POISONREACT: /* ポイズンリアクト */
- val2=val1/2 + val1%2; // [Celest]
- break;
- case SC_IMPOSITIO: /* インポシティオマヌス */
- calc_flag = 1;
- break;
- case SC_ASPERSIO: /* アスペルシオ */
- skill_encchant_eremental_end(bl,SC_ASPERSIO);
- break;
- case SC_SUFFRAGIUM: /* サフラギム */
- case SC_BENEDICTIO: /* 聖? */
- case SC_MAGNIFICAT: /* マグニフィカ?ト */
- case SC_AETERNA: /* エ?テルナ */
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- *opt3 |= 4;
- break;
- case SC_MAGICROD:
- val2 = val1*20;
- break;
- case SC_KYRIE: /* キリエエレイソン */
- val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
- val3 = (val1 / 2 + 5); /* 回? */
-// -- moonsoul (added to undo assumptio status if target has it)
- if(sc_data[SC_ASSUMPTIO].timer!=-1 )
- status_change_end(bl,SC_ASSUMPTIO,-1);
- break;
- case SC_MINDBREAKER:
- calc_flag = 1;
- if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
- case SC_GLORIA: /* グロリア */
- calc_flag = 1;
- break;
- case SC_LOUD: /* ラウドボイス */
- calc_flag = 1;
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- if (bl->type == BL_PC) {
- pc_stopattack((struct map_session_data *)sd);
- }
- break;
- case SC_QUAGMIRE: /* クァグマイア */
- calc_flag = 1;
- if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
- status_change_end(bl,SC_CONCENTRATE,-1);
- if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
- status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_LOUD].timer!=-1 )
- status_change_end(bl,SC_LOUD,-1);
- if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
- status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
- status_change_end(bl,SC_WINDWALK,-1);
- if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
- status_change_end(bl,SC_CARTBOOST,-1);
- break;
- case SC_MAGICPOWER:
- calc_flag = 1;
- val2 = 1;
- break;
- case SC_SACRIFICE:
- val2 = 5;
- break;
- case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
- skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
- break;
- case SC_FROSTWEAPON: /* フロストウェポン */
- skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
- break;
- case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
- skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
- break;
- case SC_SEISMICWEAPON: /* サイズミックウェポン */
- skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
- break;
- case SC_DEVOTION: /* ディボ?ション */
- calc_flag = 1;
- break;
- case SC_PROVIDENCE: /* プロヴィデンス */
- calc_flag = 1;
- val2=val1*5;
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3;
- break;
- case SC_STRIPWEAPON:
- if (val2==0) val2=90;
- break;
- case SC_STRIPSHIELD:
- if (val2==0) val2=85;
- break;
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- break;
-
- case SC_AUTOSPELL: /* オ?トスペル */
- val4 = 5 + val1*2;
- break;
-
- case SC_VOLCANO:
- calc_flag = 1;
- val3 = val1*10;
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
- case SC_DELUGE:
- calc_flag = 1;
- val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
- case SC_VIOLENTGALE:
- calc_flag = 1;
- val3 = val1*3;
- val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
- break;
-
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- calc_flag = 1;
- val2 = 20+val1;
- *opt3 |= 1;
- break;
- case SC_COMBO:
- break;
- case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
- break;
- case SC_BLADESTOP: /* 白刃取り */
- if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
- *opt3 |= 32;
- break;
-
- case SC_LULLABY: /* 子守唄 */
- val2 = 11;
- break;
- case SC_RICHMANKIM:
- break;
- case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- calc_flag = 1;
- break;
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- calc_flag = 1;
- val2 = (val1+1)*25;
- val3 = (val1+1)*2;
- break;
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- calc_flag = 1;
- //val2 = (val1+2)*50;
- val3 = (val1+2)*25;
- break;
- case SC_ROKISWEIL: /* ロキの叫び */
- break;
- case SC_INTOABYSS: /* 深淵の中に */
- break;
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- calc_flag = 1;
- val2 = 55 + val1*5;
- val3 = val1*10;
- break;
- case SC_DISSONANCE: /* 不協和音 */
- val2 = 10;
- break;
- case SC_WHISTLE: /* 口笛 */
- calc_flag = 1;
- break;
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- calc_flag = 1;
- break;
- case SC_POEMBRAGI: /* ブラギの詩 */
- break;
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- calc_flag = 1;
- break;
- case SC_UGLYDANCE: /* 自分勝手なダンス */
- val2 = 10;
- break;
- case SC_HUMMING: /* ハミング */
- calc_flag = 1;
- break;
- case SC_DONTFORGETME: /* 私を忘れないで */
- calc_flag = 1;
- if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
- status_change_end(bl,SC_INCREASEAGI,-1);
- if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
- status_change_end(bl,SC_TWOHANDQUICKEN,-1);
- if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
- status_change_end(bl,SC_SPEARSQUICKEN,-1);
- if(sc_data[SC_ADRENALINE].timer!=-1 )
- status_change_end(bl,SC_ADRENALINE,-1);
- if(sc_data[SC_ASSNCROS].timer!=-1 )
- status_change_end(bl,SC_ASSNCROS,-1);
- if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
- status_change_end(bl,SC_TRUESIGHT,-1);
- if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
- status_change_end(bl,SC_WINDWALK,-1);
- if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
- status_change_end(bl,SC_CARTBOOST,-1);
- break;
- case SC_FORTUNE: /* 幸運のキス */
- calc_flag = 1;
- break;
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- calc_flag = 1;
- break;
- case SC_MOONLIT:
- val2 = bl->id;
- break;
- case SC_DANCING: /* ダンス/演奏中 */
- calc_flag = 1;
- val3= tick / 1000;
- tick = 1000;
- break;
-
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- calc_flag = 1;
- val2 = 75 + 25*val1;
- *opt3 |= 8;
- break;
- case SC_STEELBODY: // 金剛
- calc_flag = 1;
- *opt3 |= 16;
- break;
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- break;
- case SC_AUTOCOUNTER:
- val3 = val4 = 0;
- break;
-
- case SC_SPEEDPOTION0: /* ?速ポ?ション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_SPEEDPOTION3:
- calc_flag = 1;
- tick = 1000 * tick;
- val2 = 5*(2+type-SC_SPEEDPOTION0);
- break;
-
- /* atk & matk potions [Valaris] */
- case SC_ATKPOT:
- case SC_MATKPOT:
- calc_flag = 1;
- tick = 1000 * tick;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- {
- time_t timer;
-
- calc_flag = 1;
- tick = 10000;
- if(!val2)
- val2 = time(&timer);
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- {
- time_t timer;
-
- if(!battle_config.muting_players)
- break;
-
- tick = 60000;
- if(!val2)
- val2 = time(&timer);
- updateflag = SP_MANNER;
- save_flag = 1; // celest
- }
- break;
- case SC_SELFDESTRUCTION: //自爆
- clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
- val3 = tick / 1000;
- tick = 1000;
- break;
-
- /* option1 */
- case SC_STONE: /* 石化 */
- if(!(flag&2)) {
- int sc_def = status_get_mdef(bl)*200;
- tick = tick - sc_def;
- }
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 5000;
- val2 = 1;
- break;
- case SC_SLEEP: /* 睡眠 */
- if(!(flag&2)) {
-// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3);
-// tick = tick * sc_def / 100;
-// if(tick < 1000) tick = 1000;
- tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
- }
- break;
- case SC_FREEZE: /* 凍結 */
- if(!(flag&2)) {
- int sc_def = 100 - status_get_mdef(bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_STAN: /* スタン(val2にミリ秒セット) */
- if(!(flag&2)) {
- int sc_def = status_get_sc_def_vit(bl);
- tick = tick * sc_def / 100;
- }
- break;
-
- /* option2 */
- case SC_DPOISON: /* 猛毒 */
- {
- int mhp = status_get_max_hp(bl);
- int hp = status_get_hp(bl);
- // MHP?1/4????????
- if (hp > mhp>>2) {
- if(bl->type == BL_PC) {
- int diff = mhp*10/100;
- if (hp - diff < mhp>>2)
- hp = hp - (mhp>>2);
- pc_heal((struct map_session_data *)bl, -hp, 0);
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)bl;
- hp -= mhp*15/100;
- if (hp > mhp>>2)
- md->hp = hp;
- else
- md->hp = mhp>>2;
- }
- }
- } // fall through
- case SC_POISON: /* 毒 */
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5);
- tick = tick * sc_def / 100;
- }
- val3 = tick/1000;
- if(val3 < 1) val3 = 1;
- tick = 1000;
- break;
- case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
- if(!(flag&2)) {
- int sc_def = 100 - status_get_vit(bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_CONFUSION:
- val2 = tick;
- tick = 100;
- clif_emotion(bl,1);
- if (sd) {
- pc_stop_walking (sd, 0);
- }
- break;
- case SC_BLIND: /* 暗? */
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15;
- tick = 30000 - sc_def;
- }
- break;
- case SC_CURSE:
- calc_flag = 1;
- if(!(flag&2)) {
- int sc_def = 100 - status_get_vit(bl);
- tick = tick * sc_def / 100;
- }
- break;
-
- /* option */
- case SC_HIDING: /* ハイディング */
- calc_flag = 1;
- if(bl->type == BL_PC) {
- val2 = tick / 1000; /* 持?時間 */
- tick = 1000;
- }
- break;
- case SC_CHASEWALK:
- case SC_CLOAKING: /* クロ?キング */
- if(bl->type == BL_PC) {
- calc_flag = 1; // [Celest]
- val2 = tick;
- val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
- }
- else
- tick = 5000*val1;
- break;
- case SC_SIGHT: /* サイト/ルアフ */
- case SC_RUWACH:
- val2 = tick/250;
- tick = 10;
- break;
-
- /* セ?フティウォ?ル、ニュ?マ */
- case SC_SAFETYWALL: case SC_PNEUMA:
- tick=((struct skill_unit *)val2)->group->limit;
- break;
-
- /* アンクル */
- case SC_ANKLE:
- break;
-
- /* ウォ?タ?ボ?ル */
- case SC_WATERBALL:
- tick=150;
- if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
- val3=5*5-1;
- else
- val3= (val1|1)*(val1|1)-1;
- break;
-
- /* スキルじゃない/時間に?係しない */
- case SC_RIDING:
- calc_flag = 1;
- tick = 600*1000;
- break;
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- tick=600*1000;
- break;
-
- case SC_AUTOGUARD:
- {
- int i,t;
- for(i=val2=0;i<val1;i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- }
- break;
-
- case SC_DEFENDER:
- calc_flag = 1;
- val2 = 5 + val1*15;
- break;
-
- case SC_KEEPING:
- case SC_BARRIER:
- calc_flag = 1;
-
- case SC_HALLUCINATION:
- break;
-
- case SC_CONCENTRATION: /* コンセントレ?ション */
- *opt3 |= 1;
- calc_flag = 1;
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- calc_flag = 1;
- if(bl->type == BL_PC) {
- tick = 10000;
- }
- break;
-
- case SC_AURABLADE: /* オ?ラブレ?ド */
- case SC_PARRYING: /* パリイング */
-// case SC_ASSUMPTIO: /* */
- case SC_HEADCRUSH: /* ヘッドクラッシュ */
-// case SC_JOINTBEAT: /* ジョイントビ?ト */
-// case SC_MARIONETTE: /* マリオネットコントロ?ル */
-
- //とりあえず手?き
- break;
-
-// -- moonsoul (for new upper class related skill status effects)
-/*
- case SC_AURABLADE:
- val2 = val1*10;
- break;
- case SC_PARRYING:
- val2=val1*3;
- break;
- case SC_CONCENTRATION:
- calc_flag=1;
- val2=val1*10;
- val3=val1*5;
- break;
- case SC_TENSIONRELAX:
-// val2 = 10;
-// val3 = 15;
- break;
- case SC_BERSERK:
- calc_flag=1;
- break;
- case SC_ASSUMPTIO:
- if(sc_data[SC_KYRIE].timer!=-1 )
- status_change_end(bl,SC_KYRIE,-1);
- break;*/
-
- case SC_WINDWALK: /* ウインドウォ?ク */
- calc_flag = 1;
- val2 = (val1 / 2); //Flee上昇率
- break;
-
- case SC_JOINTBEAT: // Random break [DracoRPG]
- calc_flag = 1;
- val2 = rand()%6 + 1;
- if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0);
- break;
-
- case SC_BERSERK: /* バ?サ?ク */
- if(sd){
- sd->status.hp = sd->status.max_hp * 3;
- sd->status.sp = 0;
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
- sd->canregen_tick = gettick() + 300000;
- }
- *opt3 |= 128;
- tick = 10000;
- calc_flag = 1;
- break;
-
- case SC_ASSUMPTIO: /* アスムプティオ */
- if(sc_data[SC_KYRIE].timer!=-1 )
- status_change_end(bl,SC_KYRIE,-1);
- break;
- *opt3 |= 2048;
- break;
-
- case SC_BASILICA: // [celest]
- break;
-
- case SC_GOSPEL:
- if (val4 == BCT_SELF) { // self effect
- int i;
- if (sd) {
- sd->canact_tick += tick;
- sd->canmove_tick += tick;
- }
- val2 = tick;
- tick = 1000;
- for (i=0; i<=26; i++) {
- if(sc_data[i].timer!=-1)
- status_change_end(bl,i,-1);
- }
- for (i=58; i<=62; i++) {
- if(sc_data[i].timer!=-1)
- status_change_end(bl,i,-1);
- }
- for (i=132; i<=136; i++) {
- if(sc_data[i].timer!=-1)
- status_change_end(bl,i,-1);
- }
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- val2 = tick;
- if (!val3)
- return 0;
- tick = 1000;
- calc_flag = 1;
- *opt3 |= 1024;
- break;
-
- case SC_MELTDOWN: /* メルトダウン */
- case SC_CARTBOOST: /* カ?トブ?スト */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- calc_flag = 1;
- break;
-
- case SC_REJECTSWORD: /* リジェクトソ?ド */
- val2 = 3; //3回攻?を跳ね返す
- break;
-
- case SC_MEMORIZE: /* メモライズ */
- val2 = 3; //3回詠唱を1/3にする
- break;
-
- case SC_GRAFFITI: /* グラフィティ */
- {
- struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
- if(sg)
- val4 = (int)sg;
- }
- break;
-
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- break;
-
- case SC_FOGWALL:
- val2 = 75;
- // calc_flag = 1; // not sure of effects yet [celest]
- break;
-
- case SC_PRESERVE:
- break;
-
- case SC_BLOCKSKILL:
- if (!tick) tick = 60000;
- if (!val3) val3 = -1;
- break;
-
- case SC_SLOWDOWN:
- case SC_SPEEDUP0:
- calc_flag = 1;
- break;
-
- case SC_REGENERATION:
- val1 = 2;
- case SC_BATTLEORDERS:
- tick = 60000; // 1 minute
- calc_flag = 1;
- break;
-
- default:
- if(battle_config.error_log)
- printf("UnknownStatusChange [%d]\n", type);
- return 0;
- }
-
- if(bl->type==BL_PC &&
- (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
- clif_status_change(bl,type,1); /* アイコン表示 */
-
- /* optionの?更 */
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- battle_stopattack(bl); /* 攻?停止 */
- skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
- { /* 同時に掛からないステ?タス異常を解除 */
- int i;
- for(i = SC_STONE; i <= SC_SLEEP; i++){
- if(sc_data[i].timer != -1){
- (*sc_count)--;
- delete_timer(sc_data[i].timer, status_change_timer);
- sc_data[i].timer = -1;
- }
- }
- }
- if(type == SC_STONE)
- *opt1 = 6;
- else
- *opt1 = type - SC_STONE + 1;
- opt_flag = 1;
- break;
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 |= 1<<(type-SC_POISON);
- opt_flag = 1;
- break;
- case SC_DPOISON: // 暫定で毒のエフェクトを使用
- *opt2 |= 1;
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 |= 0x40;
- opt_flag = 1;
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- battle_stopattack(bl); /* 攻?停止 */
- *option |= ((type==SC_HIDING)?2:4);
- opt_flag =1 ;
- break;
- case SC_CHASEWALK:
- battle_stopattack(bl); /* 攻?停止 */
- *option |= 16388;
- opt_flag =1 ;
- break;
- case SC_SIGHT:
- *option |= 1;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option |= 8192;
- opt_flag = 1;
- break;
- case SC_WEDDING:
- *option |= 4096;
- opt_flag = 1;
- }
-
- if(opt_flag) /* optionの?更 */
- clif_changeoption(bl);
-
- (*sc_count)++; /* ステ?タス異常の? */
-
- sc_data[type].val1 = val1;
- sc_data[type].val2 = val2;
- sc_data[type].val3 = val3;
- sc_data[type].val4 = val4;
- /* タイマ?設定 */
- sc_data[type].timer = add_timer(
- gettick() + tick, status_change_timer, bl->id, type);
-
- if(bl->type==BL_PC && calc_flag)
- status_calc_pc(sd,0); /* ステ?タス再計算 */
-
- if(bl->type==BL_PC && save_flag)
- chrif_save(sd); // save the player status
-
- if(bl->type==BL_PC && updateflag)
- clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
-
- return 0;
-}
-/*==========================================
- * ステータス異常全解除
- *------------------------------------------
- */
-int status_change_clear(struct block_list *bl,int type)
-{
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int i;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, sc_data = status_get_sc_data(bl));
- nullpo_retr(0, sc_count = status_get_sc_count(bl));
- nullpo_retr(0, option = status_get_option(bl));
- nullpo_retr(0, opt1 = status_get_opt1(bl));
- nullpo_retr(0, opt2 = status_get_opt2(bl));
- nullpo_retr(0, opt3 = status_get_opt3(bl));
-
- if (*sc_count == 0)
- return 0;
- for(i = 0; i < MAX_STATUSCHANGE; i++){
- if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
- status_change_end(bl, i, -1);
- }
- }
- *sc_count = 0;
- *opt1 = 0;
- *opt2 = 0;
- *opt3 = 0;
- *option &= OPTION_MASK;
-
- if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
- !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
- *opt2 |= STATE_BLIND;
-
- if(!type || type&2)
- clif_changeoption(bl);
-
- return 0;
-}
-
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int status_change_end( struct block_list* bl , int type,int tid )
-{
- struct status_change* sc_data;
- int opt_flag=0, calc_flag = 0;
- short *sc_count, *option, *opt1, *opt2, *opt3;
-
- nullpo_retr(0, bl);
- if(bl->type!=BL_PC && bl->type!=BL_MOB) {
- if(battle_config.error_log)
- printf("status_change_end: neither MOB nor PC !\n");
- return 0;
- }
- nullpo_retr(0, sc_data = status_get_sc_data(bl));
- nullpo_retr(0, sc_count = status_get_sc_count(bl));
- nullpo_retr(0, option = status_get_option(bl));
- nullpo_retr(0, opt1 = status_get_opt1(bl));
- nullpo_retr(0, opt2 = status_get_opt2(bl));
- nullpo_retr(0, opt3 = status_get_opt3(bl));
-
- if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
-
- if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
- delete_timer(sc_data[type].timer,status_change_timer);
-
- /* 該?の異常を正常に?す */
- sc_data[type].timer=-1;
- (*sc_count)--;
-
- switch(type){ /* 異常の種類ごとの?理 */
- case SC_PROVOKE: /* プロボック */
- case SC_ENDURE: // celest
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_BLESSING: /* ブレッシング */
- case SC_ANGELUS: /* アンゼルス */
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- case SC_HIDING:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ENCPOISON: /* エンチャントポイズン */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_PROVIDENCE: /* プロヴィデンス */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_VOLCANO:
- case SC_DELUGE:
- case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* エタ?ナルカオス */
- case SC_DRUMBATTLE: /* ?太鼓の響き */
- case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
- case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_HUMMING: /* ハミング */
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- case SC_STEELBODY: // 金剛
- case SC_DEFENDER:
- case SC_SPEEDPOTION0: /* ?速ポ?ション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_SPEEDPOTION3:
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_RIDING:
- case SC_BLADESTOP_WAIT:
- case SC_AURABLADE: /* オ?ラブレ?ド */
- case SC_PARRYING: /* パリイング */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- case SC_TENSIONRELAX: /* テンションリラックス */
- case SC_ASSUMPTIO: /* アシャンプティオ */
- case SC_WINDWALK: /* ウインドウォ?ク */
- case SC_TRUESIGHT: /* トゥル?サイト */
- case SC_SPIDERWEB: /* スパイダ?ウェッブ */
- case SC_MAGICPOWER: /* 魔法力?幅 */
- case SC_CHASEWALK:
- case SC_ATKPOT: /* attack potion [Valaris] */
- case SC_MATKPOT: /* magic attack potion [Valaris] */
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- case SC_MELTDOWN: /* メルトダウン */
- // Celest
- case SC_EDP:
- case SC_SLOWDOWN:
- case SC_SPEEDUP0:
-/* case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:*/
- case SC_BATTLEORDERS:
- case SC_REGENERATION:
- calc_flag = 1;
- break;
- case SC_AUTOBERSERK:
- if (sc_data[SC_PROVOKE].timer != -1)
- status_change_end(bl,SC_PROVOKE,-1);
- break;
- case SC_BERSERK: /* バ?サ?ク */
- calc_flag = 1;
- clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
- break;
- case SC_DEVOTION: /* ディボ?ション */
- {
- struct map_session_data *md = map_id2sd(sc_data[type].val1);
- sc_data[type].val1=sc_data[type].val2=0;
- skill_devotion(md,bl->id);
- calc_flag = 1;
- }
- break;
- case SC_BLADESTOP:
- {
- struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
- //片方が切れたので相手の白刃?態が切れてないのなら解除
- if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
- status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
-
- if(sc_data[type].val2==2)
- clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *d_sc_data;
- if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
- d_sc_data = dsd->sc_data;
- //合奏で相手がいる場合相手のval4を0にする
- if(d_sc_data && d_sc_data[type].timer!=-1)
- d_sc_data[type].val4=0;
- }
- }
- calc_flag = 1;
- break;
- case SC_GRAFFITI:
- {
- struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
- if(sg)
- skill_delunitgroup(sg);
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- {
- struct map_session_data *sd=NULL;
- if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
- if (sd->status.manner >= 0) // weeee ^^ [celest]
- sd->status.manner = 0;
- clif_updatestatus(sd,SP_MANNER);
- }
- }
- break;
- case SC_SPLASHER: /* ベナムスプラッシャ? */
- {
- struct block_list *src=map_id2bl(sc_data[type].val3);
- if(src && tid!=-1){
- //自分にダメ?ジ&周?3*3にダメ?ジ
- skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- {
- //自分のダメ?ジは0にして
- struct mob_data *md=NULL;
- if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
- skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- break;
- /* option1 */
- case SC_FREEZE:
- sc_data[type].val3 = 0;
- break;
-
- /* option2 */
- case SC_POISON: /* 毒 */
- case SC_BLIND: /* 暗? */
- case SC_CURSE:
- calc_flag = 1;
- break;
-
- // celest
- case SC_CONFUSION:
- {
- struct map_session_data *sd=NULL;
- if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
- sd->next_walktime = -1;
- }
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2: /// Marionette target
- {
- // check for partner and end their marionette status as well
- int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sc_data[type].val3);
- if (pbl) {
- struct status_change* sc_data;
- if (*status_get_sc_count(pbl) > 0 &&
- (sc_data = status_get_sc_data(pbl)) &&
- sc_data[type2].timer != -1)
- status_change_end(pbl, type2, -1);
- }
- calc_flag = 1;
- }
- break;
- }
-
- if(bl->type==BL_PC &&
- (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
- clif_status_change(bl,type,0); /* アイコン消去 */
-
- switch(type){ /* 正常に?るときなにか?理が必要 */
- case SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- *opt1 = 0;
- opt_flag = 1;
- break;
-
- case SC_POISON:
- if (sc_data[SC_DPOISON].timer != -1) //
- break; // DPOISON用のオプション
- *opt2 &= ~1; // が?用に用意された場合には
- opt_flag = 1; // ここは削除する
- break; //
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 &= ~(1<<(type-SC_POISON));
- opt_flag = 1;
- break;
- case SC_DPOISON:
- if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
- break; // 用意されたら削除
- *opt2 &= ~1; // 毒?態解除
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 &= ~0x40;
- opt_flag = 1;
- break;
-
- case SC_HIDING:
- case SC_CLOAKING:
- *option &= ~((type == SC_HIDING) ? 2 : 4);
- calc_flag = 1; // orn
- opt_flag = 1 ;
- break;
-
- case SC_CHASEWALK:
- *option &= ~16388;
- opt_flag = 1 ;
- break;
-
- case SC_SIGHT:
- *option &= ~1;
- opt_flag = 1;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- *option &= ~4096;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option &= ~8192;
- opt_flag = 1;
- break;
-
- //opt3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレ?ション */
- *opt3 &= ~1;
- break;
- case SC_OVERTHRUST: /* オ?バ?スラスト */
- *opt3 &= ~2;
- break;
- case SC_ENERGYCOAT: /* エナジ?コ?ト */
- *opt3 &= ~4;
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- *opt3 &= ~8;
- break;
- case SC_STEELBODY: // 金剛
- *opt3 &= ~16;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- *opt3 &= ~32;
- break;
- case SC_BERSERK: /* バ?サ?ク */
- *opt3 &= ~128;
- break;
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- *opt3 &= ~1024;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 &= ~2048;
- break;
- }
-
- if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
- !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
- *opt2 |= STATE_BLIND;
- opt_flag = 1;
- }
-
- if(opt_flag) /* optionの?更を?える */
- clif_changeoption(bl);
-
- if (bl->type == BL_PC && calc_flag)
- status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */
- }
-
- return 0;
-}
-
-
-/*==========================================
- * ステータス異常終了タイマー
- *------------------------------------------
- */
-int status_change_timer(int tid, unsigned int tick, int id, int data)
-{
- int type=data;
- struct block_list *bl;
- struct map_session_data *sd=NULL;
- struct status_change *sc_data;
- //short *sc_count; //使ってない?
-
- nullpo_retr(0, bl=map_id2bl(id));
- nullpo_retr(0, sc_data=status_get_sc_data(bl));
-
- if(bl->type==BL_PC)
- nullpo_retr(0, sd=(struct map_session_data *)bl);
-
- //sc_count=status_get_sc_count(bl); //使ってない?
-
- if(sc_data[type].timer != tid) {
- if(battle_config.error_log)
- printf("status_change_timer %d != %d\n",tid,sc_data[type].timer);
- return 0;
- }
-
- switch(type){ /* 特殊な?理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
- case SC_CLOAKING:
- if(sd){
- if( sd->status.sp > 0 ){ /* SP切れるまで持? */
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- sc_data[type].val2+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_CHASEWALK:
- if(sd){
- int sp = 10+sc_data[SC_CHASEWALK].val1*2;
- if (map[sd->bl.m].flag.gvg) sp *= 5;
- if( sd->status.sp > sp){
- sd->status.sp -= sp; // update sp cost [Celest]
- clif_updatestatus(sd,SP_SP);
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- sc_data[type].val2+tick, status_change_timer, bl->id, data);
- sc_data[SC_CHASEWALK].val4++;
- if (sc_data[SC_CHASEWALK].val4 > 3)
- sc_data[SC_CHASEWALK].val4 = 0;
- status_calc_pc (sd, 0);
- return 0;
- }
- }
- break;
-
- case SC_HIDING: /* ハイディング */
- if(sd){ /* SPがあって、時間制限の間は持? */
- if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
- if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SIGHT: /* サイト */
- case SC_RUWACH: /* ルアフ */
- {
- int range = 5;
- if ( type == SC_SIGHT ) range = 7;
- map_foreachinarea( status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
- bl,type,tick);
-
- if( (--sc_data[type].val2)>0 ){
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 250+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- {
- int race = status_get_race(bl);
- if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
- sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
- return 0;
- }
- }
- break;
-
- case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
- if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
- if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
- break;
- sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_WATERBALL: /* ウォ?タ?ボ?ル */
- {
- struct block_list *target=map_id2bl(sc_data[type].val2);
- nullpo_retb(target);
- nullpo_retb(target->prev);
- skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
- if((--sc_data[type].val3)>0) {
- sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data );
- return 0;
- }
- }
- break;
-
- case SC_ENDURE: /* インデュア */
- case SC_AUTOBERSERK: // Celest
- if(sd && sd->special_state.infinite_endure) {
-#ifdef TWILIGHT
- sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
-#else
- sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
-#endif
- //sc_data[type].val2=1;
- return 0;
- }
- break;
-
- case SC_DISSONANCE: /* 不協和音 */
- if( (--sc_data[type].val2)>0){
- struct skill_unit *unit=
- (struct skill_unit *)sc_data[type].val4;
- struct block_list *src;
- /*if(!unit || !unit->group)
- break;
- src=map_id2bl(unit->group->src_id);
- if(!src)
- break;*/
- nullpo_retb(unit);
- nullpo_retb(unit->group);
- nullpo_retr(0, src=map_id2bl(unit->group->src_id));
- skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
- sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
- status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_LULLABY: /* 子守唄 */
- if( (--sc_data[type].val2)>0){
- struct skill_unit *unit=
- (struct skill_unit *)sc_data[type].val4;
- nullpo_retb(unit);
- nullpo_retb(unit->group);
- if(unit->group->src_id == bl->id)
- break;
- skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
- if (unit->group != 0)
- sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
- status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_STONE:
- if(sc_data[type].val2 != 0) {
- short *opt1 = status_get_opt1(bl);
- sc_data[type].val2 = 0;
- sc_data[type].val4 = 0;
- battle_stopwalking(bl,1);
- if(opt1) {
- *opt1 = 1;
- clif_changeoption(bl);
- }
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- else if( (--sc_data[type].val3) > 0) {
- int hp = status_get_max_hp(bl);
- if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
- hp = hp/100;
- if(hp < 1) hp = 1;
- if(sd)
- pc_heal(sd,-hp,0);
- else if(bl->type == BL_MOB){
- struct mob_data *md;
- if((md=((struct mob_data *)bl)) == NULL)
- break;
- md->hp -= hp;
- }
- }
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
- case SC_POISON:
- if(sc_data[SC_SLOWPOISON].timer == -1) {
- if( (--sc_data[type].val3) > 0) {
- int hp = status_get_max_hp(bl);
- if(status_get_hp(bl) > hp>>2) {
- if(bl->type == BL_PC) {
- hp = 3 + hp*3/200;
- pc_heal((struct map_session_data *)bl,-hp,0);
- }
- else if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/200;
- md->hp -= hp;
- }
- }
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- }
- }
- else
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- break;
- case SC_DPOISON:
- if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
- int hp = status_get_max_hp(bl);
- if (status_get_hp(bl) > hp>>2) {
- if(sd) {
- hp = 3 + hp/50;
- pc_heal(sd, -hp, 0);
- } else if (bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if ((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/100;
- md->hp -= hp;
- }
- }
- }
- if (sc_data[type].val3 > 0)
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- if(sd){ /* SPがあって、HPが?タンでなければ?? */
- if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
-/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
- sd->status.sp -= 12;
- clif_updatestatus(sd,SP_SP);
- } */
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- if(sd->status.max_hp <= sd->status.hp)
- status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
- }
- break;
- case SC_HEADCRUSH: // temporary damage [celest]
-// case SC_BLEEDING:
- if((--sc_data[type].val3) > 0) {
- int hp = status_get_max_hp(bl);
- if(sd) {
- hp = 3 + hp*3/200;
- pc_heal(sd,-hp,0);
- }
- else if(bl->type == BL_MOB) {
- struct mob_data *md;
- nullpo_retr(0, md=(struct mob_data *)bl);
- /*if((md=((struct mob_data *)bl)) == NULL)
- break;*/
- hp = 3 + hp/200;
- md->hp -= hp;
- }
- sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
- }
- break;
-
- /* 時間切れ無し?? */
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_RIDING:
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_MAGICPOWER: /* 魔法力?幅 */
- case SC_REJECTSWORD: /* リジェクトソ?ド */
- case SC_MEMORIZE: /* メモライズ */
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- case SC_SACRIFICE:
-// if(sc_data[type].timer==tid)
- sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
- return 0;
-
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s=0;
- if(sd){
- if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
- switch(sc_data[type].val1){
- case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
- case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
- case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
- case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
- s=3;
- break;
- case BD_LULLABY: /* 子守歌 4秒にSP1 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
- case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
- case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
- s=4;
- break;
- case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
- case BA_WHISTLE: /* 口笛 5秒でSP1 */
- case DC_HUMMING: /* ハミング 5秒でSP1 */
- case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
- s=5;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
- s=6;
- break;
- case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
- s=10;
- break;
- }
- if(s && ((sc_data[type].val3 % s) == 0)){
- sd->status.sp--;
- clif_updatestatus(sd,SP_SP);
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- }
- break;
- case SC_BERSERK: /* バ?サ?ク */
- if(sd){ /* HPが100以上なら?? */
- if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
- sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
- clif_updatestatus(sd,SP_HP);
- sc_data[type].timer = add_timer( /* タイマ?再設定 */
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
- if(sd){
- time_t timer;
- if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_NOCHAT: //チャット禁止?態
- if(sd && battle_config.muting_players){
- time_t timer;
- if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
- clif_updatestatus(sd,SP_MANNER);
- sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
- 60000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- if(--sc_data[type].val3>0){
- struct mob_data *md;
- if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
- md->speed -= 250;
- md->next_walktime=tick;
- }
- sc_data[type].timer=add_timer( /* タイマ?再設定 */
- 1000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_SPLASHER:
- if (sc_data[type].val4 % 1000 == 0) {
- char timer[2];
- sprintf (timer, "%d", sc_data[type].val4/1000);
- clif_message(bl, timer);
- }
- if((sc_data[type].val4 -= 500) > 0) {
- sc_data[type].timer = add_timer(
- 500 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- break;
-
- case SC_MARIONETTE: /* マリオネットコントロ?ル */
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sc_data[type].val3);
- if (pbl && battle_check_range(bl, pbl, 7) &&
- (sc_data[type].val2 -= 1000)>0) {
- sc_data[type].timer = add_timer(
- 1000 + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
-/* case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if (sd) {
- sc_data[type].timer = add_timer(
- 1000+tick, status_change_timer,
- bl->id, data);
- }
- break;*/
-
- // Celest
- case SC_CONFUSION:
- {
- int i = 3000;
- //struct mob_data *md;
- if (sd) {
- pc_randomwalk (sd, gettick());
- sd->next_walktime = tick + (i=1000 + rand()%1000);
- } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
- md->state.state=MS_WALK;
- if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
- (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
- md->next_walktime = tick + 3000*rand()%2000;
- mob_randomwalk(md,tick);
- }*/
- if ((sc_data[type].val2 -= 1000) > 0) {
- sc_data[type].timer = add_timer(
- i + tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_GOSPEL:
- {
- int calc_flag = 0;
- if (sc_data[type].val3 > 0) {
- sc_data[type].val3 = 0;
- calc_flag = 1;
- }
- if(sd && sc_data[type].val4 == BCT_SELF){
- int hp, sp;
- hp = (sc_data[type].val1 > 5) ? 45 : 30;
- sp = (sc_data[type].val1 > 5) ? 35 : 20;
- if(sd->status.hp - hp > 0 &&
- sd->status.sp - sp > 0){
- sd->status.hp -= hp;
- sd->status.sp -= sp;
- clif_updatestatus(sd,SP_HP);
- clif_updatestatus(sd,SP_SP);
- if ((sc_data[type].val2 -= 10000) > 0) {
- sc_data[type].timer = add_timer(
- 10000+tick, status_change_timer,
- bl->id, data);
- return 0;
- }
- }
- } else if (sd && sc_data[type].val4 == BCT_PARTY) {
- int i;
- switch ((i = rand() % 12)) {
- case 1: // heal between 100-1000
- {
- struct block_list tbl;
- int heal = rand() % 900 + 100;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- break;
- case 2: // end negative status
- {
- int j;
- for (j=0; j<4; j++)
- if(sc_data[i + SC_POISON].timer!=-1) {
- status_change_end(bl,j,-1);
- break;
- }
- }
- break;
- case 3: // +25% resistance to negative status
- case 4: // +25% max hp
- case 5: // +25% max sp
- case 6: // +2 to all stats
- case 11: // +25% armor and vit def
- case 12: // +8% atk
- case 13: // +5% flee
- case 14: // +5% hit
- sc_data[type].val3 = i;
- if (i == 6 ||
- (i >= 11 && i <= 14))
- calc_flag = 1;
- break;
- case 7: // level 5 bless
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
- status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
- }
- break;
- case 8: // level 5 increase agility
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
- status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
- }
- break;
- case 9: // holy element to weapon
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
- status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
- }
- break;
- case 10: // holy element to armour
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
- status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
- }
- break;
- default:
- break;
- }
- } else if (sc_data[type].val4 == BCT_ENEMY) {
- int i;
- switch ((i = rand() % 8)) {
- case 1: // damage between 300-800
- case 2: // damage between 150-550 (ignore def)
- battle_damage(NULL, bl, rand() % 500,0); // temporary damage
- break;
- case 3: // random status effect
- {
- int effect[3] = {
- SC_CURSE,
- SC_BLIND,
- SC_POISON };
- status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
- }
- break;
- case 4: // level 10 provoke
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = bl->m;
- tbl.x = bl->x;
- tbl.y = bl->y;
- clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
- status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
- }
- break;
- case 5: // 0 def
- case 6: // 0 atk
- case 7: // 0 flee
- case 8: // -75% move speed and aspd
- sc_data[type].val3 = i;
- calc_flag = 1;
- break;
- default:
- break;
- }
- }
- if (sd && calc_flag)
- status_calc_pc (sd, 0);
- }
- break;
- }
-
- return status_change_end( bl,type,tid );
-}
-
-/*==========================================
- * ステータス異常タイマー範囲処理
- *------------------------------------------
- */
-int status_change_timer_sub(struct block_list *bl, va_list ap )
-{
- struct block_list *src;
- int type;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- type=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
-
- if(bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
-
- switch( type ){
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if( (*status_get_option(bl))&6 ){
- status_change_end( bl, SC_HIDING, -1);
- status_change_end( bl, SC_CLOAKING, -1);
- }
- break;
- case SC_RUWACH: /* ルアフ */
- if( (*status_get_option(bl))&6 ){
- struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest]
- if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
- sc_data[SC_CLOAKING].timer != -1)) {
- status_change_end( bl, SC_HIDING, -1);
- status_change_end( bl, SC_CLOAKING, -1);
- }
- if(battle_check_target( src,bl, BCT_ENEMY ) > 0)
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
- }
- break;
- }
- return 0;
-}
-
-
-static int status_calc_sigma(void)
-{
- int i,j,k;
-
- for(i=0;i<MAX_PC_CLASS;i++) {
- memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
- for(k=0,j=2;j<=MAX_LEVEL;j++) {
- k += hp_coefficient[i]*j + 50;
- k -= k%100;
- hp_sigma_val[i][j-1] = k;
- }
- }
- return 0;
-}
-
-int status_readdb(void) {
- int i,j,k;
- FILE *fp;
- char line[1024],*p;
-
- // JOB補正?値1
- fp=fopen("db/job_db1.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db1.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<21 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(j<21)
- continue;
- max_weight_base[i]=atoi(split[0]);
- hp_coefficient[i]=atoi(split[1]);
- hp_coefficient2[i]=atoi(split[2]);
- sp_coefficient[i]=atoi(split[3]);
- for(j=0;j<17;j++)
- aspd_base[i][j]=atoi(split[j+4]);
- i++;
-// -- moonsoul (below two lines added to accommodate high numbered new class ids)
- if(i==24)
- i=4001;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
- ShowStatus(tmp_output);
-
- // JOBボ?ナス
- memset(job_bonus,0,sizeof(job_bonus));
- fp=fopen("db/job_db2.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db2.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL && p;j++){
- if(sscanf(p,"%d",&k)==0)
- break;
- job_bonus[0][i][j]=k;
- job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので?
- p=strchr(p,',');
- if(p) p++;
- }
- i++;
-// -- moonsoul (below two lines added to accommodate high numbered new class ids)
- if(i==24)
- i=4001;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
- ShowStatus(tmp_output);
-
- // JOBボ?ナス2 ?生職用
- fp=fopen("db/job_db2-2.txt","r");
- if(fp==NULL){
- printf("can't read db/job_db2-2.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<MAX_LEVEL && p;j++){
- if(sscanf(p,"%d",&k)==0)
- break;
- job_bonus[1][i][j]=k;
- p=strchr(p,',');
- if(p) p++;
- }
- i++;
- if(i==MAX_PC_CLASS)
- break;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
- ShowStatus(tmp_output);
-
- // サイズ補正テ?ブル
- for(i=0;i<3;i++)
- for(j=0;j<20;j++)
- atkmods[i][j]=100;
- fp=fopen("db/size_fix.txt","r");
- if(fp==NULL){
- printf("can't read db/size_fix.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[20];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<20 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- for(j=0;j<20 && split[j];j++)
- atkmods[i][j]=atoi(split[j]);
- i++;
- }
- fclose(fp);
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
- ShowStatus(tmp_output);
-
- // 精?デ?タテ?ブル
- for(i=0;i<5;i++){
- for(j=0;j<10;j++)
- percentrefinery[i][j]=100;
- refinebonus[i][0]=0;
- refinebonus[i][1]=0;
- refinebonus[i][2]=10;
- }
- fp=fopen("db/refine_db.txt","r");
- if(fp==NULL){
- printf("can't read db/refine_db.txt\n");
- return 1;
- }
- i=0;
- while(fgets(line, sizeof(line)-1, fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- if(atoi(line)<=0)
- continue;
- memset(split,0,sizeof(split));
- for(j=0,p=line;j<16 && p;j++){
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
- refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
- refinebonus[i][2]=atoi(split[2]); // 安全精?限界
- for(j=0;j<10 && split[j];j++)
- percentrefinery[i][j]=atoi(split[j+3]);
- i++;
- }
- fclose(fp); //Lupus. close this file!!!
- sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
- ShowStatus(tmp_output);
-
- return 0;
-}
-
-/*==========================================
- * スキル関係初期化処理
- *------------------------------------------
- */
-int do_init_status(void)
-{
- add_timer_func_list(status_change_timer,"status_change_timer");
- status_readdb();
- status_calc_sigma();
- return 0;
-}
+ +// ステータス計算、状態異常処理 +#include <time.h> +#include <ctype.h> +#include <stdio.h> +#include <stdlib.h> +#include <memory.h> + +#include "pc.h" +#include "map.h" +#include "pet.h" +#include "mob.h" +#include "clif.h" +#include "guild.h" +#include "skill.h" +#include "itemdb.h" +#include "battle.h" +#include "chrif.h" +#include "status.h" + +#include "timer.h" +#include "nullpo.h" +#include "script.h" +#include "showmsg.h" + +static int max_weight_base[MAX_PC_CLASS]; +static int hp_coefficient[MAX_PC_CLASS]; +static int hp_coefficient2[MAX_PC_CLASS]; +static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; +static int sp_coefficient[MAX_PC_CLASS]; +static int aspd_base[MAX_PC_CLASS][20]; +static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt) +int percentrefinery[5][10]; // 精錬成功率(refine_db.txt) +static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) +static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL]; + +/*========================================== + * 精錬ボーナス + *------------------------------------------ + */ +int status_getrefinebonus(int lv,int type) +{ + if (lv >= 0 && lv < 5 && type >= 0 && type < 3) + return refinebonus[lv][type]; + return 0; +} + +/*========================================== + * 精錬成功率 + *------------------------------------------ + */ +int status_percentrefinery(struct map_session_data *sd,struct item *item) +{ + int percent; + + nullpo_retr(0, item); + percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; + + percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持 + + // 確率の有効範囲チェック + if( percent > 100 ){ + percent = 100; + } + if( percent < 0 ){ + percent = 0; + } + + return percent; +} + +/*========================================== + * パラメータ計算 + * first==0の時、計算対象のパラメータが呼び出し前から + * 変 化した場合自動でsendするが、 + * 能動的に変化させたパラメータは自前でsendするように + *------------------------------------------ + */ + +int status_calc_pc(struct map_session_data* sd,int first) +{ + int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; + int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class; + int b_base_atk; + struct skill b_skill[MAX_SKILL]; + int i,bl,index; + int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; + int pele=0,pdef_ele=0; + int str,dstr,dex; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + //?生や養子の場合の元の職業を算出する + s_class = pc_calc_base_job(sd->status.class_); + + b_speed = sd->speed; + b_max_hp = sd->status.max_hp; + b_max_sp = sd->status.max_sp; + b_hp = sd->status.hp; + b_sp = sd->status.sp; + b_weight = sd->weight; + b_max_weight = sd->max_weight; + memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); + memcpy(b_parame,&sd->paramc,sizeof(b_parame)); + memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); + b_hit = sd->hit; + b_flee = sd->flee; + b_aspd = sd->aspd; + b_watk = sd->watk; + b_def = sd->def; + b_watk2 = sd->watk2; + b_def2 = sd->def2; + b_flee2 = sd->flee2; + b_critical = sd->critical; + b_attackrange = sd->attackrange; + b_matk1 = sd->matk1; + b_matk2 = sd->matk2; + b_mdef = sd->mdef; + b_mdef2 = sd->mdef2; + b_class = sd->view_class; + sd->view_class = sd->status.class_; + b_base_atk = sd->base_atk; + + pc_calc_skilltree(sd); // スキルツリ?の計算 + + sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300; + + if(first&1) { + sd->weight=0; + for(i=0;i<MAX_INVENTORY;i++){ + if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) + continue; + sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; + } + sd->cart_max_weight=battle_config.max_cart_weight; + sd->cart_weight=0; + sd->cart_max_num=MAX_CART; + sd->cart_num=0; + for(i=0;i<MAX_CART;i++){ + if(sd->status.cart[i].nameid==0) + continue; + sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; + sd->cart_num++; + } + } + + memset(sd->paramb,0,sizeof(sd->paramb)); + memset(sd->parame,0,sizeof(sd->parame)); + sd->hit = 0; + sd->flee = 0; + sd->flee2 = 0; + sd->critical = 0; + sd->aspd = 0; + sd->watk = 0; + sd->def = 0; + sd->mdef = 0; + sd->watk2 = 0; + sd->def2 = 0; + sd->mdef2 = 0; + sd->status.max_hp = 0; + sd->status.max_sp = 0; + sd->attackrange = 0; + sd->attackrange_ = 0; + sd->atk_ele = 0; + sd->def_ele = 0; + sd->star =0; + sd->overrefine =0; + sd->matk1 =0; + sd->matk2 =0; + sd->speed = DEFAULT_WALK_SPEED ; + sd->hprate=battle_config.hp_rate; + sd->sprate=battle_config.sp_rate; + sd->castrate=100; + sd->delayrate=100; + sd->dsprate=100; + sd->base_atk=0; + sd->arrow_atk=0; + sd->arrow_ele=0; + sd->arrow_hit=0; + sd->arrow_range=0; + sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; + memset(sd->addele,0,sizeof(sd->addele)); + memset(sd->addrace,0,sizeof(sd->addrace)); + memset(sd->addsize,0,sizeof(sd->addsize)); + memset(sd->addele_,0,sizeof(sd->addele_)); + memset(sd->addrace_,0,sizeof(sd->addrace_)); + memset(sd->addsize_,0,sizeof(sd->addsize_)); + memset(sd->subele,0,sizeof(sd->subele)); + memset(sd->subrace,0,sizeof(sd->subrace)); + memset(sd->addeff,0,sizeof(sd->addeff)); + memset(sd->addeff2,0,sizeof(sd->addeff2)); + memset(sd->reseff,0,sizeof(sd->reseff)); + memset(&sd->special_state,0,sizeof(sd->special_state)); + memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); + memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); + memset(sd->weapon_atk,0,sizeof(sd->weapon_atk)); + memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate)); + + sd->watk_ = 0; //二刀流用(?) + sd->watk_2 = 0; + sd->atk_ele_ = 0; + sd->star_ = 0; + sd->overrefine_ = 0; + + sd->aspd_rate = 100; + sd->speed_rate = 100; + sd->hprecov_rate = 100; + sd->sprecov_rate = 100; + sd->critical_def = 0; + sd->double_rate = 0; + sd->near_attack_def_rate = sd->long_attack_def_rate = 0; + sd->atk_rate = sd->matk_rate = 100; + sd->ignore_def_ele = sd->ignore_def_race = 0; + sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; + sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; + sd->arrow_cri = 0; + sd->magic_def_rate = sd->misc_def_rate = 0; + memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); + memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); + memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); + memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); + memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); + memset(sd->magic_addele,0,sizeof(sd->magic_addele)); + memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); + memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); + sd->perfect_hit = 0; + sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; + sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; + sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; + sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; + sd->get_zeny_num = 0; + sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; + sd->add_def_class_count = sd->add_mdef_class_count = 0; + sd->monster_drop_item_count = 0; + memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); + memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); + memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); + memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); + memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); + memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); + memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); + sd->speed_add_rate = sd->aspd_add_rate = 100; + sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; + sd->splash_range = sd->splash_add_range = 0; + sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; + sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; + sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; + sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; + sd->magic_damage_return = 0; //AppleGirl Was Here + sd->random_attack_increase_add = sd->random_attack_increase_per = 0; + sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0; + sd->unbreakable_equip = 0; + + + if(!sd->disguiseflag && sd->disguise) { + sd->disguise=0; + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); + clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); + clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); + clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); + clif_clearchar(&sd->bl, 9); + pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); + } + + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + + if(sd->inventory_data[index]) { + if(sd->inventory_data[index]->type == 4) { + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0){ + if(i == 8 && sd->status.inventory[index].equip == 0x20) + sd->state.lr_flag = 1; + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + } + } + } + else if(sd->inventory_data[index]->type==5){ // 防具 + if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { + int j; + for(j=0;j<sd->inventory_data[index]->slot;j++){ // カ?ド + int c=sd->status.inventory[index].card[j]; + if(c>0) + run_script(itemdb_equipscript(c),0,sd->bl.id,0); + } + } + } + } + } + wele = sd->atk_ele; + wele_ = sd->atk_ele_; + def_ele = sd->def_ele; + if(sd->status.pet_id > 0) { + struct pet_data *pd=sd->pd; + if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { + if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0) + run_script(sd->petDB->script,0,sd->bl.id,0); + pele = sd->atk_ele; + pdef_ele = sd->def_ele; + sd->atk_ele = sd->def_ele = 0; + } + } + memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); + + // ?備品によるステ?タス?化はここで?行 + for(i=0;i<10;i++) { + index = sd->equip_index[i]; + if(index < 0) + continue; + if(i == 9 && sd->equip_index[8] == index) + continue; + if(i == 5 && sd->equip_index[4] == index) + continue; + if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) + continue; + if(sd->inventory_data[index]) { + sd->def += sd->inventory_data[index]->def; + if(sd->inventory_data[index]->type == 4) { + int r,wlv = sd->inventory_data[index]->wlv; + if(i == 8 && sd->status.inventory[index].equip == 0x20) { + //二刀流用デ?タ入力 + sd->watk_ += sd->inventory_data[index]->atk; + sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine_ = r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele_= (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange_ += sd->inventory_data[index]->range; + sd->state.lr_flag = 1; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + } + else { //二刀流武器以外 + sd->watk += sd->inventory_data[index]->atk; + sd->watk2 += (r=sd->status.inventory[index].refine)* // 精?攻?力 + refinebonus[wlv][0]; + if( (r-=refinebonus[wlv][2])>0 ) // 過?精?ボ?ナス + sd->overrefine += r*refinebonus[wlv][1]; + + if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 + sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら + wele = (sd->status.inventory[index].card[1]&0x0f); // ? 性 + } + sd->attackrange += sd->inventory_data[index]->range; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + else if(sd->inventory_data[index]->type == 5) { + sd->watk += sd->inventory_data[index]->atk; + refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + } + } + } + + if(sd->equip_index[10] >= 0){ // 矢 + index = sd->equip_index[10]; + if(sd->inventory_data[index]){ //まだ?性が入っていない + sd->state.lr_flag = 2; + run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); + sd->state.lr_flag = 0; + sd->arrow_atk += sd->inventory_data[index]->atk; + } + } + sd->def += (refinedef+50)/100; + + if(sd->attackrange < 1) sd->attackrange = 1; + if(sd->attackrange_ < 1) sd->attackrange_ = 1; + if(sd->attackrange < sd->attackrange_) + sd->attackrange = sd->attackrange_; + if(sd->status.weapon == 11) + sd->attackrange += sd->arrow_range; + if(wele > 0) + sd->atk_ele = wele; + if(wele_ > 0) + sd->atk_ele_ = wele_; + if(def_ele > 0) + sd->def_ele = def_ele; + if(battle_config.pet_status_support) { + if(pele > 0 && !sd->atk_ele) + sd->atk_ele = pele; + if(pdef_ele > 0 && !sd->def_ele) + sd->def_ele = pdef_ele; + } + sd->double_rate += sd->double_add_rate; + sd->perfect_hit += sd->perfect_hit_add; + sd->get_zeny_num += sd->get_zeny_add_num; + sd->splash_range += sd->splash_add_range; + if(sd->speed_add_rate != 100) + sd->speed_rate += sd->speed_add_rate - 100; + if(sd->aspd_add_rate != 100) + sd->aspd_rate += sd->aspd_add_rate - 100; + + // 武器ATKサイズ補正 (右手) + sd->atkmods[0] = atkmods[0][sd->weapontype1]; + sd->atkmods[1] = atkmods[1][sd->weapontype1]; + sd->atkmods[2] = atkmods[2][sd->weapontype1]; + //武器ATKサイズ補正 (左手) + sd->atkmods_[0] = atkmods[0][sd->weapontype2]; + sd->atkmods_[1] = atkmods[1][sd->weapontype2]; + sd->atkmods_[2] = atkmods[2][sd->weapontype2]; + + // jobボ?ナス分 + for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){ + if(job_bonus[s_class.upper][s_class.job][i]) + sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++; + } + + if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] + sd->max_weight += skill*2000; + + if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 + sd->paramb[4] += skill; + + if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk + sd->paramb[0] ++; + sd->base_atk += 4; + } + if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels + sd->paramb[3] += (skill+1)*0.5; + } + + // New guild skills - Celest + if (sd->status.guild_id > 0 && !(first&4)) { + struct guild *g; + if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) { + if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) { + skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) { + skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) { + skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0); + } + if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) { + skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0); + } + } + else if (g) { + if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) { + sd->paramb[0]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + } + if (sd->state.leadership_flag) + sd->paramb[0] += 2; + if (sd->state.glorywounds_flag) + sd->paramb[2] += 2; + if (sd->state.soulcold_flag) + sd->paramb[1] += 2; + if (sd->state.hawkeyes_flag) + sd->paramb[4] += 2; + } + } + + // ステ?タス?化による基本パラメ?タ補正 + if(sd->sc_count){ + if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 + sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; + } + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { // 速度減少(agiはbattle.cで) + sd->speed = sd->speed *125/100; + sd->paramb[1] -= 2 + sd->sc_data[SC_DECREASEAGI].val1; // reduce agility [celest] + } + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->critical_rate += 100; // critical increases + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + } + if(sd->sc_data[SC_CHASEWALK].timer!=-1) { + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk + if(sd->sc_data[SC_CHASEWALK].val4) + sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds + } + if(sd->sc_data[SC_SLOWDOWN].timer!=-1) + sd->speed = sd->speed*150/100; + if(sd->sc_data[SC_SPEEDUP0].timer!=-1) + sd->speed -= sd->speed*25/100; + if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング + sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; + sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; + } + if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア + sd->paramb[5]+= 30; + if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス + sd->paramb[0]+= 4; + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア + //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //sd->paramb[1]-= agib > 50 ? 50 : agib; + //sd->paramb[4]-= dexb > 50 ? 50 : dexb; + sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5; + sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5; + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト + sd->paramb[0]+= 5; + sd->paramb[1]+= 5; + sd->paramb[2]+= 5; + sd->paramb[3]+= 5; + sd->paramb[4]+= 5; + sd->paramb[5]+= 5; + } + if(sd->sc_data[SC_MARIONETTE].timer!=-1){ + struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); + if (psd) { // if partner is found + sd->paramb[0]-= sd->status.str/2; // bonuses not included + sd->paramb[1]-= sd->status.agi/2; + sd->paramb[2]-= sd->status.vit/2; + sd->paramb[3]-= sd->status.int_/2; + sd->paramb[4]-= sd->status.dex/2; + sd->paramb[5]-= sd->status.luk/2; + } + } + else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){ + struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3); + if (psd) { // if partner is found + sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; + sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; + sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; + sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; + sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; + sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; + } + } + if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ + if (sd->sc_data[SC_GOSPEL].val3 == 6) { + sd->paramb[0]+= 2; + sd->paramb[1]+= 2; + sd->paramb[2]+= 2; + sd->paramb[3]+= 2; + sd->paramb[4]+= 2; + sd->paramb[5]+= 2; + } + } + } + + //1度も死んでないJob70スパノビに+10 + if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ + sd->paramb[0]+= 15; + sd->paramb[1]+= 15; + sd->paramb[2]+= 15; + sd->paramb[3]+= 15; + sd->paramb[4]+= 15; + sd->paramb[5]+= 15; + } + sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; + sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; + sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; + sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; + sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; + sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; + for(i=0;i<6;i++) + if(sd->paramc[i] < 0) sd->paramc[i] = 0; + + if (sd->sc_count) { + if (sd->sc_data[SC_CURSE].timer!=-1) + sd->paramc[5] = 0; + } + + if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { + str = sd->paramc[4]; + dex = sd->paramc[0]; + } + else { + str = sd->paramc[0]; + dex = sd->paramc[4]; + } + dstr = str/10; + sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; + sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); + sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); + if(sd->matk1 < sd->matk2) { + int temp = sd->matk2; + sd->matk2 = sd->matk1; + sd->matk1 = temp; + } + sd->hit += sd->paramc[4] + sd->status.base_level; + sd->flee += sd->paramc[1] + sd->status.base_level; + sd->def2 += sd->paramc[2]; + sd->mdef2 += sd->paramc[3]; + sd->flee2 += sd->paramc[5]+10; + sd->critical += (sd->paramc[5]*3)+10; + + if(sd->base_atk < 1) + sd->base_atk = 1; + if(sd->critical_rate != 100) + sd->critical = (sd->critical*sd->critical_rate)/100; + if(sd->critical < 10) sd->critical = 10; + if(sd->hit_rate != 100) + sd->hit = (sd->hit*sd->hit_rate)/100; + if(sd->hit < 1) sd->hit = 1; + if(sd->flee_rate != 100) + sd->flee = (sd->flee*sd->flee_rate)/100; + if(sd->flee < 1) sd->flee = 1; + if(sd->flee2_rate != 100) + sd->flee2 = (sd->flee2*sd->flee2_rate)/100; + if(sd->flee2 < 10) sd->flee2 = 10; + if(sd->def_rate != 100) + sd->def = (sd->def*sd->def_rate)/100; + if(sd->def < 0) sd->def = 0; + if(sd->def2_rate != 100) + sd->def2 = (sd->def2*sd->def2_rate)/100; + if(sd->def2 < 1) sd->def2 = 1; + if(sd->mdef_rate != 100) + sd->mdef = (sd->mdef*sd->mdef_rate)/100; + if(sd->mdef < 0) sd->mdef = 0; + if(sd->mdef2_rate != 100) + sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; + if(sd->mdef2 < 1) sd->mdef2 = 1; + + // 二刀流 ASPD 修正 + if (sd->status.weapon <= 16) + sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; + else + sd->aspd += ( + (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + + (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) + ) * 140 / 200; + + aspd_rate = sd->aspd_rate; + + //攻?速度?加 + + if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 + sd->hit += skill; + if(sd->status.weapon == 11) + sd->attackrange += skill; + } + + if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器?究の命中率?加 + sd->hit += skill*2; + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カ?トによる速度低下 + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加 + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + sd->max_weight += 10000; + } + if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス + sd->status.max_hp += skill*200; + sd->subele[6] += skill*5; + } + if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { + sd->subele[0] += skill; + sd->subele[3] += skill*5; + } + if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 ) + aspd_rate -= skill*0.5; + + bl=sd->status.base_level; + + sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_hp = sd->status.max_hp * 130/100; + else if (s_class.upper==2) + sd->status.max_hp = sd->status.max_hp * 70/100; + + if(sd->hprate!=100) + sd->status.max_hp = sd->status.max_hp*sd->hprate/100; + + if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){ // バ?サ?ク + sd->status.max_hp = sd->status.max_hp * 3; + // sd->status.hp = sd->status.hp * 3; + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.hp = battle_config.max_hp; + } + if(s_class.job == 23 && sd->status.base_level >= 99){ + sd->status.max_hp = sd->status.max_hp + 2000; + } + + if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris + sd->status.max_hp = battle_config.max_hp; + if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end + + // 最大SP計算 + sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); + if (s_class.upper==1) // [MouseJstr] + sd->status.max_sp = sd->status.max_sp * 130/100; + else if (s_class.upper==2) + sd->status.max_sp = sd->status.max_sp * 70/100; + if(sd->sprate!=100) + sd->status.max_sp = sd->status.max_sp*sd->sprate/100; + + if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ + sd->status.max_sp += sd->status.max_sp*skill/100; + if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ + sd->status.max_sp += sd->status.max_sp*2*skill/100; + + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + + //自然回復HP + sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); + if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ + sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); + if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; + } + //自然回復SP + sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); + if(sd->paramc[3] >= 120) + sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; + if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ + sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); + if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; + } + + if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { + sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); + sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); + if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; + if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; + } + if(sd->hprecov_rate != 100) { + sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; + if(sd->nhealhp < 1) sd->nhealhp = 1; + } + if(sd->sprecov_rate != 100) { + sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; + if(sd->nhealsp < 1) sd->nhealsp = 1; + } + /* if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e' + sd->nhealsp += 3*skill*(sd->status.max_sp)/100; + if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; + } Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/ + + // 種族耐性(これでいいの? ディバインプロテクションと同じ?理がいるかも) + if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ? + skill = skill*4; + sd->addrace[9]+=skill; + sd->addrace_[9]+=skill; + sd->subrace[9]+=skill; + sd->magic_addrace[9]+=skill; + sd->magic_subrace[9]-=skill; + } + + //Flee上昇 + if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率?加 + if(sd->status.class_==6||sd->status.class_==4007 || sd->status.class_==23){ + sd->flee += skill*3; + } + if(sd->status.class_==12||sd->status.class_==17||sd->status.class_==4013||sd->status.class_==4018) + sd->flee += skill*4; + if(sd->status.class_==12||sd->status.class_==4013) + sd->speed -= sd->speed *(skill*1.5)/100; + } + if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り + sd->flee += (skill*3)>>1; + + // スキルやステ?タス異常による?りのパラメ?タ補正 + if(sd->sc_count){ + // ATK/DEF?化形 + if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス + sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; + if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス + sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; + } + if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック + sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; + sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; + } + if(sd->sc_data[SC_ENDURE].timer!=-1) + sd->mdef2 += sd->sc_data[SC_ENDURE].val1; + if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック + sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; + } + if(sd->sc_data[SC_POISON].timer!=-1) // 毒?態 + sd->def2 = sd->def2*75/100; + if(sd->sc_data[SC_CURSE].timer!=-1){ + sd->base_atk = sd->base_atk*75/100; + sd->watk = sd->watk*75/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk_*75/100; + } + if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // ?太鼓の響き + sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; + sd->def += sd->sc_data[SC_DRUMBATTLE].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; + } + if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪 + index = sd->equip_index[9]; + /*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) + sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[9];*/ + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) + sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3; + } + + if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?ノ + sd->watk += sd->sc_data[SC_VIOLENTGALE].val3; + } + + if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) + sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; + if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エタ?ナルカオス + sd->def=0; + + if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?ション + sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + index = sd->equip_index[8]; + if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) + sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; + } + + if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力?幅 + sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; + } + if(sd->sc_data[SC_ATKPOT].timer!=-1) + sd->watk += sd->sc_data[SC_ATKPOT].val1; + if(sd->sc_data[SC_MATKPOT].timer!=-1){ + sd->matk1 += sd->sc_data[SC_MATKPOT].val1; + sd->matk2 += sd->sc_data[SC_MATKPOT].val1; + } + + // ASPD/移動速度?化系 + if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && + sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; + if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && + sd->sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで + aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if( sd->sc_data[i=SC_SPEEDPOTION3].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || + sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション + aspd_rate -= sd->sc_data[i].val2; + if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) //ウィンドウォ?ク暫ヘLv*2%減算 + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い? + sd->speed -= sd->speed *25/100; + if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い + sd->speed = 2*DEFAULT_WALK_SPEED; + + // HIT/FLEE?化系 + if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 + sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 + +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; + sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; + } + if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング + sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 + +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; + if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル + sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; + } + if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗? + sd->hit -= sd->hit*25/100; + sd->flee -= sd->flee*25/100; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォ?ク + sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; + if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ + sd->flee -= sd->flee*50/100; + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); + if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレ?ション + sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); + + // 耐性 + if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジ?クフリ?ド + sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 + sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 + } + if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス + sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? 聖?性 + sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // ? ?魔 + } + + // その他 + if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 + sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) + +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュ?ジ + sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; + if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + } + if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サ?ビスフォ?ユ? + sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3)/100; + if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 + +sd->sc_data[SC_SERVICE4U].val3); + if(sd->dsprate<0)sd->dsprate=0; + } + + if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス + sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 + +sd->sc_data[SC_FORTUNE].val3)*10; + + if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 + if(s_class.job==23) + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; + else + sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; + } + + if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 + sd->def = 90; + sd->mdef = 90; + aspd_rate += 25; + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); + // removed as of 12/14's patch [celest] + //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if(sd->sc_data[SC_ENCPOISON].timer != -1) + sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; + + if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 + sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); + //sd->speed*=4; + sd->nhealsp = 0; + sd->nshealsp = 0; + sd->nsshealsp = 0; + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + + if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?サイト + sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; + +/* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting + if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(?性はbattle.cで) + sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting + */ + if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] + sd->def = sd->def2 = 0; + sd->mdef = sd->mdef2 = 0; + sd->flee -= sd->flee*50/100; + aspd_rate -= 30; + //sd->base_atk *= 3; + } + if(sd->sc_data[SC_KEEPING].timer!=-1) + sd->def = 100; + if(sd->sc_data[SC_BARRIER].timer!=-1) + sd->mdef = 100; + + if(sd->sc_data[SC_JOINTBEAT].timer!=-1) { // Random break [DracoRPG] + switch(sd->sc_data[SC_JOINTBEAT].val2) { + case 1: //Ankle break + sd->speed_rate += 50; + break; + case 2: //Wrist break + sd->aspd_rate += 25; + break; + case 3: //Knee break + sd->speed_rate += 30; + sd->aspd_rate += 10; + break; + case 4: //Shoulder break + sd->def2 -= sd->def2*50/100; + break; + case 5: //Waist break + sd->def2 -= sd->def2*50/100; + sd->base_atk -= sd->base_atk*25/100; + break; + } + } + + if(sd->sc_data[SC_GOSPEL].timer!=-1) { + if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){ + switch (sd->sc_data[SC_GOSPEL].val3) + { + case 4: + sd->status.max_hp += sd->status.max_hp * 25 / 100; + if(sd->status.max_hp > battle_config.max_hp) + sd->status.max_hp = battle_config.max_hp; + break; + case 5: + sd->status.max_sp += sd->status.max_sp * 25 / 100; + if(sd->status.max_sp > battle_config.max_sp) + sd->status.max_sp = battle_config.max_sp; + break; + case 11: + sd->def += sd->def * 25 / 100; + sd->def2 += sd->def2 * 25 / 100; + break; + case 12: + sd->base_atk += sd->base_atk * 8 / 100; + break; + case 13: + sd->flee += sd->flee * 5 / 100; + break; + case 14: + sd->hit += sd->hit * 5 / 100; + break; + } + } else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){ + switch (sd->sc_data[SC_GOSPEL].val3) + { + case 5: + sd->def = 0; + sd->def2 = 0; + break; + case 6: + sd->base_atk = 0; + sd->watk = 0; + sd->watk2 = 0; + break; + case 7: + sd->flee = 0; + break; + case 8: + sd->speed_rate += 75; + aspd_rate += 75; + break; + } + } + } + } + + if (sd->speed_rate <= 0) + sd->speed_rate = 1; + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + if(aspd_rate != 100) + sd->aspd = sd->aspd*aspd_rate/100; + if(pc_isriding(sd)) // 騎兵修練 + sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; + if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; + sd->amotion = sd->aspd; + sd->dmotion = 800-sd->paramc[1]*4; + if(sd->dmotion<400) + sd->dmotion = 400; + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(sd->status.hp>sd->status.max_hp) + sd->status.hp=sd->status.max_hp; + if(sd->status.sp>sd->status.max_sp) + sd->status.sp=sd->status.max_sp; + + if(first&4) + return 0; + if(first&3) { + clif_updatestatus(sd,SP_SPEED); + clif_updatestatus(sd,SP_MAXHP); + clif_updatestatus(sd,SP_MAXSP); + if(first&1) { + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + } + return 0; + } + + if(b_class != sd->view_class) { + clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); +#if PACKETVER < 4 + clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); +#else + clif_changelook(&sd->bl,LOOK_WEAPON,0); +#endif + } + + if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) + clif_skillinfoblock(sd); // スキル送信 + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + if(b_weight != sd->weight) + clif_updatestatus(sd,SP_WEIGHT); + if(b_max_weight != sd->max_weight) { + clif_updatestatus(sd,SP_MAXWEIGHT); + pc_checkweighticon(sd); + } + for(i=0;i<6;i++) + if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) + clif_updatestatus(sd,SP_STR+i); + if(b_hit != sd->hit) + clif_updatestatus(sd,SP_HIT); + if(b_flee != sd->flee) + clif_updatestatus(sd,SP_FLEE1); + if(b_aspd != sd->aspd) + clif_updatestatus(sd,SP_ASPD); + if(b_watk != sd->watk || b_base_atk != sd->base_atk) + clif_updatestatus(sd,SP_ATK1); + if(b_def != sd->def) + clif_updatestatus(sd,SP_DEF1); + if(b_watk2 != sd->watk2) + clif_updatestatus(sd,SP_ATK2); + if(b_def2 != sd->def2) + clif_updatestatus(sd,SP_DEF2); + if(b_flee2 != sd->flee2) + clif_updatestatus(sd,SP_FLEE2); + if(b_critical != sd->critical) + clif_updatestatus(sd,SP_CRITICAL); + if(b_matk1 != sd->matk1) + clif_updatestatus(sd,SP_MATK1); + if(b_matk2 != sd->matk2) + clif_updatestatus(sd,SP_MATK2); + if(b_mdef != sd->mdef) + clif_updatestatus(sd,SP_MDEF1); + if(b_mdef2 != sd->mdef2) + clif_updatestatus(sd,SP_MDEF2); + if(b_attackrange != sd->attackrange) + clif_updatestatus(sd,SP_ATTACKRANGE); + if(b_max_hp != sd->status.max_hp) + clif_updatestatus(sd,SP_MAXHP); + if(b_max_sp != sd->status.max_sp) + clif_updatestatus(sd,SP_MAXSP); + if(b_hp != sd->status.hp) + clif_updatestatus(sd,SP_HP); + if(b_sp != sd->status.sp) + clif_updatestatus(sd,SP_SP); + +/* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || + before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) + clif_updatestatus(sd,SP_CARTINFO);*/ + + //if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && + if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 && + (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) + // オ?トバ?サ?ク?動 + status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); + + return 0; +} + +/*========================================== + * For quick calculating [Celest] + *------------------------------------------ + */ +int status_calc_speed (struct map_session_data *sd) +{ + int b_speed, skill; + struct pc_base_job s_class; + + nullpo_retr(0, sd); + + s_class = pc_calc_base_job(sd->status.class_); + + b_speed = sd->speed; + sd->speed = DEFAULT_WALK_SPEED ; + + if(sd->sc_count){ + if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加 + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_DECREASEAGI].timer!=-1) { + sd->speed = sd->speed *125/100; + } + if(sd->sc_data[SC_CLOAKING].timer!=-1) { + sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; + } + if(sd->sc_data[SC_CHASEWALK].timer!=-1) { + sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; + } + if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ + sd->speed = sd->speed*3/2; + } + if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) { + sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; + } + if(sd->sc_data[SC_CARTBOOST].timer!=-1) { + sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; + } + if(sd->sc_data[SC_BERSERK].timer!=-1) { + sd->speed -= sd->speed *25/100; + } + if(sd->sc_data[SC_WEDDING].timer!=-1) { + sd->speed = 2*DEFAULT_WALK_SPEED; + } + if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ + sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; + } + if(sd->sc_data[SC_STEELBODY].timer!=-1){ + sd->speed = (sd->speed * 125) / 100; + } + if(sd->sc_data[SC_DEFENDER].timer != -1) { + // removed as of 12/14's patch [celest] + //sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; + } + if( sd->sc_data[SC_DANCING].timer!=-1 ){ + sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON))); + } + if(sd->sc_data[SC_CURSE].timer!=-1) + sd->speed += 450; + if(sd->sc_data[SC_SLOWDOWN].timer!=-1) + sd->speed = sd->speed*150/100; + if(sd->sc_data[SC_SPEEDUP0].timer!=-1) + sd->speed -= sd->speed*25/100; + } + + if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) + sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); + if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) + sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); + else if (pc_isriding(sd)) { + sd->speed -= (0.25 * DEFAULT_WALK_SPEED); + } + if((skill=pc_checkskill(sd,TF_MISS))>0) + if(s_class.job==12) + sd->speed -= sd->speed *(skill*1.5)/100; + + if(sd->speed_rate != 100) + sd->speed = sd->speed*sd->speed_rate/100; + if(sd->speed < 1) sd->speed = 1; + + if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + } + + if(b_speed != sd->speed) + clif_updatestatus(sd,SP_SPEED); + + return 0; +} + +/*========================================== + * 対象のClassを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_class(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class_; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.class_; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->class_; + else + return 0; +} +/*========================================== + * 対象の方向を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_dir(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->dir; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->dir; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->dir; + else + return 0; +} +/*========================================== + * 対象のレベルを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_lv(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->level; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.base_level; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return ((struct pet_data *)bl)->msd->pet.level; + else + return 0; +} + +/*========================================== + * 対象の射程を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_range(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].range; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->attackrange; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].range; + else + return 0; +} +/*========================================== + * 対象のHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->hp; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.hp; + else + return 1; +} +/*========================================== + * 対象のMHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_max_hp(struct block_list *bl) +{ + nullpo_retr(1, bl); + + if(bl->type==BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->status.max_hp; + else { + struct status_change *sc_data; + int max_hp = 1; + + if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(1, md = (struct mob_data *)bl); + max_hp = mob_db[md->class_].max_hp; + + if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] + max_hp += (md->level - mob_db[md->class_].lv) * status_get_vit(bl); + + if(mob_db[md->class_].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + else if(bl->type == BL_PET) { + struct pet_data *pd; + nullpo_retr(1, pd = (struct pet_data*)bl); + max_hp = mob_db[pd->class_].max_hp; + + if(mob_db[pd->class_].mexp > 0) { + if(battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate)/100; + } + else { + if(battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate)/100; + } + } + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_APPLEIDUN].timer != -1) + max_hp += ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) + + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp)/100; + if(sc_data[SC_GOSPEL].timer != -1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 4) + max_hp += max_hp * 25 / 100; + } + if(max_hp < 1) max_hp = 1; + return max_hp; + } + return 1; +} +/*========================================== + * 対象のStrを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_str(struct block_list *bl) +{ + int str = 0; + nullpo_retr(0, bl); + + if (bl->type == BL_PC && ((struct map_session_data *)bl)) + return ((struct map_session_data *)bl)->paramc[0]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + + if(bl->type == BL_MOB && ((struct mob_data *)bl)) { + str = mob_db[((struct mob_data *)bl)->class_].str; + if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] + str += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && ((struct pet_data *)bl)) + str = mob_db[((struct pet_data *)bl)->class_].str; + + if(sc_data) { + if(sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1) + str += 4; + if( sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) + str >>= 1; // 悪 魔/不死 + else str += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + str += 5; + } + } + if(str < 0) str = 0; + return str; +} +/*========================================== + * 対象のAgiを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ + +int status_get_agi(struct block_list *bl) +{ + int agi=0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[1]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + agi = mob_db[((struct mob_data *)bl)->class_].agi; + if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] + agi += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + agi = mob_db[((struct pet_data *)bl)->class_].agi; + + if(sc_data) { + if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 速度増加(PCはpc.cで) + agi += 2 + sc_data[SC_INCREASEAGI].val1; + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) + agi += agi * (2 + sc_data[SC_CONCENTRATE].val1)/100; + if(sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少 + agi -= 2 + sc_data[SC_DECREASEAGI].val1; + if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア + //agi >>= 1; + //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; + //agi -= agib > 50 ? 50 : agib; + agi -= sc_data[SC_QUAGMIRE].val1*10; + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + agi += 5; + } + } + if(agi < 0) agi = 0; + return agi; +} +/*========================================== + * 対象のVitを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_vit(struct block_list *bl) +{ + int vit = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[2]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + vit = mob_db[((struct mob_data *)bl)->class_].vit; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + vit += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + vit = mob_db[((struct pet_data *)bl)->class_].vit; + if(sc_data) { + if(sc_data[SC_STRIPARMOR].timer != -1) + vit = vit*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + vit += 5; + } + } + if(vit < 0) vit = 0; + return vit; +} +/*========================================== + * 対象のIntを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_int(struct block_list *bl) +{ + int int_=0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[3]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl){ + int_ = mob_db[((struct mob_data *)bl)->class_].int_; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + int_ += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + int_ = mob_db[((struct pet_data *)bl)->class_].int_; + + if(sc_data) { + if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) + int_ >>= 1; // 悪 魔/不死 + else + int_ += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_STRIPHELM].timer != -1) + int_ = int_*60/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + int_ += 5; + } + } + if(int_ < 0) int_ = 0; + return int_; +} +/*========================================== + * 対象のDexを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_dex(struct block_list *bl) +{ + int dex = 0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[4]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + dex = mob_db[((struct mob_data *)bl)->class_].dex; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + dex += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + dex = mob_db[((struct pet_data *)bl)->class_].dex; + + if(sc_data) { + if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1) + dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100; + if(sc_data[SC_BLESSING].timer != -1){ // ブレッシング + int race = status_get_race(bl); + if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6 ) + dex >>= 1; // 悪 魔/不死 + else dex += sc_data[SC_BLESSING].val1; // その他 + } + if(sc_data[SC_QUAGMIRE].timer!=-1) { // クァグマイア + // dex >>= 1; + //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; + //dex -= dexb > 50 ? 50 : dexb; + dex -= sc_data[SC_QUAGMIRE].val1*10; + } + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + dex += 5; + } + } + if(dex < 0) dex = 0; + return dex; +} +/*========================================== + * 対象のLukを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_luk(struct block_list *bl) +{ + int luk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->paramc[5]; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB && (struct mob_data *)bl) { + luk = mob_db[((struct mob_data *)bl)->class_].luk; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + luk += ((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type == BL_PET && (struct pet_data *)bl) + luk = mob_db[((struct pet_data *)bl)->class_].luk; + if(sc_data) { + if(sc_data[SC_GLORIA].timer!=-1) // グロリア(PCはpc.cで) + luk += 30; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + luk += 5; + if(sc_data[SC_CURSE].timer!=-1) // 呪い + luk = 0; + } + } + 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 && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->flee; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + flee = status_get_agi(bl) + status_get_lv(bl); + + if(sc_data){ + if(sc_data[SC_WHISTLE].timer!=-1) + flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3>>16))/100; + if(sc_data[SC_BLIND].timer!=-1) + flee -= flee*25/100; + if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク + flee += flee*(sc_data[SC_WINDWALK].val2)/100; + if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ + flee -= flee*50/100; + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 13) + flee += flee*5/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 7) + flee = 0; + } + } + } + if(flee < 1) flee = 1; + return flee; +} +/*========================================== + * 対象のHitを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_hit(struct block_list *bl) +{ + int hit = 1; + nullpo_retr(1, bl); + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->hit; + else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + hit = status_get_dex(bl) + status_get_lv(bl); + + if(sc_data) { + if(sc_data[SC_HUMMING].timer!=-1) // + hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2 + +sc_data[SC_HUMMING].val3)/100; + if(sc_data[SC_BLIND].timer!=-1) // 呪い + hit -= hit*25/100; + if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト + hit += 3*(sc_data[SC_TRUESIGHT].val1); + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100; + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 14) + hit += hit*5/100; + } + } + if(hit < 1) hit = 1; + return hit; +} +/*========================================== + * 対象の完全回避を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_flee2(struct block_list *bl) +{ + int flee2 = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl){ + return ((struct map_session_data *)bl)->flee2; + } else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + flee2 = status_get_luk(bl)+1; + + if(sc_data) { + if(sc_data[SC_WHISTLE].timer!=-1) + flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2 + +(sc_data[SC_WHISTLE].val3&0xffff))*10; + } + } + if(flee2 < 1) flee2 = 1; + return flee2; +} +/*========================================== + * 対象のクリティカルを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_critical(struct block_list *bl) +{ + int critical = 1; + nullpo_retr(1, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl){ + return ((struct map_session_data *)bl)->critical; + } else { + struct status_change *sc_data; + sc_data = status_get_sc_data(bl); + critical = status_get_luk(bl)*3 + 1; + + if(sc_data) { + if(sc_data[SC_FORTUNE].timer!=-1) + critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2 + + sc_data[SC_FORTUNE].val3)*10; + if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) + critical += sc_data[SC_EXPLOSIONSPIRITS].val2; + if(sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト + critical += critical*sc_data[SC_TRUESIGHT].val1/100; + } + } + if(critical < 1) critical = 1; + return critical; +} +/*========================================== + * base_atkの取得 + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_baseatk(struct block_list *bl) +{ + int batk = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) { + batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk + if (((struct map_session_data *)bl)->status.weapon < 16) + batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; + } else { //それ以外なら + struct status_change *sc_data; + int str,dstr; + str = status_get_str(bl); //STR + dstr = str/10; + batk = dstr*dstr + str; //base_atkを計算する + sc_data = status_get_sc_data(bl); + + if(sc_data) { //状態異常あり + if(sc_data[SC_PROVOKE].timer!=-1) //PCでプロボック(SM_PROVOKE)状態 + batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加 + if(sc_data[SC_CURSE].timer!=-1) //呪われていたら + batk -= batk*25/100; //base_atkが25%減少 + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + } + if(batk < 1) batk = 1; //base_atkは最低でも1 + return batk; +} +/*========================================== + * 対象のAtkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk(struct block_list *bl) +{ + int atk = 0; + nullpo_retr(0, bl); + + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk; + else { + struct status_change *sc_data; + sc_data=status_get_sc_data(bl); + + if(bl->type == BL_MOB && (struct mob_data *)bl) + atk = mob_db[((struct mob_data*)bl)->class_].atk1; + else if(bl->type == BL_PET && (struct pet_data *)bl) + atk = mob_db[((struct pet_data*)bl)->class_].atk1; + + if(sc_data) { + if(sc_data[SC_PROVOKE].timer!=-1) + atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100; + if(sc_data[SC_CURSE].timer!=-1) + atk -= atk*25/100; + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 12) + atk += atk*8/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 6) + atk = 0; + } + } + } + if(atk < 0) atk = 0; + return atk; +} +/*========================================== + * 対象の左手Atkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk_(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + int atk=((struct map_session_data*)bl)->watk_; + return atk; + } + else + return 0; +} +/*========================================== + * 対象のAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk2; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int atk2=0; + if(bl->type==BL_MOB && (struct mob_data *)bl) + atk2 = mob_db[((struct mob_data*)bl)->class_].atk2; + else if(bl->type==BL_PET && (struct pet_data *)bl) + atk2 = mob_db[((struct pet_data*)bl)->class_].atk2; + if(sc_data) { + if( sc_data[SC_IMPOSITIO].timer!=-1) + atk2 += sc_data[SC_IMPOSITIO].val1*5; + if( sc_data[SC_PROVOKE].timer!=-1 ) + atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100; + if( sc_data[SC_CURSE].timer!=-1 ) + atk2 -= atk2*25/100; + if(sc_data[SC_DRUMBATTLE].timer!=-1) + atk2 += sc_data[SC_DRUMBATTLE].val2; + if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 ) + atk2 += sc_data[SC_NIBELUNGEN].val3; + if(sc_data[SC_STRIPWEAPON].timer!=-1) + atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100; + if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション + atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100; + } + if(atk2 < 0) atk2 = 0; + return atk2; + } + return 0; +} +/*========================================== + * 対象の左手Atk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_atk_2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->watk_2; + else + return 0; +} +/*========================================== + * 対象のMAtk1を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_matk1(struct block_list *bl) +{ + int matk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk1; + else { + struct status_change *sc_data; + int int_ = status_get_int(bl); + matk = int_+(int_/5)*(int_/5); + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + } + } + 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) +{ + int matk = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->matk2; + else { + struct status_change *sc_data = status_get_sc_data(bl); + int int_ = status_get_int(bl); + matk = int_+(int_/7)*(int_/7); + + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100; + } + } + 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 status_change *sc_data; + int def=0,skilltimer=-1,skillid=0; + + nullpo_retr(0, bl); + sc_data=status_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl){ + def = ((struct map_session_data *)bl)->def; + skilltimer = ((struct map_session_data *)bl)->skilltimer; + skillid = ((struct map_session_data *)bl)->skillid; + } + else if(bl->type==BL_MOB && (struct mob_data *)bl) { + def = mob_db[((struct mob_data *)bl)->class_].def; + skilltimer = ((struct mob_data *)bl)->skilltimer; + skillid = ((struct mob_data *)bl)->skillid; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + def = mob_db[((struct pet_data *)bl)->class_].def; + + if(def < 1000000) { + if(sc_data) { + //凍結、石化時は右シフト + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + def >>= 1; + + if (bl->type != BL_PC) { + //キーピング時はDEF100 + if( sc_data[SC_KEEPING].timer!=-1) + def = 100; + //プロボック時は減算 + if( sc_data[SC_PROVOKE].timer!=-1) + def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + //戦太鼓の響き時は加算 + if( sc_data[SC_DRUMBATTLE].timer!=-1) + def += sc_data[SC_DRUMBATTLE].val3; + //毒にかかっている時は減算 + if(sc_data[SC_POISON].timer!=-1) + def = def*75/100; + //ストリップシールド時は減算 + if(sc_data[SC_STRIPSHIELD].timer!=-1) + def = def*sc_data[SC_STRIPSHIELD].val2/100; + //シグナムクルシス時は減算 + if(sc_data[SC_SIGNUMCRUCIS].timer!=-1) + def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100; + //永遠の混沌時はDEF0になる + if(sc_data[SC_ETERNALCHAOS].timer!=-1) + def = 0; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1) + def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 11) + def += def*25/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 5) + def = 0; + } + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 4) + def -= def*50/100; + else if (sc_data[SC_JOINTBEAT].val2 == 5) + def -= def*25/100; + } + } + } + //詠唱中は詠唱時減算率に基づいて減算 + if(skilltimer != -1) { + int def_rate = skill_get_castdef(skillid); + if(def_rate != 0) + def = (def * (100 - def_rate))/100; + } + } + if(def < 0) def = 0; + return def; +} +/*========================================== + * 対象のMDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_mdef(struct block_list *bl) +{ + struct status_change *sc_data; + int mdef=0; + + nullpo_retr(0, bl); + sc_data=status_get_sc_data(bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + mdef = ((struct map_session_data *)bl)->mdef; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + mdef = mob_db[((struct mob_data *)bl)->class_].mdef; + else if(bl->type==BL_PET && (struct pet_data *)bl) + mdef = mob_db[((struct pet_data *)bl)->class_].mdef; + + if(mdef < 1000000) { + if(sc_data) { + //バリアー状態時はMDEF100 + if(sc_data[SC_BARRIER].timer != -1) + mdef = 100; + //凍結、石化時は1.25倍 + if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)) + mdef = mdef*125/100; + if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC) + mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100; + } + } + if(mdef < 0) mdef = 0; + return mdef; +} +/*========================================== + * 対象のDef2を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int status_get_def2(struct block_list *bl) +{ + int def2 = 1; + nullpo_retr(1, bl); + + if(bl->type==BL_PC) + return ((struct map_session_data *)bl)->def2; + else { + struct status_change *sc_data; + + if(bl->type==BL_MOB) + def2 = mob_db[((struct mob_data *)bl)->class_].vit; + else if(bl->type==BL_PET) + def2 = mob_db[((struct pet_data *)bl)->class_].vit; + + sc_data = status_get_sc_data(bl); + if(sc_data) { + if(sc_data[SC_ANGELUS].timer != -1) + def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100; + if(sc_data[SC_PROVOKE].timer!=-1) + def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100; + if(sc_data[SC_POISON].timer!=-1) + def2 = def2*75/100; + //コンセントレーション時は減算 + if( sc_data[SC_CONCENTRATION].timer!=-1) + def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100; + + if(sc_data[SC_GOSPEL].timer!=-1) { + if (sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 11) + def2 += def2*25/100; + else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 5) + def2 = 0; + } + } + } + if(def2 < 1) def2 = 1; + return def2; +} +/*========================================== + * 対象のMDef2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int status_get_mdef2(struct block_list *bl) +{ + int mdef2 = 0; + nullpo_retr(0, bl); + + if(bl->type == BL_PC) + return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); + else { + struct status_change *sc_data = status_get_sc_data(bl); + if(bl->type == BL_MOB) + mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1); + else if(bl->type == BL_PET) + mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1); + if(sc_data) { + if(sc_data[SC_MINDBREAKER].timer!=-1) + mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100; + } + } + if(mdef2 < 0) mdef2 = 0; + return mdef2; +} +/*========================================== + * 対象のSpeed(移動速度)を返す(汎用) + * 戻りは整数で1以上 + * Speedは小さいほうが移動速度が速い + *------------------------------------------ + */ +int status_get_speed(struct block_list *bl) +{ + nullpo_retr(1000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->speed; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int speed = 1000; + if(bl->type==BL_MOB && (struct mob_data *)bl) { + speed = ((struct mob_data *)bl)->speed; + if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] + speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + speed = ((struct pet_data *)bl)->msd->petDB->speed; + + if(sc_data) { + //速度増加時は25%減算 + if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1) + speed -= speed*25/100; + //速度減少時は25%加算 + if(sc_data[SC_DECREASEAGI].timer!=-1) + speed = speed*125/100; + //クァグマイア時は50%加算 + if(sc_data[SC_QUAGMIRE].timer!=-1) + speed = speed*3/2; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) + speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100; + //金剛時は25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) + speed = speed*125/100; + //ディフェンダー時は加算 + // removed as of 12/14's patch [celest] + /*if(sc_data[SC_DEFENDER].timer!=-1) + speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/ + //踊り状態は4倍遅い + if(sc_data[SC_DANCING].timer!=-1 ) + speed *= 6; + //呪い時は450加算 + if(sc_data[SC_CURSE].timer!=-1) + speed = speed + 450; + //ウィンドウォーク時はLv*2%減算 + if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1) + speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100; + if(sc_data[SC_SLOWDOWN].timer!=-1) + speed = speed*150/100; + if(sc_data[SC_SPEEDUP0].timer!=-1) + speed -= speed*25/100; + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 8) + speed = speed*125/100; + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 1) + speed = speed*150/100; + else if (sc_data[SC_JOINTBEAT].val2 == 3) + speed = speed*130/100; + } + } + if(speed < 1) speed = 1; + return speed; + } + + return 1000; +} +/*========================================== + * 対象のaDelay(攻撃時ディレイ)を返す(汎用) + * aDelayは小さいほうが攻撃速度が速い + *------------------------------------------ + */ +int status_get_adelay(struct block_list *bl) +{ + nullpo_retr(4000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return (((struct map_session_data *)bl)->aspd<<1); + else { + struct status_change *sc_data=status_get_sc_data(bl); + int adelay=4000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + adelay = mob_db[((struct mob_data *)bl)->class_].adelay; + else if(bl->type==BL_PET && (struct pet_data *)bl) + adelay = mob_db[((struct pet_data *)bl)->class_].adelay; + + if(sc_data) { + //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + //使用者とパーティメンバーで格差が出る設定でなければ3割減算 + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + //そうでなければ2.5割減算 + else + aspd_rate -= 25; + } + //スピアクィッケン時は減算 + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + //夕日のアサシンクロス時は減算 + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + //私を忘れないで…時は加算 + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + //金剛時25%加算 + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + //増速ポーション使用時は減算 + if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + //ディフェンダー時は加算 + if(sc_data[SC_DEFENDER].timer != -1) + adelay += (1100 - sc_data[SC_DEFENDER].val1*100); + if(sc_data[SC_GOSPEL].timer!=-1 && + sc_data[SC_GOSPEL].val4 == BCT_ENEMY && + sc_data[SC_GOSPEL].val3 == 8) + aspd_rate = aspd_rate*125/100; + if(sc_data[SC_JOINTBEAT].timer!=-1) { + if (sc_data[SC_JOINTBEAT].val2 == 2) + aspd_rate = aspd_rate*125/100; + else if (sc_data[SC_JOINTBEAT].val2 == 3) + aspd_rate = aspd_rate*110/100; + } + } + if(aspd_rate != 100) + adelay = adelay*aspd_rate/100; + if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; + return adelay; + } + return 4000; +} +int status_get_amotion(struct block_list *bl) +{ + nullpo_retr(2000, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->amotion; + else { + struct status_change *sc_data=status_get_sc_data(bl); + int amotion=2000,aspd_rate = 100,i; + if(bl->type==BL_MOB && (struct mob_data *)bl) + amotion = mob_db[((struct mob_data *)bl)->class_].amotion; + else if(bl->type==BL_PET && (struct pet_data *)bl) + amotion = mob_db[((struct pet_data *)bl)->class_].amotion; + + if(sc_data) { + if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && + sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ + if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && + sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 && + sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3; + if(sc_data[SC_DONTFORGETME].timer!=-1) // 私を忘れないで + aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16); + if(sc_data[SC_STEELBODY].timer!=-1) // 金剛 + aspd_rate += 25; + if( sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1) + aspd_rate -= sc_data[i].val2; + if(sc_data[SC_DEFENDER].timer != -1) + amotion += (550 - sc_data[SC_DEFENDER].val1*50); + } + if(aspd_rate != 100) + amotion = amotion*aspd_rate/100; + if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; + return amotion; + } + return 2000; +} +int status_get_dmotion(struct block_list *bl) +{ + int ret; + struct status_change *sc_data; + + nullpo_retr(0, bl); + sc_data = status_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl){ + ret=mob_db[((struct mob_data *)bl)->class_].dmotion; + if(battle_config.monster_damage_delay_rate != 100) + ret = ret*battle_config.monster_damage_delay_rate/400; + } + else if(bl->type==BL_PC && (struct map_session_data *)bl){ + ret=((struct map_session_data *)bl)->dmotion; + if(battle_config.pc_damage_delay_rate != 100) + ret = ret*battle_config.pc_damage_delay_rate/400; + } + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=mob_db[((struct pet_data *)bl)->class_].dmotion; + else + return 2000; + + if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) || + (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure)) + ret=0; + + return ret; +} +int status_get_element(struct block_list *bl) +{ + int ret = 20; + struct status_change *sc_data; + + nullpo_retr(ret, bl); + sc_data = status_get_sc_data(bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) // 10の位=Lv*2、1の位=属性 + ret=((struct mob_data *)bl)->def_ele; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret = mob_db[((struct pet_data *)bl)->class_].element; + + if(sc_data) { + if( sc_data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 + ret=26; + if( sc_data[SC_FREEZE].timer!=-1 ) // 凍結 + ret=21; + if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + ret=22; + } + + return ret; +} + +int status_get_attack_element(struct block_list *bl) +{ + int ret = 0; + struct status_change *sc_data=status_get_sc_data(bl); + + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + ret=0; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + ret=((struct map_session_data *)bl)->atk_ele; + else if(bl->type==BL_PET && (struct pet_data *)bl) + ret=0; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + + return ret; +} +int status_get_attack_element2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) { + int ret = ((struct map_session_data *)bl)->atk_ele_; + struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data; + + if(sc_data) { + if( sc_data[SC_FROSTWEAPON].timer!=-1) // フロストウェポン + ret=1; + if( sc_data[SC_SEISMICWEAPON].timer!=-1) // サイズミックウェポン + ret=2; + if( sc_data[SC_FLAMELAUNCHER].timer!=-1) // フレームランチャー + ret=3; + if( sc_data[SC_LIGHTNINGLOADER].timer!=-1) // ライトニングローダー + ret=4; + if( sc_data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン + ret=5; + if( sc_data[SC_ASPERSIO].timer!=-1) // アスペルシオ + ret=6; + } + return ret; + } + return 0; +} +int status_get_party_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.party_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl){ + struct mob_data *md=(struct mob_data *)bl; + if( md->master_id>0 ) + return -md->master_id; + return -md->bl.id; + } + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->party_id; + else + return 0; +} +int status_get_guild_id(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data *)bl)->status.guild_id; + else if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data *)bl)->class_; + else if(bl->type==BL_SKILL && (struct skill_unit *)bl) + return ((struct skill_unit *)bl)->group->guild_id; + else + return 0; +} +int status_get_race(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].race; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 7; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].race; + else + return 0; +} +int status_get_size(struct block_list *bl) +{ + nullpo_retr(1, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].size; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return 1; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].size; + else + return 1; +} +int status_get_mode(struct block_list *bl) +{ + nullpo_retr(0x01, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].mode; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].mode; + else + return 0x01; // とりあえず動くということで1 +} + +int status_get_mexp(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return mob_db[((struct mob_data *)bl)->class_].mexp; + else if(bl->type==BL_PET && (struct pet_data *)bl) + return mob_db[((struct pet_data *)bl)->class_].mexp; + else + return 0; +} + +// StatusChange系の所得 +struct status_change *status_get_sc_data(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return ((struct mob_data*)bl)->sc_data; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return ((struct map_session_data*)bl)->sc_data; + return NULL; +} +short *status_get_sc_count(struct block_list *bl) +{ + nullpo_retr(NULL, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->sc_count; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->sc_count; + return NULL; +} +short *status_get_opt1(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt1; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt1; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt1; + return 0; +} +short *status_get_opt2(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt2; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt2; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt2; + return 0; +} +short *status_get_opt3(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->opt3; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->opt3; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->opt3; + return 0; +} +short *status_get_option(struct block_list *bl) +{ + nullpo_retr(0, bl); + if(bl->type==BL_MOB && (struct mob_data *)bl) + return &((struct mob_data*)bl)->option; + else if(bl->type==BL_PC && (struct map_session_data *)bl) + return &((struct map_session_data*)bl)->status.option; + else if(bl->type==BL_NPC && (struct npc_data *)bl) + return &((struct npc_data*)bl)->option; + return 0; +} + +int status_get_sc_def(struct block_list *bl, int type) +{ + int sc_def; + nullpo_retr(0, bl); + + switch (type) + { + case SP_MDEF1: // mdef + sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); + break; + case SP_MDEF2: // int + sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); + break; + case SP_DEF1: // def + sc_def = 100 - (3 + status_get_def(bl) + status_get_luk(bl)/3); + break; + case SP_DEF2: // vit + sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + break; + case SP_LUK: // luck + sc_def = 100 - (3 + status_get_luk(bl)); + break; + + case SC_STONE: + case SC_FREEZE: + sc_def = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); + break; + case SC_STAN: + case SC_POISON: + case SC_SILENCE: + sc_def = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + break; + case SC_SLEEP: + case SC_CONFUSION: + case SC_BLIND: + sc_def = 100 - (3 + status_get_int(bl) + status_get_luk(bl)/3); + break; + case SC_CURSE: + sc_def = 100 - (3 + status_get_luk(bl)); + break; + + default: + sc_def = 100; + break; + } + + if(bl->type == BL_MOB && sc_def < 50) + sc_def = 50; + else if(bl->type == BL_PC) { + struct status_change* sc_data = status_get_sc_data(bl); + if (sc_data && sc_data[SC_GOSPEL].timer != -1 && + sc_data[SC_GOSPEL].val4 == BCT_PARTY && + sc_data[SC_GOSPEL].val3 == 3) + sc_def -= 25; + } + + return (sc_def < 0) ? 0 : sc_def; +} + +/*========================================== + * ステータス異常開始 + *------------------------------------------ + */ +int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag) +{ + struct map_session_data *sd = NULL; + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag; + int scdef=0; + + nullpo_retr(0, bl); + if(bl->type == BL_SKILL) + return 0; + nullpo_retr(0, sc_data=status_get_sc_data(bl)); + nullpo_retr(0, sc_count=status_get_sc_count(bl)); + nullpo_retr(0, option=status_get_option(bl)); + nullpo_retr(0, opt1=status_get_opt1(bl)); + nullpo_retr(0, opt2=status_get_opt2(bl)); + nullpo_retr(0, opt3=status_get_opt3(bl)); + + + race=status_get_race(bl); + mode=status_get_mode(bl); + elem=status_get_elem_type(bl); + undead_flag=battle_check_undead(race,elem); + + if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) + return 0; + + switch(type){ + case SC_STONE: + case SC_FREEZE: + scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3; + break; + case SC_STAN: + case SC_SILENCE: + case SC_POISON: + case SC_DPOISON: + scdef=3+status_get_vit(bl)+status_get_luk(bl)/3; + break; + case SC_SLEEP: + case SC_BLIND: + scdef=3+status_get_int(bl)+status_get_luk(bl)/3; + break; + case SC_CURSE: + scdef=3+status_get_luk(bl); + break; + +// case SC_CONFUSION: + default: + scdef=0; + } + if(scdef>=100) + return 0; + if(bl->type==BL_PC){ + sd=(struct map_session_data *)bl; + if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon))) + return 0; + + if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */ + if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){ + if(battle_config.battle_log) + printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id); + return 0; + } + } + } + else if(bl->type == BL_MOB) { + } + else { + if(battle_config.error_log) + printf("status_change_start: neither MOB nor PC !\n"); + return 0; + } + + if(type==SC_FREEZE && undead_flag && !(flag&1)) + return 0; + + if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && + sc_data[type].timer != -1 && sc_data[type].val2 && !val2) + return 0; + + if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || + type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || + (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ + /* ボスには?かない(ただしカ?ドによる?果は適用される) */ + return 0; + } + if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) + battle_stopwalking(bl,1); + + if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ + if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && + type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3 + && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] + return 0; + if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON) + return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */ + if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる + status_change_end(bl,type,-1); + } else { + (*sc_count)--; + delete_timer(sc_data[type].timer, status_change_timer); + sc_data[type].timer = -1; + } + } + + switch(type){ /* 異常の種類ごとの?理 */ + case SC_PROVOKE: /* プロボック */ + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ + break; + case SC_ENDURE: /* インデュア */ + if(tick <= 0) tick = 1000 * 60; + calc_flag = 1; // for updating mdef + val2 = 7; // [Celest] + break; + case SC_AUTOBERSERK: + { + tick = 60*1000; + if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 && + (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0)) + status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0); + } + break; + case SC_CONCENTRATE: /* 集中力向上 */ + calc_flag = 1; + break; + case SC_BLESSING: /* ブレッシング */ + { + if(bl->type == BL_PC || (!undead_flag && race != 6)) { + if(sc_data[SC_CURSE].timer!=-1 ) + status_change_end(bl,SC_CURSE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) + status_change_end(bl,SC_STONE,-1); + } + calc_flag = 1; + } + break; + case SC_ANGELUS: /* アンゼルス */ + calc_flag = 1; + break; + case SC_INCREASEAGI: /* 速度上昇 */ + calc_flag = 1; + if(sc_data[SC_DECREASEAGI].timer!=-1 ) + status_change_end(bl,SC_DECREASEAGI,-1); + // the effect will still remain [celest] +// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ +// status_change_end(bl,SC_WINDWALK,-1); + break; + case SC_DECREASEAGI: /* 速度減少 */ + if (bl->type == BL_PC) // Celest + tick>>=1; + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + break; + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + calc_flag = 1; +// val2 = 14 + val1; + val2 = 10 + val1*2; + tick = 600*1000; + clif_emotion(bl,4); + break; + case SC_SLOWPOISON: + if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1) + return 0; + break; + case SC_TWOHANDQUICKEN: /* 2HQ */ + if(sc_data[SC_DECREASEAGI].timer!=-1) + return 0; + *opt3 |= 1; + calc_flag = 1; + break; + case SC_ADRENALINE: /* アドレナリンラッシュ */ + if(sc_data[SC_DECREASEAGI].timer!=-1) + return 0; + calc_flag = 1; + break; + case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ + // Lasting time penalties have been removed on sakray as of 12/14 [celest] + //if(battle_config.party_skill_penalty && !val2) tick /= 5; + break; + case SC_OVERTHRUST: /* オ?バ?スラスト */ + *opt3 |= 2; + // Lasting time penalties have been removed on sakray as of 12/14 [celest] + //if(battle_config.party_skill_penalty && !val2) tick /= 10; + break; + case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ + if(bl->type == BL_PC) + val2 = tick; + else + tick = 5000*val1; + break; + case SC_ENCPOISON: /* エンチャントポイズン */ + calc_flag = 1; + val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ + skill_encchant_eremental_end(bl,SC_ENCPOISON); + break; + case SC_EDP: // [Celest] + val2 = val1 + 2; /* 猛毒付?確率(%) */ + calc_flag = 1; + break; + case SC_POISONREACT: /* ポイズンリアクト */ + val2=val1/2 + val1%2; // [Celest] + break; + case SC_IMPOSITIO: /* インポシティオマヌス */ + calc_flag = 1; + break; + case SC_ASPERSIO: /* アスペルシオ */ + skill_encchant_eremental_end(bl,SC_ASPERSIO); + break; + case SC_SUFFRAGIUM: /* サフラギム */ + case SC_BENEDICTIO: /* 聖? */ + case SC_MAGNIFICAT: /* マグニフィカ?ト */ + case SC_AETERNA: /* エ?テルナ */ + break; + case SC_ENERGYCOAT: /* エナジ?コ?ト */ + *opt3 |= 4; + break; + case SC_MAGICROD: + val2 = val1*20; + break; + case SC_KYRIE: /* キリエエレイソン */ + val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ + val3 = (val1 / 2 + 5); /* 回? */ +// -- moonsoul (added to undo assumptio status if target has it) + if(sc_data[SC_ASSUMPTIO].timer!=-1 ) + status_change_end(bl,SC_ASSUMPTIO,-1); + break; + case SC_MINDBREAKER: + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ + case SC_GLORIA: /* グロリア */ + calc_flag = 1; + break; + case SC_LOUD: /* ラウドボイス */ + calc_flag = 1; + break; + case SC_TRICKDEAD: /* 死んだふり */ + if (bl->type == BL_PC) { + pc_stopattack((struct map_session_data *)sd); + } + break; + case SC_QUAGMIRE: /* クァグマイア */ + calc_flag = 1; + if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ + status_change_end(bl,SC_CONCENTRATE,-1); + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_LOUD].timer!=-1 ) + status_change_end(bl,SC_LOUD,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ + status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ + status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ + status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_MAGICPOWER: + calc_flag = 1; + val2 = 1; + break; + case SC_SACRIFICE: + val2 = 5; + break; + case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */ + skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); + break; + case SC_FROSTWEAPON: /* フロストウェポン */ + skill_encchant_eremental_end(bl,SC_FROSTWEAPON); + break; + case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */ + skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); + break; + case SC_SEISMICWEAPON: /* サイズミックウェポン */ + skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); + break; + case SC_DEVOTION: /* ディボ?ション */ + calc_flag = 1; + break; + case SC_PROVIDENCE: /* プロヴィデンス */ + calc_flag = 1; + val2=val1*5; + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; + break; + case SC_STRIPWEAPON: + if (val2==0) val2=90; + break; + case SC_STRIPSHIELD: + if (val2==0) val2=85; + break; + case SC_STRIPARMOR: + case SC_STRIPHELM: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + break; + + case SC_AUTOSPELL: /* オ?トスペル */ + val4 = 5 + val1*2; + break; + + case SC_VOLCANO: + calc_flag = 1; + val3 = val1*10; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_DELUGE: + calc_flag = 1; + val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_VIOLENTGALE: + calc_flag = 1; + val3 = val1*3; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + calc_flag = 1; + val2 = 20+val1; + *opt3 |= 1; + break; + case SC_COMBO: + break; + case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ + break; + case SC_BLADESTOP: /* 白刃取り */ + if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); + *opt3 |= 32; + break; + + case SC_LULLABY: /* 子守唄 */ + val2 = 11; + break; + case SC_RICHMANKIM: + break; + case SC_ETERNALCHAOS: /* エタ?ナルカオス */ + calc_flag = 1; + break; + case SC_DRUMBATTLE: /* ?太鼓の響き */ + calc_flag = 1; + val2 = (val1+1)*25; + val3 = (val1+1)*2; + break; + case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ + calc_flag = 1; + //val2 = (val1+2)*50; + val3 = (val1+2)*25; + break; + case SC_ROKISWEIL: /* ロキの叫び */ + break; + case SC_INTOABYSS: /* 深淵の中に */ + break; + case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ + calc_flag = 1; + val2 = 55 + val1*5; + val3 = val1*10; + break; + case SC_DISSONANCE: /* 不協和音 */ + val2 = 10; + break; + case SC_WHISTLE: /* 口笛 */ + calc_flag = 1; + break; + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + calc_flag = 1; + break; + case SC_POEMBRAGI: /* ブラギの詩 */ + break; + case SC_APPLEIDUN: /* イドゥンの林檎 */ + calc_flag = 1; + break; + case SC_UGLYDANCE: /* 自分勝手なダンス */ + val2 = 10; + break; + case SC_HUMMING: /* ハミング */ + calc_flag = 1; + break; + case SC_DONTFORGETME: /* 私を忘れないで */ + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_ASSNCROS].timer!=-1 ) + status_change_end(bl,SC_ASSNCROS,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ + status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ + status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ + status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_FORTUNE: /* 幸運のキス */ + calc_flag = 1; + break; + case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ + calc_flag = 1; + break; + case SC_MOONLIT: + val2 = bl->id; + break; + case SC_DANCING: /* ダンス/演奏中 */ + calc_flag = 1; + val3= tick / 1000; + tick = 1000; + break; + + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + calc_flag = 1; + val2 = 75 + 25*val1; + *opt3 |= 8; + break; + case SC_STEELBODY: // 金剛 + calc_flag = 1; + *opt3 |= 16; + break; + case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ + break; + case SC_AUTOCOUNTER: + val3 = val4 = 0; + break; + + case SC_SPEEDPOTION0: /* ?速ポ?ション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + case SC_SPEEDPOTION3: + calc_flag = 1; + tick = 1000 * tick; + val2 = 5*(2+type-SC_SPEEDPOTION0); + break; + + /* atk & matk potions [Valaris] */ + case SC_ATKPOT: + case SC_MATKPOT: + calc_flag = 1; + tick = 1000 * tick; + break; + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + { + time_t timer; + + calc_flag = 1; + tick = 10000; + if(!val2) + val2 = time(&timer); + } + break; + case SC_NOCHAT: //チャット禁止?態 + { + time_t timer; + + if(!battle_config.muting_players) + break; + + tick = 60000; + if(!val2) + val2 = time(&timer); + updateflag = SP_MANNER; + save_flag = 1; // celest + } + break; + case SC_SELFDESTRUCTION: //自爆 + clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); + val3 = tick / 1000; + tick = 1000; + break; + + /* option1 */ + case SC_STONE: /* 石化 */ + if(!(flag&2)) { + int sc_def = status_get_mdef(bl)*200; + tick = tick - sc_def; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 5000; + val2 = 1; + break; + case SC_SLEEP: /* 睡眠 */ + if(!(flag&2)) { +// int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3); +// tick = tick * sc_def / 100; +// if(tick < 1000) tick = 1000; + tick = 30000;//睡眠はステ?タス耐性に?わらず30秒 + } + break; + case SC_FREEZE: /* 凍結 */ + if(!(flag&2)) { + int sc_def = 100 - status_get_mdef(bl); + tick = tick * sc_def / 100; + } + break; + case SC_STAN: /* スタン(val2にミリ秒セット) */ + if(!(flag&2)) { + int sc_def = status_get_sc_def_vit(bl); + tick = tick * sc_def / 100; + } + break; + + /* option2 */ + case SC_DPOISON: /* 猛毒 */ + { + int mhp = status_get_max_hp(bl); + int hp = status_get_hp(bl); + // MHP?1/4???????? + if (hp > mhp>>2) { + if(bl->type == BL_PC) { + int diff = mhp*10/100; + if (hp - diff < mhp>>2) + hp = hp - (mhp>>2); + pc_heal((struct map_session_data *)bl, -hp, 0); + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)bl; + hp -= mhp*15/100; + if (hp > mhp>>2) + md->hp = hp; + else + md->hp = mhp>>2; + } + } + } // fall through + case SC_POISON: /* 毒 */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5); + tick = tick * sc_def / 100; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 1000; + break; + case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ + if(!(flag&2)) { + int sc_def = 100 - status_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + case SC_CONFUSION: + val2 = tick; + tick = 100; + clif_emotion(bl,1); + if (sd) { + pc_stop_walking (sd, 0); + } + break; + case SC_BLIND: /* 暗? */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15; + tick = 30000 - sc_def; + } + break; + case SC_CURSE: + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - status_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + + /* option */ + case SC_HIDING: /* ハイディング */ + calc_flag = 1; + if(bl->type == BL_PC) { + val2 = tick / 1000; /* 持?時間 */ + tick = 1000; + } + break; + case SC_CHASEWALK: + case SC_CLOAKING: /* クロ?キング */ + if(bl->type == BL_PC) { + calc_flag = 1; // [Celest] + val2 = tick; + val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; + } + else + tick = 5000*val1; + break; + case SC_SIGHT: /* サイト/ルアフ */ + case SC_RUWACH: + val2 = tick/250; + tick = 10; + break; + + /* セ?フティウォ?ル、ニュ?マ */ + case SC_SAFETYWALL: case SC_PNEUMA: + tick=((struct skill_unit *)val2)->group->limit; + break; + + /* アンクル */ + case SC_ANKLE: + break; + + /* ウォ?タ?ボ?ル */ + case SC_WATERBALL: + tick=150; + if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1) + val3=5*5-1; + else + val3= (val1|1)*(val1|1)-1; + break; + + /* スキルじゃない/時間に?係しない */ + case SC_RIDING: + calc_flag = 1; + tick = 600*1000; + break; + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + tick=600*1000; + break; + + case SC_AUTOGUARD: + { + int i,t; + for(i=val2=0;i<val1;i++) { + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } + } + break; + + case SC_DEFENDER: + calc_flag = 1; + val2 = 5 + val1*15; + break; + + case SC_KEEPING: + case SC_BARRIER: + calc_flag = 1; + + case SC_HALLUCINATION: + break; + + case SC_CONCENTRATION: /* コンセントレ?ション */ + *opt3 |= 1; + calc_flag = 1; + break; + + case SC_TENSIONRELAX: /* テンションリラックス */ + calc_flag = 1; + if(bl->type == BL_PC) { + tick = 10000; + } + break; + + case SC_AURABLADE: /* オ?ラブレ?ド */ + case SC_PARRYING: /* パリイング */ +// case SC_ASSUMPTIO: /* */ + case SC_HEADCRUSH: /* ヘッドクラッシュ */ +// case SC_JOINTBEAT: /* ジョイントビ?ト */ +// case SC_MARIONETTE: /* マリオネットコントロ?ル */ + + //とりあえず手?き + break; + +// -- moonsoul (for new upper class related skill status effects) +/* + case SC_AURABLADE: + val2 = val1*10; + break; + case SC_PARRYING: + val2=val1*3; + break; + case SC_CONCENTRATION: + calc_flag=1; + val2=val1*10; + val3=val1*5; + break; + case SC_TENSIONRELAX: +// val2 = 10; +// val3 = 15; + break; + case SC_BERSERK: + calc_flag=1; + break; + case SC_ASSUMPTIO: + if(sc_data[SC_KYRIE].timer!=-1 ) + status_change_end(bl,SC_KYRIE,-1); + break;*/ + + case SC_WINDWALK: /* ウインドウォ?ク */ + calc_flag = 1; + val2 = (val1 / 2); //Flee上昇率 + break; + + case SC_JOINTBEAT: // Random break [DracoRPG] + calc_flag = 1; + val2 = rand()%6 + 1; + if (val2 == 6) status_change_start(bl,SC_BLEEDING,val1,0,0,0,skill_get_time2(type,val1),0); + break; + + case SC_BERSERK: /* バ?サ?ク */ + if(sd){ + sd->status.hp = sd->status.max_hp * 3; + sd->status.sp = 0; + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ + sd->canregen_tick = gettick() + 300000; + } + *opt3 |= 128; + tick = 10000; + calc_flag = 1; + break; + + case SC_ASSUMPTIO: /* アスムプティオ */ + if(sc_data[SC_KYRIE].timer!=-1 ) + status_change_end(bl,SC_KYRIE,-1); + break; + *opt3 |= 2048; + break; + + case SC_BASILICA: // [celest] + break; + + case SC_GOSPEL: + if (val4 == BCT_SELF) { // self effect + int i; + if (sd) { + sd->canact_tick += tick; + sd->canmove_tick += tick; + } + val2 = tick; + tick = 1000; + for (i=0; i<=26; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + for (i=58; i<=62; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + for (i=132; i<=136; i++) { + if(sc_data[i].timer!=-1) + status_change_end(bl,i,-1); + } + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: + val2 = tick; + if (!val3) + return 0; + tick = 1000; + calc_flag = 1; + *opt3 |= 1024; + break; + + case SC_MELTDOWN: /* メルトダウン */ + case SC_CARTBOOST: /* カ?トブ?スト */ + case SC_TRUESIGHT: /* トゥル?サイト */ + case SC_SPIDERWEB: /* スパイダ?ウェッブ */ + calc_flag = 1; + break; + + case SC_REJECTSWORD: /* リジェクトソ?ド */ + val2 = 3; //3回攻?を跳ね返す + break; + + case SC_MEMORIZE: /* メモライズ */ + val2 = 3; //3回詠唱を1/3にする + break; + + case SC_GRAFFITI: /* グラフィティ */ + { + struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); + if(sg) + val4 = (int)sg; + } + break; + + case SC_SPLASHER: /* ベナムスプラッシャ? */ + break; + + case SC_FOGWALL: + val2 = 75; + // calc_flag = 1; // not sure of effects yet [celest] + break; + + case SC_PRESERVE: + break; + + case SC_BLOCKSKILL: + if (!tick) tick = 60000; + if (!val3) val3 = -1; + break; + + case SC_SLOWDOWN: + case SC_SPEEDUP0: + calc_flag = 1; + break; + + case SC_REGENERATION: + val1 = 2; + case SC_BATTLEORDERS: + tick = 60000; // 1 minute + calc_flag = 1; + break; + + default: + if(battle_config.error_log) + printf("UnknownStatusChange [%d]\n", type); + return 0; + } + + if(bl->type==BL_PC && + (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS)) + clif_status_change(bl,type,1); /* アイコン表示 */ + + /* optionの?更 */ + switch(type){ + case SC_STONE: + case SC_FREEZE: + case SC_STAN: + case SC_SLEEP: + battle_stopattack(bl); /* 攻?停止 */ + skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */ + { /* 同時に掛からないステ?タス異常を解除 */ + int i; + for(i = SC_STONE; i <= SC_SLEEP; i++){ + if(sc_data[i].timer != -1){ + (*sc_count)--; + delete_timer(sc_data[i].timer, status_change_timer); + sc_data[i].timer = -1; + } + } + } + if(type == SC_STONE) + *opt1 = 6; + else + *opt1 = type - SC_STONE + 1; + opt_flag = 1; + break; + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + *opt2 |= 1<<(type-SC_POISON); + opt_flag = 1; + break; + case SC_DPOISON: // 暫定で毒のエフェクトを使用 + *opt2 |= 1; + opt_flag = 1; + break; + case SC_SIGNUMCRUCIS: + *opt2 |= 0x40; + opt_flag = 1; + break; + case SC_HIDING: + case SC_CLOAKING: + battle_stopattack(bl); /* 攻?停止 */ + *option |= ((type==SC_HIDING)?2:4); + opt_flag =1 ; + break; + case SC_CHASEWALK: + battle_stopattack(bl); /* 攻?停止 */ + *option |= 16388; + opt_flag =1 ; + break; + case SC_SIGHT: + *option |= 1; + opt_flag = 1; + break; + case SC_RUWACH: + *option |= 8192; + opt_flag = 1; + break; + case SC_WEDDING: + *option |= 4096; + opt_flag = 1; + } + + if(opt_flag) /* optionの?更 */ + clif_changeoption(bl); + + (*sc_count)++; /* ステ?タス異常の? */ + + sc_data[type].val1 = val1; + sc_data[type].val2 = val2; + sc_data[type].val3 = val3; + sc_data[type].val4 = val4; + /* タイマ?設定 */ + sc_data[type].timer = add_timer( + gettick() + tick, status_change_timer, bl->id, type); + + if(bl->type==BL_PC && calc_flag) + status_calc_pc(sd,0); /* ステ?タス再計算 */ + + if(bl->type==BL_PC && save_flag) + chrif_save(sd); // save the player status + + if(bl->type==BL_PC && updateflag) + clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ + + return 0; +} +/*========================================== + * ステータス異常全解除 + *------------------------------------------ + */ +int status_change_clear(struct block_list *bl,int type) +{ + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int i; + + nullpo_retr(0, bl); + nullpo_retr(0, sc_data = status_get_sc_data(bl)); + nullpo_retr(0, sc_count = status_get_sc_count(bl)); + nullpo_retr(0, option = status_get_option(bl)); + nullpo_retr(0, opt1 = status_get_opt1(bl)); + nullpo_retr(0, opt2 = status_get_opt2(bl)); + nullpo_retr(0, opt3 = status_get_opt3(bl)); + + if (*sc_count == 0) + return 0; + for(i = 0; i < MAX_STATUSCHANGE; i++){ + if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */ + status_change_end(bl, i, -1); + } + } + *sc_count = 0; + *opt1 = 0; + *opt2 = 0; + *opt3 = 0; + *option &= OPTION_MASK; + + if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor] + !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest] + *opt2 |= STATE_BLIND; + + if(!type || type&2) + clif_changeoption(bl); + + return 0; +} + +/*========================================== + * ステータス異常終了 + *------------------------------------------ + */ +int status_change_end( struct block_list* bl , int type,int tid ) +{ + struct status_change* sc_data; + int opt_flag=0, calc_flag = 0; + short *sc_count, *option, *opt1, *opt2, *opt3; + + nullpo_retr(0, bl); + if(bl->type!=BL_PC && bl->type!=BL_MOB) { + if(battle_config.error_log) + printf("status_change_end: neither MOB nor PC !\n"); + return 0; + } + nullpo_retr(0, sc_data = status_get_sc_data(bl)); + nullpo_retr(0, sc_count = status_get_sc_count(bl)); + nullpo_retr(0, option = status_get_option(bl)); + nullpo_retr(0, opt1 = status_get_opt1(bl)); + nullpo_retr(0, opt2 = status_get_opt2(bl)); + nullpo_retr(0, opt3 = status_get_opt3(bl)); + + if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { + + if (tid == -1) // タイマから呼ばれていないならタイマ削除をする + delete_timer(sc_data[type].timer,status_change_timer); + + /* 該?の異常を正常に?す */ + sc_data[type].timer=-1; + (*sc_count)--; + + switch(type){ /* 異常の種類ごとの?理 */ + case SC_PROVOKE: /* プロボック */ + case SC_ENDURE: // celest + case SC_CONCENTRATE: /* 集中力向上 */ + case SC_BLESSING: /* ブレッシング */ + case SC_ANGELUS: /* アンゼルス */ + case SC_INCREASEAGI: /* 速度上昇 */ + case SC_DECREASEAGI: /* 速度減少 */ + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + case SC_HIDING: + case SC_TWOHANDQUICKEN: /* 2HQ */ + case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ENCPOISON: /* エンチャントポイズン */ + case SC_IMPOSITIO: /* インポシティオマヌス */ + case SC_GLORIA: /* グロリア */ + case SC_LOUD: /* ラウドボイス */ + case SC_QUAGMIRE: /* クァグマイア */ + case SC_PROVIDENCE: /* プロヴィデンス */ + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + case SC_VOLCANO: + case SC_DELUGE: + case SC_VIOLENTGALE: + case SC_ETERNALCHAOS: /* エタ?ナルカオス */ + case SC_DRUMBATTLE: /* ?太鼓の響き */ + case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ + case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ + case SC_WHISTLE: /* 口笛 */ + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + case SC_HUMMING: /* ハミング */ + case SC_DONTFORGETME: /* 私を忘れないで */ + case SC_FORTUNE: /* 幸運のキス */ + case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + case SC_STEELBODY: // 金剛 + case SC_DEFENDER: + case SC_SPEEDPOTION0: /* ?速ポ?ション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + case SC_SPEEDPOTION3: + case SC_APPLEIDUN: /* イドゥンの林檎 */ + case SC_RIDING: + case SC_BLADESTOP_WAIT: + case SC_AURABLADE: /* オ?ラブレ?ド */ + case SC_PARRYING: /* パリイング */ + case SC_CONCENTRATION: /* コンセントレ?ション */ + case SC_TENSIONRELAX: /* テンションリラックス */ + case SC_ASSUMPTIO: /* アシャンプティオ */ + case SC_WINDWALK: /* ウインドウォ?ク */ + case SC_TRUESIGHT: /* トゥル?サイト */ + case SC_SPIDERWEB: /* スパイダ?ウェッブ */ + case SC_MAGICPOWER: /* 魔法力?幅 */ + case SC_CHASEWALK: + case SC_ATKPOT: /* attack potion [Valaris] */ + case SC_MATKPOT: /* magic attack potion [Valaris] */ + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + case SC_MELTDOWN: /* メルトダウン */ + // Celest + case SC_EDP: + case SC_SLOWDOWN: + case SC_SPEEDUP0: +/* case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES:*/ + case SC_BATTLEORDERS: + case SC_REGENERATION: + calc_flag = 1; + break; + case SC_AUTOBERSERK: + if (sc_data[SC_PROVOKE].timer != -1) + status_change_end(bl,SC_PROVOKE,-1); + break; + case SC_BERSERK: /* バ?サ?ク */ + calc_flag = 1; + clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ + break; + case SC_DEVOTION: /* ディボ?ション */ + { + struct map_session_data *md = map_id2sd(sc_data[type].val1); + sc_data[type].val1=sc_data[type].val2=0; + skill_devotion(md,bl->id); + calc_flag = 1; + } + break; + case SC_BLADESTOP: + { + struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4); + //片方が切れたので相手の白刃?態が切れてないのなら解除 + if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) + status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); + + if(sc_data[type].val2==2) + clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); + } + break; + case SC_DANCING: + { + struct map_session_data *dsd; + struct status_change *d_sc_data; + if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ + d_sc_data = dsd->sc_data; + //合奏で相手がいる場合相手のval4を0にする + if(d_sc_data && d_sc_data[type].timer!=-1) + d_sc_data[type].val4=0; + } + } + calc_flag = 1; + break; + case SC_GRAFFITI: + { + struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id + if(sg) + skill_delunitgroup(sg); + } + break; + case SC_NOCHAT: //チャット禁止?態 + { + struct map_session_data *sd=NULL; + if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ + if (sd->status.manner >= 0) // weeee ^^ [celest] + sd->status.manner = 0; + clif_updatestatus(sd,SP_MANNER); + } + } + break; + case SC_SPLASHER: /* ベナムスプラッシャ? */ + { + struct block_list *src=map_id2bl(sc_data[type].val3); + if(src && tid!=-1){ + //自分にダメ?ジ&周?3*3にダメ?ジ + skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + { + //自分のダメ?ジは0にして + struct mob_data *md=NULL; + if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) + skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + break; + /* option1 */ + case SC_FREEZE: + sc_data[type].val3 = 0; + break; + + /* option2 */ + case SC_POISON: /* 毒 */ + case SC_BLIND: /* 暗? */ + case SC_CURSE: + calc_flag = 1; + break; + + // celest + case SC_CONFUSION: + { + struct map_session_data *sd=NULL; + if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ + sd->next_walktime = -1; + } + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: /// Marionette target + { + // check for partner and end their marionette status as well + int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; + struct block_list *pbl = map_id2bl(sc_data[type].val3); + if (pbl) { + struct status_change* sc_data; + if (*status_get_sc_count(pbl) > 0 && + (sc_data = status_get_sc_data(pbl)) && + sc_data[type2].timer != -1) + status_change_end(pbl, type2, -1); + } + calc_flag = 1; + } + break; + } + + if(bl->type==BL_PC && + (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS)) + clif_status_change(bl,type,0); /* アイコン消去 */ + + switch(type){ /* 正常に?るときなにか?理が必要 */ + case SC_STONE: + case SC_FREEZE: + case SC_STAN: + case SC_SLEEP: + *opt1 = 0; + opt_flag = 1; + break; + + case SC_POISON: + if (sc_data[SC_DPOISON].timer != -1) // + break; // DPOISON用のオプション + *opt2 &= ~1; // が?用に用意された場合には + opt_flag = 1; // ここは削除する + break; // + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + *opt2 &= ~(1<<(type-SC_POISON)); + opt_flag = 1; + break; + case SC_DPOISON: + if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが + break; // 用意されたら削除 + *opt2 &= ~1; // 毒?態解除 + opt_flag = 1; + break; + case SC_SIGNUMCRUCIS: + *opt2 &= ~0x40; + opt_flag = 1; + break; + + case SC_HIDING: + case SC_CLOAKING: + *option &= ~((type == SC_HIDING) ? 2 : 4); + calc_flag = 1; // orn + opt_flag = 1 ; + break; + + case SC_CHASEWALK: + *option &= ~16388; + opt_flag = 1 ; + break; + + case SC_SIGHT: + *option &= ~1; + opt_flag = 1; + break; + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + *option &= ~4096; + opt_flag = 1; + break; + case SC_RUWACH: + *option &= ~8192; + opt_flag = 1; + break; + + //opt3 + case SC_TWOHANDQUICKEN: /* 2HQ */ + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + case SC_CONCENTRATION: /* コンセントレ?ション */ + *opt3 &= ~1; + break; + case SC_OVERTHRUST: /* オ?バ?スラスト */ + *opt3 &= ~2; + break; + case SC_ENERGYCOAT: /* エナジ?コ?ト */ + *opt3 &= ~4; + break; + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + *opt3 &= ~8; + break; + case SC_STEELBODY: // 金剛 + *opt3 &= ~16; + break; + case SC_BLADESTOP: /* 白刃取り */ + *opt3 &= ~32; + break; + case SC_BERSERK: /* バ?サ?ク */ + *opt3 &= ~128; + break; + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: + *opt3 &= ~1024; + break; + case SC_ASSUMPTIO: /* アスムプティオ */ + *opt3 &= ~2048; + break; + } + + if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor] + !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest] + *opt2 |= STATE_BLIND; + opt_flag = 1; + } + + if(opt_flag) /* optionの?更を?える */ + clif_changeoption(bl); + + if (bl->type == BL_PC && calc_flag) + status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */ + } + + return 0; +} + + +/*========================================== + * ステータス異常終了タイマー + *------------------------------------------ + */ +int status_change_timer(int tid, unsigned int tick, int id, int data) +{ + int type=data; + struct block_list *bl; + struct map_session_data *sd=NULL; + struct status_change *sc_data; + //short *sc_count; //使ってない? + + nullpo_retr(0, bl=map_id2bl(id)); + nullpo_retr(0, sc_data=status_get_sc_data(bl)); + + if(bl->type==BL_PC) + nullpo_retr(0, sd=(struct map_session_data *)bl); + + //sc_count=status_get_sc_count(bl); //使ってない? + + if(sc_data[type].timer != tid) { + if(battle_config.error_log) + printf("status_change_timer %d != %d\n",tid,sc_data[type].timer); + return 0; + } + + switch(type){ /* 特殊な?理になる場合 */ + case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ + case SC_CLOAKING: + if(sd){ + if( sd->status.sp > 0 ){ /* SP切れるまで持? */ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + sc_data[type].val2+tick, status_change_timer, bl->id, data); + return 0; + } + } + break; + + case SC_CHASEWALK: + if(sd){ + int sp = 10+sc_data[SC_CHASEWALK].val1*2; + if (map[sd->bl.m].flag.gvg) sp *= 5; + if( sd->status.sp > sp){ + sd->status.sp -= sp; // update sp cost [Celest] + clif_updatestatus(sd,SP_SP); + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + sc_data[type].val2+tick, status_change_timer, bl->id, data); + sc_data[SC_CHASEWALK].val4++; + if (sc_data[SC_CHASEWALK].val4 > 3) + sc_data[SC_CHASEWALK].val4 = 0; + status_calc_pc (sd, 0); + return 0; + } + } + break; + + case SC_HIDING: /* ハイディング */ + if(sd){ /* SPがあって、時間制限の間は持? */ + if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ + if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGHT: /* サイト */ + case SC_RUWACH: /* ルアフ */ + { + int range = 5; + if ( type == SC_SIGHT ) range = 7; + map_foreachinarea( status_change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, + bl,type,tick); + + if( (--sc_data[type].val2)>0 ){ + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 250+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + { + int race = status_get_race(bl); + if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) { + sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */ + if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ + if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ + break; + sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_WATERBALL: /* ウォ?タ?ボ?ル */ + { + struct block_list *target=map_id2bl(sc_data[type].val2); + nullpo_retb(target); + nullpo_retb(target->prev); + skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); + if((--sc_data[type].val3)>0) { + sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_ENDURE: /* インデュア */ + case SC_AUTOBERSERK: // Celest + if(sd && sd->special_state.infinite_endure) { +#ifdef TWILIGHT + sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); +#else + sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data ); +#endif + //sc_data[type].val2=1; + return 0; + } + break; + + case SC_DISSONANCE: /* 不協和音 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + struct block_list *src; + /*if(!unit || !unit->group) + break; + src=map_id2bl(unit->group->src_id); + if(!src) + break;*/ + nullpo_retb(unit); + nullpo_retb(unit->group); + nullpo_retr(0, src=map_id2bl(unit->group->src_id)); + skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); + sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, + status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_LULLABY: /* 子守唄 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + nullpo_retb(unit); + nullpo_retb(unit->group); + if(unit->group->src_id == bl->id) + break; + skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); + if (unit->group != 0) + sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, + status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_STONE: + if(sc_data[type].val2 != 0) { + short *opt1 = status_get_opt1(bl); + sc_data[type].val2 = 0; + sc_data[type].val4 = 0; + battle_stopwalking(bl,1); + if(opt1) { + *opt1 = 1; + clif_changeoption(bl); + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + return 0; + } + else if( (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) { + hp = hp/100; + if(hp < 1) hp = 1; + if(sd) + pc_heal(sd,-hp,0); + else if(bl->type == BL_MOB){ + struct mob_data *md; + if((md=((struct mob_data *)bl)) == NULL) + break; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + return 0; + } + break; + case SC_POISON: + if(sc_data[SC_SLOWPOISON].timer == -1) { + if( (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if(status_get_hp(bl) > hp>>2) { + if(bl->type == BL_PC) { + hp = 3 + hp*3/200; + pc_heal((struct map_session_data *)bl,-hp,0); + } + else if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/200; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + } + } + else + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + break; + case SC_DPOISON: + if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if (status_get_hp(bl) > hp>>2) { + if(sd) { + hp = 3 + hp/50; + pc_heal(sd, -hp, 0); + } else if (bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if ((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/100; + md->hp -= hp; + } + } + } + if (sc_data[type].val3 > 0) + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + break; + + case SC_TENSIONRELAX: /* テンションリラックス */ + if(sd){ /* SPがあって、HPが?タンでなければ?? */ + if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ +/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp -= 12; + clif_updatestatus(sd,SP_SP); + } */ + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + if(sd->status.max_hp <= sd->status.hp) + status_change_end(&sd->bl,SC_TENSIONRELAX,-1); + } + break; + case SC_HEADCRUSH: // temporary damage [celest] +// case SC_BLEEDING: + if((--sc_data[type].val3) > 0) { + int hp = status_get_max_hp(bl); + if(sd) { + hp = 3 + hp*3/200; + pc_heal(sd,-hp,0); + } + else if(bl->type == BL_MOB) { + struct mob_data *md; + nullpo_retr(0, md=(struct mob_data *)bl); + /*if((md=((struct mob_data *)bl)) == NULL) + break;*/ + hp = 3 + hp/200; + md->hp -= hp; + } + sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + } + break; + + /* 時間切れ無し?? */ + case SC_AETERNA: + case SC_TRICKDEAD: + case SC_RIDING: + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_MAGICPOWER: /* 魔法力?幅 */ + case SC_REJECTSWORD: /* リジェクトソ?ド */ + case SC_MEMORIZE: /* メモライズ */ + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + case SC_SACRIFICE: +// if(sc_data[type].timer==tid) + sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); + return 0; + + case SC_DANCING: //ダンススキルの時間SP消費 + { + int s=0; + if(sd){ + if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ + switch(sc_data[type].val1){ + case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ + case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ + case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ + case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ + case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ + case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ + s=3; + break; + case BD_LULLABY: /* 子守歌 4秒にSP1 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ + case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ + case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ + s=4; + break; + case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ + case BA_WHISTLE: /* 口笛 5秒でSP1 */ + case DC_HUMMING: /* ハミング 5秒でSP1 */ + case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ + case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ + s=5; + break; + case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ + s=6; + break; + case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ + s=10; + break; + } + if(s && ((sc_data[type].val3 % s) == 0)){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + } + break; + case SC_BERSERK: /* バ?サ?ク */ + if(sd){ /* HPが100以上なら?? */ + if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] + sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] + clif_updatestatus(sd,SP_HP); + sc_data[type].timer = add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) + if(sd){ + time_t timer; + if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので?? + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_NOCHAT: //チャット禁止?態 + if(sd && battle_config.muting_players){ + time_t timer; + if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので?? + clif_updatestatus(sd,SP_MANNER); + sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */ + 60000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + if(--sc_data[type].val3>0){ + struct mob_data *md; + if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ + md->speed -= 250; + md->next_walktime=tick; + } + sc_data[type].timer=add_timer( /* タイマ?再設定 */ + 1000+tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_SPLASHER: + if (sc_data[type].val4 % 1000 == 0) { + char timer[2]; + sprintf (timer, "%d", sc_data[type].val4/1000); + clif_message(bl, timer); + } + if((sc_data[type].val4 -= 500) > 0) { + sc_data[type].timer = add_timer( + 500 + tick, status_change_timer, + bl->id, data); + return 0; + } + break; + + case SC_MARIONETTE: /* マリオネットコントロ?ル */ + case SC_MARIONETTE2: + { + struct block_list *pbl = map_id2bl(sc_data[type].val3); + if (pbl && battle_check_range(bl, pbl, 7) && + (sc_data[type].val2 -= 1000)>0) { + sc_data[type].timer = add_timer( + 1000 + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + +/* case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + if (sd) { + sc_data[type].timer = add_timer( + 1000+tick, status_change_timer, + bl->id, data); + } + break;*/ + + // Celest + case SC_CONFUSION: + { + int i = 3000; + //struct mob_data *md; + if (sd) { + pc_randomwalk (sd, gettick()); + sd->next_walktime = tick + (i=1000 + rand()%1000); + } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) { + md->state.state=MS_WALK; + if( DIFF_TICK(md->next_walktime,tick) > + 7000 && + (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ) + md->next_walktime = tick + 3000*rand()%2000; + mob_randomwalk(md,tick); + }*/ + if ((sc_data[type].val2 -= 1000) > 0) { + sc_data[type].timer = add_timer( + i + tick, status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_GOSPEL: + { + int calc_flag = 0; + if (sc_data[type].val3 > 0) { + sc_data[type].val3 = 0; + calc_flag = 1; + } + if(sd && sc_data[type].val4 == BCT_SELF){ + int hp, sp; + hp = (sc_data[type].val1 > 5) ? 45 : 30; + sp = (sc_data[type].val1 > 5) ? 35 : 20; + if(sd->status.hp - hp > 0 && + sd->status.sp - sp > 0){ + sd->status.hp -= hp; + sd->status.sp -= sp; + clif_updatestatus(sd,SP_HP); + clif_updatestatus(sd,SP_SP); + if ((sc_data[type].val2 -= 10000) > 0) { + sc_data[type].timer = add_timer( + 10000+tick, status_change_timer, + bl->id, data); + return 0; + } + } + } else if (sd && sc_data[type].val4 == BCT_PARTY) { + int i; + switch ((i = rand() % 12)) { + case 1: // heal between 100-1000 + { + struct block_list tbl; + int heal = rand() % 900 + 100; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1); + battle_heal(NULL,bl,heal,0,0); + } + break; + case 2: // end negative status + { + int j; + for (j=0; j<4; j++) + if(sc_data[i + SC_POISON].timer!=-1) { + status_change_end(bl,j,-1); + break; + } + } + break; + case 3: // +25% resistance to negative status + case 4: // +25% max hp + case 5: // +25% max sp + case 6: // +2 to all stats + case 11: // +25% armor and vit def + case 12: // +8% atk + case 13: // +5% flee + case 14: // +5% hit + sc_data[type].val3 = i; + if (i == 6 || + (i >= 11 && i <= 14)) + calc_flag = 1; + break; + case 7: // level 5 bless + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1); + status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 ); + } + break; + case 8: // level 5 increase agility + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1); + status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 ); + } + break; + case 9: // holy element to weapon + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1); + status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 ); + } + break; + case 10: // holy element to armour + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1); + status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 ); + } + break; + default: + break; + } + } else if (sc_data[type].val4 == BCT_ENEMY) { + int i; + switch ((i = rand() % 8)) { + case 1: // damage between 300-800 + case 2: // damage between 150-550 (ignore def) + battle_damage(NULL, bl, rand() % 500,0); // temporary damage + break; + case 3: // random status effect + { + int effect[3] = { + SC_CURSE, + SC_BLIND, + SC_POISON }; + status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 ); + } + break; + case 4: // level 10 provoke + { + struct block_list tbl; + tbl.id = 0; + tbl.m = bl->m; + tbl.x = bl->x; + tbl.y = bl->y; + clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1); + status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 ); + } + break; + case 5: // 0 def + case 6: // 0 atk + case 7: // 0 flee + case 8: // -75% move speed and aspd + sc_data[type].val3 = i; + calc_flag = 1; + break; + default: + break; + } + } + if (sd && calc_flag) + status_calc_pc (sd, 0); + } + break; + } + + return status_change_end( bl,type,tid ); +} + +/*========================================== + * ステータス異常タイマー範囲処理 + *------------------------------------------ + */ +int status_change_timer_sub(struct block_list *bl, va_list ap ) +{ + struct block_list *src; + int type; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + type=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + + if(bl->type!=BL_PC && bl->type!=BL_MOB) + return 0; + + switch( type ){ + case SC_SIGHT: /* サイト */ + case SC_CONCENTRATE: + if( (*status_get_option(bl))&6 ){ + status_change_end( bl, SC_HIDING, -1); + status_change_end( bl, SC_CLOAKING, -1); + } + break; + case SC_RUWACH: /* ルアフ */ + if( (*status_get_option(bl))&6 ){ + struct status_change *sc_data = status_get_sc_data(bl); // check whether the target is hiding/cloaking [celest] + if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother + sc_data[SC_CLOAKING].timer != -1)) { + status_change_end( bl, SC_HIDING, -1); + status_change_end( bl, SC_CLOAKING, -1); + } + if(battle_check_target( src,bl, BCT_ENEMY ) > 0) + skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); + } + break; + } + return 0; +} + + +static int status_calc_sigma(void) +{ + int i,j,k; + + for(i=0;i<MAX_PC_CLASS;i++) { + memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i])); + for(k=0,j=2;j<=MAX_LEVEL;j++) { + k += hp_coefficient[i]*j + 50; + k -= k%100; + hp_sigma_val[i][j-1] = k; + } + } + return 0; +} + +int status_readdb(void) { + int i,j,k; + FILE *fp; + char line[1024],*p; + + // JOB補正?値1 + fp=fopen("db/job_db1.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db1.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[50]; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<21 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(j<21) + continue; + max_weight_base[i]=atoi(split[0]); + hp_coefficient[i]=atoi(split[1]); + hp_coefficient2[i]=atoi(split[2]); + sp_coefficient[i]=atoi(split[3]); + for(j=0;j<17;j++) + aspd_base[i][j]=atoi(split[j+4]); + i++; +// -- moonsoul (below two lines added to accommodate high numbered new class ids) + if(i==24) + i=4001; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt"); + ShowStatus(tmp_output); + + // JOBボ?ナス + memset(job_bonus,0,sizeof(job_bonus)); + fp=fopen("db/job_db2.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db2.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<MAX_LEVEL && p;j++){ + if(sscanf(p,"%d",&k)==0) + break; + job_bonus[0][i][j]=k; + job_bonus[2][i][j]=k; //養子職のボ?ナスは分からないので? + p=strchr(p,','); + if(p) p++; + } + i++; +// -- moonsoul (below two lines added to accommodate high numbered new class ids) + if(i==24) + i=4001; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt"); + ShowStatus(tmp_output); + + // JOBボ?ナス2 ?生職用 + fp=fopen("db/job_db2-2.txt","r"); + if(fp==NULL){ + printf("can't read db/job_db2-2.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<MAX_LEVEL && p;j++){ + if(sscanf(p,"%d",&k)==0) + break; + job_bonus[1][i][j]=k; + p=strchr(p,','); + if(p) p++; + } + i++; + if(i==MAX_PC_CLASS) + break; + } + fclose(fp); + sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt"); + ShowStatus(tmp_output); + + // サイズ補正テ?ブル + for(i=0;i<3;i++) + for(j=0;j<20;j++) + atkmods[i][j]=100; + fp=fopen("db/size_fix.txt","r"); + if(fp==NULL){ + printf("can't read db/size_fix.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[20]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<20 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + for(j=0;j<20 && split[j];j++) + atkmods[i][j]=atoi(split[j]); + i++; + } + fclose(fp); + sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt"); + ShowStatus(tmp_output); + + // 精?デ?タテ?ブル + for(i=0;i<5;i++){ + for(j=0;j<10;j++) + percentrefinery[i][j]=100; + refinebonus[i][0]=0; + refinebonus[i][1]=0; + refinebonus[i][2]=10; + } + fp=fopen("db/refine_db.txt","r"); + if(fp==NULL){ + printf("can't read db/refine_db.txt\n"); + return 1; + } + i=0; + while(fgets(line, sizeof(line)-1, fp)){ + char *split[16]; + if(line[0]=='/' && line[1]=='/') + continue; + if(atoi(line)<=0) + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<16 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス + refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス + refinebonus[i][2]=atoi(split[2]); // 安全精?限界 + for(j=0;j<10 && split[j];j++) + percentrefinery[i][j]=atoi(split[j+3]); + i++; + } + fclose(fp); //Lupus. close this file!!! + sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt"); + ShowStatus(tmp_output); + + return 0; +} + +/*========================================== + * スキル関係初期化処理 + *------------------------------------------ + */ +int do_init_status(void) +{ + add_timer_func_list(status_change_timer,"status_change_timer"); + status_readdb(); + status_calc_sigma(); + return 0; +} diff --git a/src/map/status.h b/src/map/status.h index 6ef1d4bb5..0a7dda382 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -1,81 +1,81 @@ -#ifndef _STATUS_H_
-#define _STATUS_H_
-
-// パラメータ所得系 battle.c より移動
-int status_get_class(struct block_list *bl);
-int status_get_dir(struct block_list *bl);
-int status_get_lv(struct block_list *bl);
-int status_get_range(struct block_list *bl);
-int status_get_hp(struct block_list *bl);
-int status_get_max_hp(struct block_list *bl);
-int status_get_str(struct block_list *bl);
-int status_get_agi(struct block_list *bl);
-int status_get_vit(struct block_list *bl);
-int status_get_int(struct block_list *bl);
-int status_get_dex(struct block_list *bl);
-int status_get_luk(struct block_list *bl);
-int status_get_hit(struct block_list *bl);
-int status_get_flee(struct block_list *bl);
-int status_get_def(struct block_list *bl);
-int status_get_mdef(struct block_list *bl);
-int status_get_flee2(struct block_list *bl);
-int status_get_def2(struct block_list *bl);
-int status_get_mdef2(struct block_list *bl);
-int status_get_baseatk(struct block_list *bl);
-int status_get_atk(struct block_list *bl);
-int status_get_atk2(struct block_list *bl);
-int status_get_speed(struct block_list *bl);
-int status_get_adelay(struct block_list *bl);
-int status_get_amotion(struct block_list *bl);
-int status_get_dmotion(struct block_list *bl);
-int status_get_element(struct block_list *bl);
-int status_get_attack_element(struct block_list *bl);
-int status_get_attack_element2(struct block_list *bl); //左手武器属性取得
-#define status_get_elem_type(bl) (status_get_element(bl)%10)
-#define status_get_elem_level(bl) (status_get_element(bl)/10/2)
-int status_get_party_id(struct block_list *bl);
-int status_get_guild_id(struct block_list *bl);
-int status_get_race(struct block_list *bl);
-int status_get_size(struct block_list *bl);
-int status_get_mode(struct block_list *bl);
-int status_get_mexp(struct block_list *bl);
-
-struct status_change *status_get_sc_data(struct block_list *bl);
-short *status_get_sc_count(struct block_list *bl);
-short *status_get_opt1(struct block_list *bl);
-short *status_get_opt2(struct block_list *bl);
-short *status_get_opt3(struct block_list *bl);
-short *status_get_option(struct block_list *bl);
-
-int status_get_matk1(struct block_list *bl);
-int status_get_matk2(struct block_list *bl);
-int status_get_critical(struct block_list *bl);
-int status_get_atk_(struct block_list *bl);
-int status_get_atk_2(struct block_list *bl);
-int status_get_atk2(struct block_list *bl);
-
-int status_get_sc_def(struct block_list *bl, int type);
-#define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1))
-#define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2))
-#define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2))
-#define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK))
-
-// 状態異常関連 skill.c より移動
-int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
-int status_change_end( struct block_list* bl , int type,int tid );
-int status_change_timer(int tid, unsigned int tick, int id, int data);
-int status_change_timer_sub(struct block_list *bl, va_list ap );
-int status_change_clear(struct block_list *bl,int type);
-
-// ステータス計算 pc.c から分離
-// pc_calcstatus
-int status_calc_pc(struct map_session_data* sd,int first);
-int status_calc_speed(struct map_session_data*); // [Celest]
-// int status_calc_skilltree(struct map_session_data *sd);
-int status_getrefinebonus(int lv,int type);
-int status_percentrefinery(struct map_session_data *sd,struct item *item);
-extern int percentrefinery[5][10];
-
-int do_init_status(void);
-
-#endif
+#ifndef _STATUS_H_ +#define _STATUS_H_ + +// パラメータ所得系 battle.c より移動 +int status_get_class(struct block_list *bl); +int status_get_dir(struct block_list *bl); +int status_get_lv(struct block_list *bl); +int status_get_range(struct block_list *bl); +int status_get_hp(struct block_list *bl); +int status_get_max_hp(struct block_list *bl); +int status_get_str(struct block_list *bl); +int status_get_agi(struct block_list *bl); +int status_get_vit(struct block_list *bl); +int status_get_int(struct block_list *bl); +int status_get_dex(struct block_list *bl); +int status_get_luk(struct block_list *bl); +int status_get_hit(struct block_list *bl); +int status_get_flee(struct block_list *bl); +int status_get_def(struct block_list *bl); +int status_get_mdef(struct block_list *bl); +int status_get_flee2(struct block_list *bl); +int status_get_def2(struct block_list *bl); +int status_get_mdef2(struct block_list *bl); +int status_get_baseatk(struct block_list *bl); +int status_get_atk(struct block_list *bl); +int status_get_atk2(struct block_list *bl); +int status_get_speed(struct block_list *bl); +int status_get_adelay(struct block_list *bl); +int status_get_amotion(struct block_list *bl); +int status_get_dmotion(struct block_list *bl); +int status_get_element(struct block_list *bl); +int status_get_attack_element(struct block_list *bl); +int status_get_attack_element2(struct block_list *bl); //左手武器属性取得 +#define status_get_elem_type(bl) (status_get_element(bl)%10) +#define status_get_elem_level(bl) (status_get_element(bl)/10/2) +int status_get_party_id(struct block_list *bl); +int status_get_guild_id(struct block_list *bl); +int status_get_race(struct block_list *bl); +int status_get_size(struct block_list *bl); +int status_get_mode(struct block_list *bl); +int status_get_mexp(struct block_list *bl); + +struct status_change *status_get_sc_data(struct block_list *bl); +short *status_get_sc_count(struct block_list *bl); +short *status_get_opt1(struct block_list *bl); +short *status_get_opt2(struct block_list *bl); +short *status_get_opt3(struct block_list *bl); +short *status_get_option(struct block_list *bl); + +int status_get_matk1(struct block_list *bl); +int status_get_matk2(struct block_list *bl); +int status_get_critical(struct block_list *bl); +int status_get_atk_(struct block_list *bl); +int status_get_atk_2(struct block_list *bl); +int status_get_atk2(struct block_list *bl); + +int status_get_sc_def(struct block_list *bl, int type); +#define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1)) +#define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2)) +#define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2)) +#define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK)) + +// 状態異常関連 skill.c より移動 +int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag); +int status_change_end( struct block_list* bl , int type,int tid ); +int status_change_timer(int tid, unsigned int tick, int id, int data); +int status_change_timer_sub(struct block_list *bl, va_list ap ); +int status_change_clear(struct block_list *bl,int type); + +// ステータス計算 pc.c から分離 +// pc_calcstatus +int status_calc_pc(struct map_session_data* sd,int first); +int status_calc_speed(struct map_session_data*); // [Celest] +// int status_calc_skilltree(struct map_session_data *sd); +int status_getrefinebonus(int lv,int type); +int status_percentrefinery(struct map_session_data *sd,struct item *item); +extern int percentrefinery[5][10]; + +int do_init_status(void); + +#endif |