summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--conf-tmpl/mapflag/noreturn.txt386
-rw-r--r--db/item_db2.txt10
-rw-r--r--npc/jobs/2-2/monk.txt3842
-rw-r--r--npc/sample/npc_test_npctimer2.txt30
-rw-r--r--src/common/buffer.h36
-rw-r--r--src/map/status.c9646
-rw-r--r--src/map/status.h162
7 files changed, 7056 insertions, 7056 deletions
diff --git a/conf-tmpl/mapflag/noreturn.txt b/conf-tmpl/mapflag/noreturn.txt
index 8ae247fa1..9d29e834c 100644
--- a/conf-tmpl/mapflag/noreturn.txt
+++ b/conf-tmpl/mapflag/noreturn.txt
@@ -1,194 +1,194 @@
-//===== eAthena Script =======================================
-//= Map flags that disable use of Butterfly wings
-//===== By: ==================================================
-//= eAthena Dev Team
-//= 1.0
-//===== Notes: ===============================================
-//= For disabling Fly wings use noteleport
-//===== Current Version: =====================================
-
-// Cities ========================
-ayo_in01.gat mapflag noreturn
-ayo_in02.gat mapflag noreturn
-alb_ship.gat mapflag noreturn
-alberta_in.gat mapflag noreturn
-aldeba_in.gat mapflag noreturn
-ama_in01.gat mapflag noreturn
-ama_in02.gat mapflag noreturn
-cmd_in01.gat mapflag noreturn
-cmd_in02.gat mapflag noreturn
-gef_tower.gat mapflag noreturn
-geffen_in.gat mapflag noreturn
-gon_test.gat mapflag noreturn
-gon_in.gat mapflag noreturn
-in_orcs01.gat mapflag noreturn
-izlude_in.gat mapflag noreturn
-jawaii_in.gat mapflag noreturn
-lou_in01.gat mapflag noreturn
-lou_in02.gat mapflag noreturn
-moc_castle.gat mapflag noreturn
-morocc_in.gat mapflag noreturn
-new_1-1.gat mapflag noreturn
-new_1-2.gat mapflag noreturn
-new_1-3.gat mapflag noreturn
-new_1-4.gat mapflag noreturn
-nif_in.gat mapflag noreturn
-payon_in01.gat mapflag noreturn
-payon_in02.gat mapflag noreturn
-payon_in03.gat mapflag noreturn
-prt_are_in.gat mapflag noreturn
-prt_are01.gat mapflag noreturn
-prt_castle.gat mapflag noreturn
-prt_church.gat mapflag noreturn
-prt_in.gat mapflag noreturn
-um_in.gat mapflag noreturn
-xmas_in.gat mapflag noreturn
-yuno_in01.gat mapflag noreturn
-yuno_in03.gat mapflag noreturn
-yuno_in04.gat mapflag noreturn
-yuno_in05.gat mapflag noreturn
-
-// Job Quests ====================
-sword_1-1.gat mapflag noreturn
-sword_2-1.gat mapflag noreturn
-sword_3-1.gat mapflag noreturn
-job_thief1.gat mapflag noreturn
-// 2-1 -----------------------
-job_hunte.gat mapflag noreturn
-job_knight.gat mapflag noreturn
-job_prist.gat mapflag noreturn
-job_wiz.gat mapflag noreturn
-in_hunter.gat mapflag noreturn
-in_moc_16.gat mapflag noreturn
-// 2-2 --------------------
-alde_alche.gat mapflag noreturn
-job_cru.gat mapflag noreturn
-job_duncer.gat mapflag noreturn
-job_monk.gat mapflag noreturn
-monk_test.gat mapflag noreturn
-monk_in.gat mapflag noreturn
-in_rogue.gat mapflag noreturn
-job_sage.gat mapflag noreturn
-
-// Special Quests Places =========
-que_god01.gat mapflag noreturn
-que_god02.gat mapflag noreturn
-
-// Guild Castles =================
-aldeg_cas01.gat mapflag noreturn
-aldeg_cas02.gat mapflag noreturn
-aldeg_cas03.gat mapflag noreturn
-aldeg_cas04.gat mapflag noreturn
-aldeg_cas05.gat mapflag noreturn
-gefg_cas01.gat mapflag noreturn
-gefg_cas02.gat mapflag noreturn
-gefg_cas03.gat mapflag noreturn
-gefg_cas04.gat mapflag noreturn
-gefg_cas05.gat mapflag noreturn
-payg_cas01.gat mapflag noreturn
-payg_cas02.gat mapflag noreturn
-payg_cas03.gat mapflag noreturn
-payg_cas04.gat mapflag noreturn
-payg_cas05.gat mapflag noreturn
-prtg_cas01.gat mapflag noreturn
-prtg_cas02.gat mapflag noreturn
-prtg_cas03.gat mapflag noreturn
-prtg_cas04.gat mapflag noreturn
-prtg_cas05.gat mapflag noreturn
-
-// GvG Arenas ===================
-guild_vs1.gat mapflag noreturn
-guild_vs2.gat mapflag noreturn
-guild_vs3.gat mapflag noreturn
-guild_vs4.gat mapflag noreturn
-guild_vs5.gat mapflag noreturn
-
-// Arenas =====================>\\
-arena_room.gat mapflag noreturn
-sec_in01.gat mapflag noreturn
-sec_in02.gat mapflag noreturn
-
-// PvP Arenas=======================
-pvp_y_room.gat mapflag noreturn
-pvp_y_1-1.gat mapflag noreturn
-pvp_y_1-2.gat mapflag noreturn
-pvp_y_1-3.gat mapflag noreturn
-pvp_y_1-4.gat mapflag noreturn
-pvp_y_1-5.gat mapflag noreturn
-pvp_y_2-1.gat mapflag noreturn
-pvp_y_2-2.gat mapflag noreturn
-pvp_y_2-3.gat mapflag noreturn
-pvp_y_2-4.gat mapflag noreturn
-pvp_y_2-5.gat mapflag noreturn
-pvp_y_3-1.gat mapflag noreturn
-pvp_y_3-2.gat mapflag noreturn
-pvp_y_3-3.gat mapflag noreturn
-pvp_y_3-4.gat mapflag noreturn
-pvp_y_3-5.gat mapflag noreturn
-pvp_y_4-1.gat mapflag noreturn
-pvp_y_4-2.gat mapflag noreturn
-pvp_y_4-3.gat mapflag noreturn
-pvp_y_4-4.gat mapflag noreturn
-pvp_y_4-5.gat mapflag noreturn
-pvp_y_5-1.gat mapflag noreturn
-pvp_y_5-2.gat mapflag noreturn
-pvp_y_5-3.gat mapflag noreturn
-pvp_y_5-4.gat mapflag noreturn
-pvp_y_5-5.gat mapflag noreturn
-pvp_y_6-1.gat mapflag noreturn
-pvp_y_6-2.gat mapflag noreturn
-pvp_y_6-3.gat mapflag noreturn
-pvp_y_6-4.gat mapflag noreturn
-pvp_y_6-5.gat mapflag noreturn
-pvp_y_7-1.gat mapflag noreturn
-pvp_y_7-2.gat mapflag noreturn
-pvp_y_7-3.gat mapflag noreturn
-pvp_y_7-4.gat mapflag noreturn
-pvp_y_7-5.gat mapflag noreturn
-pvp_y_8-1.gat mapflag noreturn
-pvp_y_8-2.gat mapflag noreturn
-pvp_y_8-3.gat mapflag noreturn
-pvp_y_8-4.gat mapflag noreturn
-pvp_y_8-5.gat mapflag noreturn
-pvp_n_room.gat mapflag noreturn
-pvp_n_1-1.gat mapflag noreturn
-pvp_n_1-2.gat mapflag noreturn
-pvp_n_1-3.gat mapflag noreturn
-pvp_n_1-4.gat mapflag noreturn
-pvp_n_1-5.gat mapflag noreturn
-pvp_n_2-1.gat mapflag noreturn
-pvp_n_2-2.gat mapflag noreturn
-pvp_n_2-3.gat mapflag noreturn
-pvp_n_2-4.gat mapflag noreturn
-pvp_n_2-5.gat mapflag noreturn
-pvp_n_3-1.gat mapflag noreturn
-pvp_n_3-2.gat mapflag noreturn
-pvp_n_3-3.gat mapflag noreturn
-pvp_n_3-4.gat mapflag noreturn
-pvp_n_3-5.gat mapflag noreturn
-pvp_n_4-1.gat mapflag noreturn
-pvp_n_4-2.gat mapflag noreturn
-pvp_n_4-3.gat mapflag noreturn
-pvp_n_4-4.gat mapflag noreturn
-pvp_n_4-5.gat mapflag noreturn
-pvp_n_5-1.gat mapflag noreturn
-pvp_n_5-2.gat mapflag noreturn
-pvp_n_5-3.gat mapflag noreturn
-pvp_n_5-4.gat mapflag noreturn
-pvp_n_5-5.gat mapflag noreturn
-pvp_n_6-1.gat mapflag noreturn
-pvp_n_6-2.gat mapflag noreturn
-pvp_n_6-3.gat mapflag noreturn
-pvp_n_6-4.gat mapflag noreturn
-pvp_n_6-5.gat mapflag noreturn
-pvp_n_7-1.gat mapflag noreturn
-pvp_n_7-2.gat mapflag noreturn
-pvp_n_7-3.gat mapflag noreturn
-pvp_n_7-4.gat mapflag noreturn
-pvp_n_7-5.gat mapflag noreturn
-pvp_n_8-1.gat mapflag noreturn
-pvp_n_8-2.gat mapflag noreturn
-pvp_n_8-3.gat mapflag noreturn
-pvp_n_8-4.gat mapflag noreturn
-pvp_n_8-5.gat mapflag noreturn
+//===== eAthena Script =======================================
+//= Map flags that disable use of Butterfly wings
+//===== By: ==================================================
+//= eAthena Dev Team
+//= 1.0
+//===== Notes: ===============================================
+//= For disabling Fly wings use noteleport
+//===== Current Version: =====================================
+
+// Cities ========================
+ayo_in01.gat mapflag noreturn
+ayo_in02.gat mapflag noreturn
+alb_ship.gat mapflag noreturn
+alberta_in.gat mapflag noreturn
+aldeba_in.gat mapflag noreturn
+ama_in01.gat mapflag noreturn
+ama_in02.gat mapflag noreturn
+cmd_in01.gat mapflag noreturn
+cmd_in02.gat mapflag noreturn
+gef_tower.gat mapflag noreturn
+geffen_in.gat mapflag noreturn
+gon_test.gat mapflag noreturn
+gon_in.gat mapflag noreturn
+in_orcs01.gat mapflag noreturn
+izlude_in.gat mapflag noreturn
+jawaii_in.gat mapflag noreturn
+lou_in01.gat mapflag noreturn
+lou_in02.gat mapflag noreturn
+moc_castle.gat mapflag noreturn
+morocc_in.gat mapflag noreturn
+new_1-1.gat mapflag noreturn
+new_1-2.gat mapflag noreturn
+new_1-3.gat mapflag noreturn
+new_1-4.gat mapflag noreturn
+nif_in.gat mapflag noreturn
+payon_in01.gat mapflag noreturn
+payon_in02.gat mapflag noreturn
+payon_in03.gat mapflag noreturn
+prt_are_in.gat mapflag noreturn
+prt_are01.gat mapflag noreturn
+prt_castle.gat mapflag noreturn
+prt_church.gat mapflag noreturn
+prt_in.gat mapflag noreturn
+um_in.gat mapflag noreturn
+xmas_in.gat mapflag noreturn
+yuno_in01.gat mapflag noreturn
+yuno_in03.gat mapflag noreturn
+yuno_in04.gat mapflag noreturn
+yuno_in05.gat mapflag noreturn
+
+// Job Quests ====================
+sword_1-1.gat mapflag noreturn
+sword_2-1.gat mapflag noreturn
+sword_3-1.gat mapflag noreturn
+job_thief1.gat mapflag noreturn
+// 2-1 -----------------------
+job_hunte.gat mapflag noreturn
+job_knight.gat mapflag noreturn
+job_prist.gat mapflag noreturn
+job_wiz.gat mapflag noreturn
+in_hunter.gat mapflag noreturn
+in_moc_16.gat mapflag noreturn
+// 2-2 --------------------
+alde_alche.gat mapflag noreturn
+job_cru.gat mapflag noreturn
+job_duncer.gat mapflag noreturn
+job_monk.gat mapflag noreturn
+monk_test.gat mapflag noreturn
+monk_in.gat mapflag noreturn
+in_rogue.gat mapflag noreturn
+job_sage.gat mapflag noreturn
+
+// Special Quests Places =========
+que_god01.gat mapflag noreturn
+que_god02.gat mapflag noreturn
+
+// Guild Castles =================
+aldeg_cas01.gat mapflag noreturn
+aldeg_cas02.gat mapflag noreturn
+aldeg_cas03.gat mapflag noreturn
+aldeg_cas04.gat mapflag noreturn
+aldeg_cas05.gat mapflag noreturn
+gefg_cas01.gat mapflag noreturn
+gefg_cas02.gat mapflag noreturn
+gefg_cas03.gat mapflag noreturn
+gefg_cas04.gat mapflag noreturn
+gefg_cas05.gat mapflag noreturn
+payg_cas01.gat mapflag noreturn
+payg_cas02.gat mapflag noreturn
+payg_cas03.gat mapflag noreturn
+payg_cas04.gat mapflag noreturn
+payg_cas05.gat mapflag noreturn
+prtg_cas01.gat mapflag noreturn
+prtg_cas02.gat mapflag noreturn
+prtg_cas03.gat mapflag noreturn
+prtg_cas04.gat mapflag noreturn
+prtg_cas05.gat mapflag noreturn
+
+// GvG Arenas ===================
+guild_vs1.gat mapflag noreturn
+guild_vs2.gat mapflag noreturn
+guild_vs3.gat mapflag noreturn
+guild_vs4.gat mapflag noreturn
+guild_vs5.gat mapflag noreturn
+
+// Arenas =====================>\\
+arena_room.gat mapflag noreturn
+sec_in01.gat mapflag noreturn
+sec_in02.gat mapflag noreturn
+
+// PvP Arenas=======================
+pvp_y_room.gat mapflag noreturn
+pvp_y_1-1.gat mapflag noreturn
+pvp_y_1-2.gat mapflag noreturn
+pvp_y_1-3.gat mapflag noreturn
+pvp_y_1-4.gat mapflag noreturn
+pvp_y_1-5.gat mapflag noreturn
+pvp_y_2-1.gat mapflag noreturn
+pvp_y_2-2.gat mapflag noreturn
+pvp_y_2-3.gat mapflag noreturn
+pvp_y_2-4.gat mapflag noreturn
+pvp_y_2-5.gat mapflag noreturn
+pvp_y_3-1.gat mapflag noreturn
+pvp_y_3-2.gat mapflag noreturn
+pvp_y_3-3.gat mapflag noreturn
+pvp_y_3-4.gat mapflag noreturn
+pvp_y_3-5.gat mapflag noreturn
+pvp_y_4-1.gat mapflag noreturn
+pvp_y_4-2.gat mapflag noreturn
+pvp_y_4-3.gat mapflag noreturn
+pvp_y_4-4.gat mapflag noreturn
+pvp_y_4-5.gat mapflag noreturn
+pvp_y_5-1.gat mapflag noreturn
+pvp_y_5-2.gat mapflag noreturn
+pvp_y_5-3.gat mapflag noreturn
+pvp_y_5-4.gat mapflag noreturn
+pvp_y_5-5.gat mapflag noreturn
+pvp_y_6-1.gat mapflag noreturn
+pvp_y_6-2.gat mapflag noreturn
+pvp_y_6-3.gat mapflag noreturn
+pvp_y_6-4.gat mapflag noreturn
+pvp_y_6-5.gat mapflag noreturn
+pvp_y_7-1.gat mapflag noreturn
+pvp_y_7-2.gat mapflag noreturn
+pvp_y_7-3.gat mapflag noreturn
+pvp_y_7-4.gat mapflag noreturn
+pvp_y_7-5.gat mapflag noreturn
+pvp_y_8-1.gat mapflag noreturn
+pvp_y_8-2.gat mapflag noreturn
+pvp_y_8-3.gat mapflag noreturn
+pvp_y_8-4.gat mapflag noreturn
+pvp_y_8-5.gat mapflag noreturn
+pvp_n_room.gat mapflag noreturn
+pvp_n_1-1.gat mapflag noreturn
+pvp_n_1-2.gat mapflag noreturn
+pvp_n_1-3.gat mapflag noreturn
+pvp_n_1-4.gat mapflag noreturn
+pvp_n_1-5.gat mapflag noreturn
+pvp_n_2-1.gat mapflag noreturn
+pvp_n_2-2.gat mapflag noreturn
+pvp_n_2-3.gat mapflag noreturn
+pvp_n_2-4.gat mapflag noreturn
+pvp_n_2-5.gat mapflag noreturn
+pvp_n_3-1.gat mapflag noreturn
+pvp_n_3-2.gat mapflag noreturn
+pvp_n_3-3.gat mapflag noreturn
+pvp_n_3-4.gat mapflag noreturn
+pvp_n_3-5.gat mapflag noreturn
+pvp_n_4-1.gat mapflag noreturn
+pvp_n_4-2.gat mapflag noreturn
+pvp_n_4-3.gat mapflag noreturn
+pvp_n_4-4.gat mapflag noreturn
+pvp_n_4-5.gat mapflag noreturn
+pvp_n_5-1.gat mapflag noreturn
+pvp_n_5-2.gat mapflag noreturn
+pvp_n_5-3.gat mapflag noreturn
+pvp_n_5-4.gat mapflag noreturn
+pvp_n_5-5.gat mapflag noreturn
+pvp_n_6-1.gat mapflag noreturn
+pvp_n_6-2.gat mapflag noreturn
+pvp_n_6-3.gat mapflag noreturn
+pvp_n_6-4.gat mapflag noreturn
+pvp_n_6-5.gat mapflag noreturn
+pvp_n_7-1.gat mapflag noreturn
+pvp_n_7-2.gat mapflag noreturn
+pvp_n_7-3.gat mapflag noreturn
+pvp_n_7-4.gat mapflag noreturn
+pvp_n_7-5.gat mapflag noreturn
+pvp_n_8-1.gat mapflag noreturn
+pvp_n_8-2.gat mapflag noreturn
+pvp_n_8-3.gat mapflag noreturn
+pvp_n_8-4.gat mapflag noreturn
+pvp_n_8-5.gat mapflag noreturn
pvp_2vs2.gat mapflag noreturn \ No newline at end of file
diff --git a/db/item_db2.txt b/db/item_db2.txt
index dbcdb4ae5..67f130811 100644
--- a/db/item_db2.txt
+++ b/db/item_db2.txt
@@ -1,6 +1,6 @@
-//ID,Name,Name,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Gender,Loc,wLV,eLV,View,{UseScript},{EquipScript}
-//Elements: 0 Nothing, 1 Water, 2 Earth ,3 Fire, 4 Wind, 5 Poison, 6 Saint, 7 Darkness, 8 Sense, 9 Immortality
-
-// Custom Items go here
-//=============================================================
+//ID,Name,Name,Type,Price,Sell,Weight,ATK,DEF,Range,Slot,Job,Gender,Loc,wLV,eLV,View,{UseScript},{EquipScript}
+//Elements: 0 Nothing, 1 Water, 2 Earth ,3 Fire, 4 Wind, 5 Poison, 6 Saint, 7 Darkness, 8 Sense, 9 Immortality
+
+// Custom Items go here
+//=============================================================
0,DEFAULT,Default,0,20,,10,,,,,0,2,0,0,,,{},{} \ No newline at end of file
diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt
index 3b7abe290..9d90732ac 100644
--- a/npc/jobs/2-2/monk.txt
+++ b/npc/jobs/2-2/monk.txt
@@ -1,1921 +1,1921 @@
-//===== eAthena Script =======================================
-//= Monk Job Quest
-//===== By: ==================================================
-//= Dino9021, Edited / Translated by Celest
-//===== Current Version: =====================================
-//= 1.1+
-//===== Compatible With: =====================================
-//= eAthena 1.0 +
-//===== Description: =========================================
-//= Monk Job Quests for Athena 2004.12.30
-//===== Additional Comments: =================================
-// 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
-// 1.1+ Edited/Translated 5% [Celest]
-//============================================================
-
-prt_monk.gat,55,249,4 script Tohobu the Guarding Monk 139,0,5,{
- mes "[Tohobu]";
- mes "Who are you?!";
- mes "How dare you enter this holy training place without my permission!!";
- next;
- mes "[Tohobu]";
- mes "Get Out!!";
- close;
-}
-prt_monk.gat,59,247,4 script Master 120,{
- if(JOB_MONK_Q == 1 ) goto Part1;
- if(JOB_MONK_Q == 2 ) goto Part2;
- if(Class == 15 || Class == 4016) goto IsMonk;
- goto L_START;
-
-IsMonk:
- mes "[Tohobu]";
- mes "Your presence is not really welcomed at the ^00FF00St. Capitolina Abbey^000000.";
- mes "However, welcome traveler, please do not disturb the Monks in training,";
- mes "Even if you are a Monk!";
- close;
-
-L_START:
- mes "[Tohobu]";
- mes "Hmmm...? What do you want from me?";
- mes "Before entering the Training Area,";
- mes "You shall have to first tell me your Name, Base Level and Job Level.";
- next;
- mes "[Tohobu]";
- mes "Come! What is your name?";
- next;
- menu "Ignore him.",-,"Tell him.",L_MENU_1;
-
- mes "[Tohobu]";
- mes "You are so impolite! Get out!";
- warp "prt_fild03.gat",357,256;
- end;
-L_MENU_1:
- mes "[Tohobu]";
- mes "So... Your name is " + strcharinfo(0) + " Right?";
- mes "...I believe it is pronounced that way.";
- mes "Let's see... Job Level is " + joblevel;
- next;
- mes "[Tohobu]";
- mes "Okay! Why have you come to see me, " + strcharinfo(0) + " ?";
- next;
- menu "I would like to see how Monks train themselves.",L_MENU_1_0,"I want to be a Monk.",L_MENU_1_1,"I would like to rest here.",L_MENU_1_2;
-
- L_MENU_1_0:
- mes "[Tohobu]";
- mes "Oh! I see.";
- mes "Okay, I hope you'll learn something from our training,";
- mes "Perhaps it might aid you in becoming a worthy Monk.";
- set JOB_MONK_Q, 1;
- close;
-
- L_MENU_1_1:
- if(Class != 4 && Class != 4005) goto IsNot4;
- if(joblevel >= 40 ) goto SkillPointChk;
- mes "[Tohobu]";
- mes "Your Job Level is not high enough to be a Monk.";
- mes "Come back when your Job Level higher then 40.";
- next;
- mes "[Tohobu]";
- mes "No need to be hasty, there is so much to learn on this world,";
- mes "Come back when you have met the requirements... Haha!";
- close;
-
- SkillPointChk:
-
- if(skillpoint == 0) goto L_GO;
- mes "[Tohobu]";
- mes "Well... It seems that you have the ability to be a Monk,";
- mes "But I believe there are skill needed you have yet to learn.";
- mes "Come back when you have learnt all the skills.";
- close;
-
- IsNot4:
- mes "[Tohobu]";
- mes "Oh! Are you kidding?";
- close;
-
- HighMonk:
- mes "[Tohobu]";
- mes "Wow! You are a High Acolyte, aren't you?";
- mes "I am sorry, but I can't let you become a Monk!";
- mes "Please seek out the Champion, that is what you should be!";
- set JOB_MONK_Q, 0;
- close;
-
- L_GO:
- if (Class == 4005) goto HighMonk;
- mes "[Tohobu]";
- mes "Well... Seems you have the ability to be a Monk.";
- mes "Very well then... Go to Wuhai the Elder, He will guide you.";
- set JOB_MONK_Q, 2;
- close;
-
- L_MENU_1_2:
- mes "[Tohobu]";
- mes "Alright, you do look tired from your travels...";
- mes "Perhaps it would be good to rest awhile.";
- mes "Go ahead and rest at the Abbey before leaving!";
- next;
- mes "[Tohobu]";
- mes "Persevering in order to gain more strength";
- mes "Is the way of life of the Monks.";
- mes "I hope that seeing our practises will";
- mes "At least bring you some inner peace.";
- close;
-Part1:
- mes "[Tohobu]";
- mes "Well? Have you changed your mind after looking around here?";
- next;
- menu "Nope.",L_MENU_1_0,"I want to be a Monk",L_MENU_1_1,"I need more rest.",L_MENU_1_2;
-
-Part2:
- mes "[Tohobu]";
- mes "Hello there! You should go to Wuhai the Elder, He will guide you.";
- mes "He is in the Monastery Hall, South East from here";
- close;
-}
-
-monk_in.gat,99,58,4 script Elder Wuhai 60,{
- if(JOB_MONK_Q == 2 ) goto L_START;
- if(JOB_MONK_Q == 3 ) goto Part1;
- if(JOB_MONK_Q == 4 ) goto Part2;
- if(JOB_MONK_Q >= 5 && JOB_MONK < 10) goto Part3;
- if(JOB_MONK_Q >= 10 && countitem(506) > 0) goto Part4;
- if(JOB_MONK_Q == 11 && countitem(506) == 0) goto Part5;
- if(Class == 15 || Class == 4016) goto Part6;
- if(Class == 4 || Class == 4005) goto Part7;
- goto IsOther;
-IsOther:
- mes "[Elder Wuhai]";
- mes "May you find God in the Mother Nature!!";
- mes "Welcome traveler, why do you seek me?";
- close;
-
-L_START:
- mes "[Elder Wuhai]";
- mes "Hmmm... You are the youth who wants to be a Monk, right?";
- next;
- menu "Yes.",L_MENU_1,"No.",-;
- mes "[Elder Wuhai]";
- mes "Hmmm...? Aren't you?";
- mes "Maybe I'm getting older, I would've guessed if so.";
- mes "Very well then... You may go, young man.";
- close;
-L_MENU_1:
- mes "[Elder Wuhai]";
- mes "Oh! So young men these days still remember us Monks...";
- mes "Welcome, my child!";
- next;
- mes "[Elder Wuhai]";
- mes "So you want to be a Monk! I'm glad to hear that!";
- mes "But first, before you can become one,";
- mes "There are a few things you need to know.";
- next;
- mes "[Elder Wuhai]";
- mes "As Monks, we undergo strict training";
- mes "While protecting world peace.";
- next;
- mes "[Elder Wuhai]";
- mes "The strength is for giving aid to the weak in need,";
- mes "And to protect them from harm.";
- next;
- mes "[Elder Wuhai]";
- mes "Last but not least, control our emotions,";
- mes "More importantly, never be too proud of yourself,";
- mes "And be blinded by success,";
- next;
- mes "[Elder Wuhai]";
- mes "It coukd be tough, even painful,";
- mes "While undergoing this process.";
- mes "Let's see if you're enduring enough,";
- mes "You cannot become a Monk if you can't even bear this.";
- next;
- mes "[Elder Wuhai]";
- mes "OKay, let's start the test to see";
- mes "If you really have the ability to become a Monk.";
- next;
- mes "[Elder Wuhai]";
- mes "Firstly, here's a small exam";
- mes "To test your will to become one of us.";
- next;
-//~ if(joblevel == 50) goto IsJOB50;
-
- set JOB_MONK_Q, 3;
- set JOB_MONK_C,rand(1,6);
-L_Collect:
- if(JOB_MONK_C == 1 ) goto L_Collect1;
- if(JOB_MONK_C == 2 ) goto L_Collect2;
- if(JOB_MONK_C == 3 ) goto L_Collect3;
- if(JOB_MONK_C == 4 ) goto L_Collect4;
- if(JOB_MONK_C == 5 ) goto L_Collect5;
- if(JOB_MONK_C == 6 ) goto L_Collect6;
-
- L_Collect1:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Tooth of Bat - 10";
- mes "Bears Footskin - 5";
- mes "Poison Spore - 20";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-
- L_Collect2:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Porcupine Quill - 5";
- mes "Cobweb - 20";
- mes "Grasshopper's Leg - 10";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-
- L_Collect3:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Stem - 30";
- mes "Jellopy - 5";
- mes "Worm Peeling -10";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-
- L_Collect4:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Sticky Mucus - 5";
- mes "Earthworm Peeling - 10";
- mes "Green Herb - 20";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-
- L_Collect5:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Yoyo Tail - 20";
- mes "Iron Ore - 5";
- mes "Blue Herb - 3";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-
- L_Collect6:
- mes "[Elder Wuhai]";
- mes "Please bring these items";
- mes "Solid Shell - 5";
- mes "Shell - 20";
- mes "Zargon - 5";
- if(@collect_tmp != 1) goto L_CollectS;
- close;
-L_CollectS:
- mes "[Elder Wuhai]";
- mes "To test your will, you will have to collect these items by yourself";
- next;
- mes "[Elder Wuhai]";
- mes "Come back to me when you have all of them.";
- mes "Now go, May God's blessings be with you.";
- close;
-
-//~IsJOB50:
-//~ mes "[Elder Wuhai]";
-//~ mes "However, I see that your Job Level is " +joblevel +" .";
-//~ mes "That could prove your ability.";
-//~ next;
-//~ mes "[Elder Wuhai]";
-//~ mes "Well done!";
-//~ mes "I think God will agree with me.";
-//~ next;
-//~ mes "[Elder Wuhai]";
-//~ mes "The next step, there is a Monk named Wutao want to see you.";
-//~ mes "He is in the Monk Grave North from here.";
-//~ set JOB_MONK_Q, 4;
-//~ close;
-
-Part1:
-//~ if(joblevel == 50) goto IsJOB50;
- if(JOB_MONK_C == 1 && countitem(913) >= 10 && countitem(948) >= 5 && countitem(7033) >= 20) goto L_CollectS2_1;
- if(JOB_MONK_C == 2 && countitem(1027) >= 5 && countitem(1025) >= 20 && countitem(940) >= 10) goto L_CollectS2_2;
- if(JOB_MONK_C == 3 && countitem(905) >= 30 && countitem(909) >= 5 && countitem(955) >= 10) goto L_CollectS2_3;
- if(JOB_MONK_C == 4 && countitem(938) >= 5 && countitem(1055) >= 10 && countitem(511) >= 20) goto L_CollectS2_4;
- if(JOB_MONK_C == 5 && countitem(942) >= 20 && countitem(1002) >= 5 && countitem(510) >= 3) goto L_CollectS2_5;
- if(JOB_MONK_C == 6 && countitem(943) >= 5 && countitem(935) >= 20 && countitem(912) >= 5) goto L_CollectS2_6;
-
- mes "[Elder Wuhai]";
- mes "Hmm... Still not ready yet?";
- mes "Let me tell what you should bring again,";
- mes "Listen carefully!";
- next;
- set @collect_tmp, 1;
- goto L_Collect;
-
- L_CollectS2_1:
- delitem 913, 10;
- delitem 948, 5;
- delitem 7033, 20;
- goto L_CollectS2_E;
- L_CollectS2_2:
- delitem 1027, 5;
- delitem 1025, 20;
- delitem 940, 10;
- goto L_CollectS2_E;
- L_CollectS2_3:
- delitem 7012, 30;
- delitem 909, 5;
- delitem 955, 10;
- goto L_CollectS2_E;
- L_CollectS2_4:
- delitem 938, 5;
- delitem 1055, 10;
- delitem 511, 20;
- goto L_CollectS2_E;
- L_CollectS2_5:
- delitem 942, 20;
- delitem 1002, 5;
- delitem 510, 3;
- goto L_CollectS2_E;
- L_CollectS2_6:
- delitem 943, 5;
- delitem 935, 20;
- delitem 912, 5;
- goto L_CollectS2_E;
-
- L_CollectS2_E:
- mes "[Elder Wuhai]";
- mes "Oh! You've brought all of them!";
- mes "Well done!";
- mes "Your will in becoming in Monk is witnessable!";
- next;
- mes "[Elder Wuhai]";
- mes "Let's see... there is a Monk named";
- mes "Ah... Wutao who wants to see you.";
- mes "He will be in the Ancestral Graveyard North from here.";
- set JOB_MONK_Q, 4;
- set JOB_MONK_C, 0;
- close;
-
-Part2:
- mes "[Elder Wuhai]";
- mes "Next... should be questions regarding your job changing?";
- mes "Go find master Wutao,";
- mes "He will be in the Ancestral Graveyard North from here.";
- close;
-Part3:
- mes "[Elder Wuhai]";
- mes "Hmm? You're still taking the test...?";
- mes "Try to do your best in it then!";
- close;
-Part4:
- mes "[Elder Wuhai]";
- mes "What? You haven't drunk that Magic Potion?";
- mes "Then... Hurry up and finish the Green-ish potion!";
- mes "Otherwise, you will never be able to achieve";
- mes "The spiritual energy level of Monks!";
- set JOB_MONK_Q, 11;
- close;
-Part5:
- mes "[Elder Wuhai]";
- mes "We have done all steps... Your blood, your mind, your soul,";
- mes "Is enough for you to become a Monk.";
- mes "Even your spiritual energy has increased after drinking the Magic Potion.";
- next;
- mes "[Elder Wuhai]";
- mes "Good... you will now be sworn in by oath";
- mes "In which afterwards the job changing will be complete.";
- next;
- mes "[Elder Wuhai]";
- mes "Are you willing to dedicate the rest of your life to serving God?";
- next;
- menu "Yes.",L_MONK_Q_2,"No.",-;
-
- mes "[Elder Wuhai]";
- mes "......What?......";
- mes "Aren't you ready to become a Monk?";
- mes "Perhaps you want to run around a bit more,";
- mes "And shed some more sweat";
- mes "To become more prepared?";
- next;
- mes "[Elder Wuhai]";
- mes "Consider carefully before coming back!";
- mes "I do not want to make a bad Monk.";
- close;
-L_MONK_Q_2:
- mes "[Elder Wuhai]";
- mes "Will you use the powers given to you for your own good?";
- next;
- menu "Yes.",-,"No.",L_MONK_Q_3;
-
- mes "[Elder Wuhai]";
- mes "...NO NO NO NO NO !! Our training is not for any self benefits!";
- mes "How could one who protects world peace abuse this advantage";
- mes "For their own selfish means?!";
- next;
- mes "[Elder Wuhai]";
- mes "Go and think over the true purpose of a Monk.";
- mes "Thoughts like that will only make you greedier for power";
- mes "The corruption of your soul will only lead to loss of your ability.";
- close;
-
-L_MONK_Q_3:
- mes "[Elder Wuhai]";
- mes "When judging those who have opposed the will of God,";
- mes "Will you hesitate in punishing them?";
- next;
- menu "No.",L_MONK_Q_4,"Yes.",-;
-
- mes "[Elder Wuhai]";
- mes "What do you think Monks are?";
- mes "No matter who they are,";
- mes "People who harm the weak are like trash!";
- mes "They do not have the right to live on this world!";
- next;
- mes "[Elder Wuhai]";
- mes "Perhaps you should go to people who deny morals in this world,";
- mes "Come back again when you've learnt how to hate.";
- mes "Then you will know what to do.";
- close;
-
-L_MONK_Q_4:
- mes "[Elder Wuhai]";
- mes "Will you help to eradicate those who oppose God,";
- mes "And to sacrifice yourself for the better of others?";
- next;
- menu "Yes",L_MONK_Q_5,"No",-;
-
- mes "[Elder Wuhai]";
- mes "Oh...nonononono....";
- mes "If sacrificing oneself would be beneficial to your peers,";
- mes "And that more enemies can be rid of,";
- mes "That would be a great and worthy thing to do!";
- next;
- mes "[Elder Wuhai]";
- mes "What does Sacrifice means? Come back when you've figured it out.";
- mes "Ah.. Sacrifice can be so simple, yet so difficult!";
- close;
-
-L_MONK_Q_5:
- mes "[Elder Wuhai]";
- mes "Will you train monsters behind you to help others in battle?";
- next;
- menu "Yes",-,"No",L_MONK_Q_6;
-
- mes "[Elder Wuhai]";
- mes "That is not right! Training mobs around";
- mes "Doesn't only apply to all others";
- mes "...";
- // he's not making any sense =P
- mes "Instead it is an act that violates the rights of other Monks";
- next;
- mes "[Elder Wuhai]";
- mes "Even when you've learnt the skill 'Steel Body'";
- mes "It is only meant to be used in emergency, or when you meet a strong adversary.";
- mes "But not in such a situation!";
- next;
- mes "[Elder Wuhai]";
- mes "It might feel that you're helping them,";
- mes "But you are only commiting acts of unjust!";
- mes "What is the true way of a Monk?";
- mes "Come back when you have thought it over.";
- close;
-
-L_MONK_Q_6:
- mes "[Elder Wuhai]";
- // mes "Will you spam?";
- // "will you spam" is just so... un-monkly. ^^;
- mes "In villages or wilderness, will you say the same words towards others repeatedly?";
- next;
- menu "Yes",-,"No",L_MONK_Q_7;
-
- mes "[Elder Wuhai]";
- mes "No! If you do so, not just Monks, even the common people,";
- mes "No matter how loudly you've yelled no one will bother about you!";
- next;
- mes "[Elder Wuhai]";
- mes "It is the same even if you only wanted to spread the words of God.";
- mes "Think of your behavior. What's right and wrong?";
- mes "Although I would rather test you again, but I'll let you go this time.";
- close;
-L_MONK_Q_7:
- mes "[Elder Wuhai]";
- mes "Do you feel as if you're a messenger of God, and are willing to die for God?";
- next;
- menu "Yes",L_MONK_Q_8,"No",-;
-
- mes "[Elder Wuhai]";
- mes "You cannot be a Monk with this kind of will!";
- mes "As its said, Death is only temporary, Ever if we have to give our lives";
- mes "to protect world peace, it would at least be a meaningful action!";
- next;
- mes "[Elder Wuhai]";
- mes "Those who oppose God will be condemned,";
- mes "While those who listen to God will live.";
- mes "What is life and death to you?";
- mes "Ponder that well.";
- close;
-
-L_MONK_Q_8:
- mes "Lastly, make an oath to swear you will keep to what you have answered.";
- next;
- menu "I swear.",L_MONK_Q_9,"I refuse.",-;
-
- mes "[Elder Wuhai]";
- mes "......";
- next;
- mes "[Elder Wuhai]";
- mes "It seems like... you don't have enough training...";
- mes "I can't let you become a Monk.";
- next;
- mes "[Elder Wuhai]";
- mes "It is better for you to train more.";
- mes "Come back when you ready.";
- next;
- mes "[Elder Wuhai]";
- mes "May God be with you.";
- close;
-
-L_MONK_Q_9:
- mes "[Elder Wuhai]";
- mes "Well then, we have completed the oaths";
- mes "Gather closer now, you are already my brother!";
-//---- Progress bar ----//
- next;
- mes "[Elder Wuhai]";
- mes "Your promise has transmited to all Monks throught ypur heart and my heart.";
- next;
- mes "[Elder Wuhai]";
- mes "Now, let's begin the ceremony!";
- next;
- mes "[Elder Wuhai]";
- mes "I'll acupuncture your 365 acupuncture points and open up your 1129 arteries and veins";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhhhhhhh......";
- next;
- mes "[Elder Wuhai]";
- mes "Wuuu... Huuuuuu。K";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "- He take a deeply breath -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "- And begining to acupuncture -";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhh--- Dadadadadada!!!";
- next;
- mes "[Elder Wuhai]";
- mes "DaBaDaBaDadadadaKaBonTatatata!!!";
- next;
- mes "[Elder Wuhai]";
- mes "Ahhhh--- Dadadadadada!!!";
- next;
- mes "[Elder Wuhai]";
- mes "WaLaChuOhhhhhhh!!!";
- next;
- mes "[Elder Wuhai]";
- mes "Wuuu... Huuuuuu。K";
- next;
- mes "[Elder Wuhai]";
- mes "WowHoooo... Okay, you are now a Monk!";
- setoption 0;
- jobchange 15;
- callfunc "F_ClearJobVar";
- next;
- mes "[Elder Wuhai]";
- mes "(Caught!) (Caught!)";
- next;
- mes "[Elder Wuhai]";
- mes "Am I old...? I feel so tired... (-sigh-)";
- mes "I could clamb mountains after this before.";
- next;
- mes "[Elder Wuhai]";
- mes "Very well... You are now a Monk...";
- mes "Welcome to be one of us.";
- next;
- mes "[Elder Wuhai]";
- mes "Bou never forget your promise.";
- next;
- mes "[Elder Wuhai]";
- mes "Keep it in your mind, and train yourself.";
- next;
- mes "[Elder Wuhai]";
- mes "Now go...";
- mes "Here is a gift from us to congratulate you.";
- if(joblevel <= 49) getitem 1801, 1;
- if(joblevel == 50) getitem 1804, 1;
- close;
-Part6:
- mes "[Elder Wuhai]";
- mes "May you find God in Mother Nature!";
- mes "Welcome dear! What can I do for you?";
- next;
- mes "[Elder Wuhai]";
- mes "Is everything alright?";
- mes "How the training?";
- next;
- mes "[Elder Wuhai]";
- mes "If you don't have a strong body, you may not be able to help people when they needs you.";
- mes "If you are weak, the Evil will come to you and leads you go into the dark side.";
- next;
- mes "[Elder Wuhai]";
- mes "Never forget it! You are the one protect weakers and world peace!";
- mes "You should always mind the Evil. Don't let them leads you go into the dark side.";
- close;
-
-Part7:
- mes "[Elder Wuhai]";
- mes "May you find God in Mother Nature!";
- mes "Welcome dear! What can I do for you?";
- next;
- mes "[Elder Wuhai]";
- mes "Oh! You are an Acolyte....";
- mes "If you want to pray, go to Prontera Sanctuary!";
- mes "This is the Monk training area, not for you to pray.";
- mes "Go and find other places to stay if you are not willing to be a Monk.";
- close;
-}
-
-prt_monk.gat,251,255,4 script Wutao 79,{
- if(JOB_MONK_Q == 4 ) goto L_START;
- if(JOB_MONK_Q == 5 ) goto Part1;
- if(JOB_MONK_Q == 6 ) goto Part2;
- if(JOB_MONK_Q > 6 ) goto Part3;
- goto IsOther;
-
-IsOther:
- mes "[Wutao]";
- mes "We are Monks!";
- mes "We have unlimited power!";
- mes "We have unlimited wise!";
- mes "We use our power and wise to protect the world peace!";
- next;
- mes "[Wutao]";
- mes "So...";
- mes "Are you my enemy?";
- mes "You block my way!!!!";
- next;
- mes "[Wutao]";
- mes "If someone block me!! I'll fight!!";
- mes "TaAhhhhhh!!!";
- next;
- mes "[Wutao]";
- mes "HuHaaaaaaaa!!!";
- next;
- mes "[Wutao]";
- mes "don;t be afraid, go yourway!";
- close;
-
-L_START:
- mes "[Wutao]";
- mes "What can I do for you?";
- mes "Do you want to talk about God?";
- next;
- mes "[Wutao]";
- mes "Oh! you are proceeding the Monk Quest!";
- mes "The spirits you have is like a Monk.";
- next;
- mes "[Wutao]";
- mes "Seems your arteries and veins has been open.";
- mes "You must be the one coming from Elder Wuhai, right?";
- mes "Very well...";
- next;
- mes "[Wutao]";
- mes "Let me introduce you something about the spirits of Monks and some simple rules that Monks should obey.";
- mes "Then I'll help modifing your mental status, make your body ready for the next test.";
- next;
- mes "[Wutao]";
- mes "Now, remember what I say and repeat again.";
- mes "Clear your mind... Are you ready?";
- next;
- menu "Yes",L_MENU_1,"No",-;
- mes "[Wutao]";
- mes "Come back when you ready!";
- close;
-L_MENU_1:
- mes "[Wutao]";
- mes "All right, let's begin.";
- next;
- set @JOB_MONK_C2, rand(1,4);
-L_Again:
- if(@JOB_MONK_C2 == 1) goto L_ROOT_1;
- if(@JOB_MONK_C2 == 2) goto L_ROOT_2;
- if(@JOB_MONK_C2 == 3) goto L_ROOT_3;
-
- L_ROOT_1:
- set @monk_str0$,"Supported by dragon and phoenix,";
- set @monk_str1$,"So flies he westward.";
- set @monk_str2$,"But the phoenix shall fall to the earth.";
- set @monk_str3$,"And the dragon shall soar to the sky;";
- set @monk_str4$,"There shall be successes and failures,";
- set @monk_str5$,"For such is the eternal law.";
- set @monk_str6$,"See that ye act when occasion offers,";
- set @monk_str7$,"Lest ye descend to the Nine Golden Springs.'";
- goto L_MES;
- L_ROOT_2:
- set @monk_str0$,"He boasted not a handsome face,";
- set @monk_str1$,"Nor was his body blessed with grace.";
- set @monk_str2$,"His words streamed like a waterfall,";
- set @monk_str3$,"He read a book and knew it all.";
- set @monk_str4$,"Shu's glories could he well rehearse,";
- set @monk_str5$,"His lore embraced the universe.";
- set @monk_str6$,"Or text or note of scholiast";
- set @monk_str7$,"Once read, his memory held fast.";
- goto L_MES;
- L_ROOT_3:
- set @monk_str0$,"Seek ye a noble one? Then take ye the way of Jieliang,";
- set @monk_str1$,"Watch ye how all people revere Guan Yu,";
- set @monk_str2$,"Each excelling others to honor him,";
- set @monk_str3$,"Him, one of the three brothers of the Peach Garden Oath,";
- set @monk_str4$,"Who have won sacrifices, as emperor and king.";
- set @monk_str5$,"Incomparable their aura spreads through the world;";
- set @monk_str6$,"They are resplendent as the great lights of the firmament;";
- set @monk_str7$,"Temples to our Lord Guan Yu abound, no village lacks one,";
- set @monk_str8$,"Their venerable trees at sundown are the resting places for birds.";
- goto L_MES;
-L_MES:
- mes "[Wutao]";
- mes "Listen carefully!";
- next;
- mes "[Wutao]";
- mes @monk_str0$;
- next;
- mes "[Wutao]";
- mes @monk_str1$;
- next;
- mes "[Wutao]";
- mes @monk_str2$;
- next;
- mes "[Wutao]";
- mes @monk_str3$;
- next;
- mes "[Wutao]";
- mes @monk_str4$;
- next;
- mes "[Wutao]";
- mes @monk_str5$;
- next;
- mes "[Wutao]";
- mes @monk_str6$;
- next;
- mes "[Wutao]";
- mes @monk_str7$;
- if(@JOB_MONK_C2 < 3) goto L_MES_1;
- next;
- mes "[Wutao]";
- mes @monk_str8$;
-
-L_MES_1:
- next;
- mes "[Wutao]";
- mes "Now, " + strcharinfo(0) + ", it's your turn.";
- next;
- set @monk_q, 0;
- if(@JOB_MONK_C2 == 1) goto L_MONK_Q1_1;
- if(@JOB_MONK_C2 == 2) goto L_MONK_Q2_1;
- if(@JOB_MONK_C2 == 3) goto L_MONK_Q3_1;
-
-L_MONK_Q1_1:
-
- menu "And the dragon shall soar to the sky;",L_MONK_Q1_2,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_2,
- "For such is the eternal law.",L_MONK_Q1_2,
- "See that ye act when occasion offers,",L_MONK_Q1_2,
- "There shall be successes and failures,",L_MONK_Q1_2,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_2,
- "Supported by dragon and phoenix,",-,
- "So flies he westward.",L_MONK_Q1_2;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_2:
-
- menu "But the phoenix shall fall to the earth.",L_MONK_Q1_3,
- "See that ye act when occasion offers,",L_MONK_Q1_3,
- "Supported by dragon and phoenix,",L_MONK_Q1_3,
- "There shall be successes and failures,",L_MONK_Q1_3,
- "So flies he westward.",-,
- "And the dragon shall soar to the sky;",L_MONK_Q1_3,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_3,
- "For such is the eternal law.",L_MONK_Q1_3;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_3:
-
- menu "There shall be successes and failures,",L_MONK_Q1_4,
- "But the phoenix shall fall to the earth.",-,
- "And the dragon shall soar to the sky;",L_MONK_Q1_4,
- "So flies he westward.",L_MONK_Q1_4,
- "For such is the eternal law.",L_MONK_Q1_4,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_4,
- "See that ye act when occasion offers,",L_MONK_Q1_4,
- "Supported by dragon and phoenix,",L_MONK_Q1_4;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_4:
-
- menu "And the dragon shall soar to the sky;",-,
- "Supported by dragon and phoenix,",L_MONK_Q1_5,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_5,
- "So flies he westward.",L_MONK_Q1_5,
- "For such is the eternal law.",L_MONK_Q1_5,
- "There shall be successes and failures,",L_MONK_Q1_5,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_5,
- "See that ye act when occasion offers,",L_MONK_Q1_5;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_5:
-
- menu "For such is the eternal law.",L_MONK_Q1_6,
- "And the dragon shall soar to the sky;",L_MONK_Q1_6,
- "So flies he westward.",L_MONK_Q1_6,
- "Supported by dragon and phoenix,",L_MONK_Q1_6,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_6,
- "See that ye act when occasion offers,",L_MONK_Q1_6,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_6,
- "There shall be successes and failures,",-;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_6:
-
- menu "Supported by dragon and phoenix,",L_MONK_Q1_7,
- "So flies he westward.",L_MONK_Q1_7,
- "For such is the eternal law.",-,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_7,
- "There shall be successes and failures,",L_MONK_Q1_7,
- "And the dragon shall soar to the sky;",L_MONK_Q1_7,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_7,
- "See that ye act when occasion offers,",L_MONK_Q1_7;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_7:
-
- menu "So flies he westward.",L_MONK_Q1_8,
- "Supported by dragon and phoenix,",L_MONK_Q1_8,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_8,
- "See that ye act when occasion offers,",L_MONK_Q1_8,
- "There shall be successes and failures,",L_MONK_Q1_8,
- "For such is the eternal law.",L_MONK_Q1_8,
- "But the phoenix shall fall to the earth.",L_MONK_Q1_8,
- "And the dragon shall soar to the sky;",L_MONK_Q1_8,
- "See that ye act when occasion offers,",-;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q1_8:
-
- menu "Supported by dragon and phoenix,",L_MONK_QUEST_END,
- "See that ye act when occasion offers,",L_MONK_QUEST_END,
- "But the phoenix shall fall to the earth.",L_MONK_QUEST_END,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_1_2,
- "And the dragon shall soar to the sky;",L_MONK_QUEST_END,
- "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_END,
- "So flies he westward.",L_MONK_QUEST_END,
- "There shall be successes and failures,",L_MONK_QUEST_END,
- "For such is the eternal law.",L_MONK_QUEST_END;
-
-L_MONK_Q2_1:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_2,
- "He read a book and knew it all.",L_MONK_Q2_2,
- "His words streamed like a waterfall,",L_MONK_Q2_2,
- "He boasted not a handsome face,",-,
- "Shu's glories could he well rehearse,",L_MONK_Q2_2,
- "Once read, his memory held fast.",L_MONK_Q2_2,
- "His lore embraced the universe.",L_MONK_Q2_2,
- "Or text or note of scholiast",L_MONK_Q2_2;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_2:
-
- menu "His lore embraced the universe.",L_MONK_Q2_3,
- "He boasted not a handsome face,",L_MONK_Q2_3,
- "His words streamed like a waterfall,",L_MONK_Q2_3,
- "He read a book and knew it all.",L_MONK_Q2_3,
- "Or text or note of scholiast",L_MONK_Q2_3,
- "Once read, his memory held fast.",L_MONK_Q2_3,
- "Shu's glories could he well rehearse,",L_MONK_Q2_3,
- "Nor was his body blessed with grace.",-;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_3:
-
- menu "His words streamed like a waterfall,",-,
- "His lore embraced the universe.",L_MONK_Q2_4,
- "He read a book and knew it all.",L_MONK_Q2_4,
- "Shu's glories could he well rehearse,",L_MONK_Q2_4,
- "Nor was his body blessed with grace.",L_MONK_Q2_4,
- "Or text or note of scholiast",L_MONK_Q2_4,
- "He boasted not a handsome face,",L_MONK_Q2_4,
- "Once read, his memory held fast.",L_MONK_Q2_4;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_4:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_5,
- "Once read, his memory held fast.",L_MONK_Q2_5,
- "Shu's glories could he well rehearse,",L_MONK_Q2_5,
- "Or text or note of scholiast",L_MONK_Q2_5,
- "He boasted not a handsome face,",L_MONK_Q2_5,
- "He read a book and knew it all.",-,
- "His lore embraced the universe.",L_MONK_Q2_5,
- "His words streamed like a waterfall,",L_MONK_Q2_5;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_5:
-
- menu "Once read, his memory held fast.",L_MONK_Q2_6,
- "Or text or note of scholiast",L_MONK_Q2_6,
- "He read a book and knew it all.",L_MONK_Q2_6,
- "His words streamed like a waterfall,",L_MONK_Q2_6,
- "Nor was his body blessed with grace.",L_MONK_Q2_6,
- "He boasted not a handsome face,",L_MONK_Q2_6,
- "His lore embraced the universe.",L_MONK_Q2_6,
- "Shu's glories could he well rehearse,",-;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_6:
-
- menu "Or text or note of scholiast",L_MONK_Q2_7,
- "He read a book and knew it all.",L_MONK_Q2_7,
- "Shu's glories could he well rehearse,",L_MONK_Q2_7,
- "His words streamed like a waterfall,",L_MONK_Q2_7,
- "His lore embraced the universe.",-,
- "He boasted not a handsome face,",L_MONK_Q2_7,
- "Nor was his body blessed with grace.",L_MONK_Q2_7,
- "Once read, his memory held fast.",L_MONK_Q2_7;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_7:
-
- menu "Nor was his body blessed with grace.",L_MONK_Q2_8,
- "Or text or note of scholiast",-,
- "His words streamed like a waterfall,",L_MONK_Q2_8,
- "Once read, his memory held fast.",L_MONK_Q2_8,
- "He boasted not a handsome face,",L_MONK_Q2_8,
- "He read a book and knew it all.",L_MONK_Q2_8,
- "Shu's glories could he well rehearse,",L_MONK_Q2_8,
- "His lore embraced the universe.",L_MONK_Q2_8;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q2_8:
-
- menu "He boasted not a handsome face,",L_MONK_QUEST_END,
- "Nor was his body blessed with grace.",L_MONK_QUEST_END,
- "Shu's glories could he well rehearse,",L_MONK_QUEST_END,
- "Or text or note of scholiast",L_MONK_QUEST_END,
- "His lore embraced the universe.",L_MONK_QUEST_END,
- "He read a book and knew it all.",L_MONK_QUEST_END,
- "His words streamed like a waterfall,",L_MONK_QUEST_END,
- "Once read, his memory held fast.",L_MONK_QUEST_1_2;
-
-L_MONK_Q3_1:
-
- menu "Watch ye how all people revere Guan Yu,",L_MONK_Q3_2,
- "Seek ye a noble one? Then take ye the way of Jieliang,",-,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_2,
- "Each excelling others to honor him,",L_MONK_Q3_2,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_2,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_2,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_2,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_2,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_2;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_2:
-
- menu "Each excelling others to honor him,",L_MONK_Q3_3,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_3,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_3,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_3,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_3,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_3,
- "Watch ye how all people revere Guan Yu,",-,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_3,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_3;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_3:
-
- menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_4,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_4,
- "Each excelling others to honor him,",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_4,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_4,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_4,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_4,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_4,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_4;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_4:
-
- menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_5,
- "Each excelling others to honor him,",L_MONK_Q3_5,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_5,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_5,
- "Him, one of the three brothers of the Peach Garden Oath,",-,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_5,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_5,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_5,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_5;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_5:
-
- menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_6,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_6,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_6,
- "Who have won sacrifices, as emperor and king.",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_6,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_6,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_6,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_6,
- "Each excelling others to honor him,",L_MONK_Q3_6;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_6:
-
- menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_7,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_7,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_7,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_7,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_7,
- "Incomparable their aura spreads through the world;",-,
- "Each excelling others to honor him,",L_MONK_Q3_7,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_7,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_7;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_7:
-
- menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_8,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_8,
- "They are resplendent as the great lights of the firmament;",-,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_8,
- "Each excelling others to honor him,",L_MONK_Q3_8,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_8,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_8,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_8,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_8;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_8:
-
- menu "Temples to our Lord Guan Yu abound, no village lacks one,",-,
- "Incomparable their aura spreads through the world;",L_MONK_Q3_9,
- "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_9,
- "They are resplendent as the great lights of the firmament;",L_MONK_Q3_9,
- "Who have won sacrifices, as emperor and king.",L_MONK_Q3_9,
- "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_9,
- "Watch ye how all people revere Guan Yu,",L_MONK_Q3_9,
- "Each excelling others to honor him,",L_MONK_Q3_9,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_9;
-
- set @monk_q, @monk_q + 1;
-L_MONK_Q3_9:
-
- menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_QUEST_END,
- "Each excelling others to honor him,",L_MONK_QUEST_END,
- "Watch ye how all people revere Guan Yu,",L_MONK_QUEST_END,
- "Who have won sacrifices, as emperor and king.",L_MONK_QUEST_END,
- "Incomparable their aura spreads through the world;",L_MONK_QUEST_END,
- "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_QUEST_END,
- "They are resplendent as the great lights of the firmament;",L_MONK_QUEST_END,
- "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_QUEST_END,
- "Their venerable trees at sundown are the resting places for birds.",-;
-
-L_MONK_QUEST_1_2:
- set @monk_q, @monk_q + 1;
-L_MONK_QUEST_END:
-
- if(@monk_q != 10) goto L_C2_FAIL;
-
-L_C2_DONE:
- set @monk_q, 0;
- next;
- mes "[Wutao]";
- mes "Hmmm...";
- next;
- mes "[Wutao]";
- mes "...Well Done!! It's perfect!";
- next;
- mes "[Wutao]";
- mes "However, don't be happy too early. There is much long way to go before you become a Monk.";
- next;
- mes "[Wutao]";
- mes "DaAhaaaa...";
- next;
- mes "[Wutao]";
- mes "ShuKeeee.....";
- next;
- mes "[Wutao]";
- mes "SouKouuuuu....";
- next;
- mes "[Wutao]";
- mes "PaYennnn....";
- next;
- mes "[Wutao]";
- mes "As I promised, your mental status is now running like a Monk do.";
- next;
- mes "[Wutao]";
- mes "Now go, seek ^000080Fuhai^000000 for further guidance.";
- set JOB_MONK_Q, 6;
- close;
-
-L_C2_FAIL:
- mes "[" + strcharinfo(0) + "]";
- mes "Well...? How was that? ";
- next;
- mes "[Wutao]";
- mes "Hmmm...";
- next;
- mes "[Wutao]";
- mes "HeNmmm...";
- next;
- mes "[Wutao]";
- mes "How was that? It's bad! You didn't memorize it all!";
- next;
- mes "[Wutao]";
- mes "You should doult yourself. Are you really have the ability to be a Monk?";
- mes "...It's really....";
- next;
- mes "[Wutao]";
- mes "Well...That's fine, do you want to try it again?";
- next;
- mes "[Wutao]";
- mes "Of course! Since you did not pass this test, you can't take the next test.";
- set JOB_MONK_Q, 5;
- close;
-
-Part1:
- mes "[Wutao]";
- mes "Very well. Let's try it again.";
- next;
- goto L_Again;
-
-Part2:
- mes "[Wutao]";
- mes "What? You forget whom you should seek for?";
- next;
- mes "[Wutao]";
- mes "......You are so.......";
- next;
- mes "[Wutao]";
- mes "...Are you testing my patient?";
- next;
- mes "[Wutao]";
- mes "...Okay, I'll tell you again...";
- mes "Go and seek ^000080Fuhai^000000 for further guidance.";
- close;
-Part3:
- mes "[Wutao]";
- mes "May God be with you.";
- close;
-}
-
-prt_monk.gat,57,179,4 script Fuhai 110,{
-
- if(@Choice_mission == 1 ) goto Part1;
- if(@Choice_mission == 2 ) goto Part2;
- if(JOB_MONK_Q == 6 ) goto L_START;
- goto IsOther;
-IsOther:
- mes "[Fuhai]";
- mes "HaAhhhhh....!!!";
- next;
- mes "- Seems like he is thinking something -";
- close;
-
-L_START:
- mes "[Fuhai]";
- mes "...";
- next;
- mes "[Fuhai]";
- mes "......";
- next;
- mes "[Fuhai]";
- mes ".........";
- next;
- mes "[Fuhai]";
- mes "............";
- next;
- menu "Hello there?",-;
-
- mes "[Fuhai]";
- mes "...what...WHAT?";
- mes "How dare you interupt my training!";
- mes "If it is not very important...";
- next;
- mes "[Fuhai]";
- mes "......";
- mes "I can't tell...if you can see the son tomorrow...";
- next;
- mes "[Fuhai]";
- mes "Why are you here?";
- mes "Explain!";
- next;
- menu "Some one named [Wutao] send me here.",L_MENU_1,"Well...Nothing...",-;
-
- mes "[Fuhai]";
- mes "......";
- mes "...How about dig a grave for yourself?";
- close;
- L_MENU_1:
- mes "[Fuhai]";
- mes "Hmmm...It's that so?";
- mes "That's...";
- next;
- mes "[Fuhai]";
- mes "Oh...Your mental status...";
- mes "Ha! Very well...";
- next;
- mes "[Fuhai]";
- mes "However, what did you learn from [Wutao] ?";
- next;
- menu "Hmmm...Well...It's...",-,
- "I repeat what he said, and he send me here.",L_MENU_1_1,
- "He test my mental status and send me here.",-;
-
- mes "[Fuhai]";
- mes "Foolish!";
- mes "Don't bother me! Go away!";
- close;
- L_MENU_1_1:
- mes "[Fuhai]";
- mes "Well...Then?";
- mes "Did he do anything for you?";
- next;
- menu "Ah...It's...I can't tell...",-,
- "Check my body",L_MENU_1_1_1,
- "Tell me some rules to obey",L_MENU_1_1_1,
- "modify my mental status",L_MENU_1_1_2;
-
- mes "[Fuhai]";
- mes "Foolish!";
- mes "Don't bother me! Go away!";
- close;
- L_MENU_1_1_1:
- mes "[Fuhai]";
- mes "That's quite true, but not the point.";
- mes "Think! Use your brain!";
- close;
-
- L_MENU_1_1_2:
- set JOB_MONK_Q, 7;
- mes "[Fuhai]";
- mes "Very well, at least you know what had been change in your body";
- mes "Now, let's begin the next test.";
- next;
- mes "[Fuhai]";
- mes "I'll give you a chance to choose what kind of test you want to take.";
- mes "Now, make your own choise.";
- next;
- menu "Mushroom Collecting",L_ROOT_1,"Marathon",L_ROOT_2;
-
- L_ROOT_1:
- mes "[Fuhai]";
- mes "Mushroom Collecting? Good choice!";
- mes "That would make you appreciate the extremity of patient, realize the meaning God give you the great willpower.";
- mes "Now go, do some prepares. Come back when you ready.";
- set @Choice_mission, 1;
- close;
- L_ROOT_2:
- mes "[Fuhai]";
- mes "Marathon? Good choice!";
- mes "That would make you appreciate the extremity of willpower, realize the meaning God give you the great patient.";
- mes "Now go, do some prepares. Come back when you ready.";
- set @Choice_mission, 2;
- close;
-Part1:
- mes "[Fuhai]";
- mes "Are you ready?";
- mes "Acturily, you don't need to prepare anything if you believe in yourself";
- next;
- mes "[Fuhai]";
- mes "Mushroom Collecting is your choice.";
- mes "It's a test for yourself.";
- next;
- mes "[Fuhai]";
- mes "Now, go to the building located in the center of this training area.";
- next;
- mes "[Fuhai]";
- mes "You will pass the test when you collect enough mushrooms we think.";
- mes "Now, what are waitting for? Go ahead!";
- close;
-Part2:
- mes "[Fuhai]";
- mes "Are you ready?";
- mes "Acturily, you don't need to prepare anything if you believe in yourself";
- next;
- mes "[Fuhai]";
- mes "Marathon is your choice.";
- mes "It's a test for yourself.";
- next;
- mes "[Fuhai]";
- mes "Now, go to the building located in the center of this training area.";
- next;
- mes "[Fuhai]";
- mes "You will pass the test when you run enough circles we think.";
- mes "Now, what are waitting for? Go ahead!";
- close;
-
-}
-
-prt_monk.gat,199,169,4 script Guard 746,{
- if(JOB_MONK_Q == 7) goto L_START;
- if(JOB_MONK_Q > 6) goto Part1;
- goto IsOther;
-IsOther:
- mes "[Guard ChaoLi]";
- mes "This is...";
- mes "Monk Training Area";
- next;
- mes "[Guard ChaoLi]";
- mes "Please be quiet in this area.";
- close;
-
-L_START:
- mes "[Guard ChaoLi]";
- mes "This is...";
- mes "Monk Training Area";
- next;
- mes "[Guard ChaoLi]";
- mes strcharinfo(0) + " ... Right?!";
- next;
- mes "[Guard ChaoLi]";
- mes "Go ahead! Quickly!";
- mes "There is another test waitting for you!";
- close;
-
-Part1:
- mes "[Guard ChaoLi]";
- mes "Please be quiet in this area.";
- close;
-}
-
-monk_test.gat,329,61,4 script Bashu 753,{
- if(JOB_MONK_Q == 7) goto L_START;
- if(JOB_MONK_Q == 8) goto IsOther;
- goto IsOther;
-IsOther:
- mes "[Bashu]";
- mes "Welcome to ^00FF00St. Capitolina Abbey^000000, the Monk Training Area.";
- mes "May the light shine on your path.";
- mes "You can find Monk Daowen who judge the grades of Monk training when you go inside";
- next;
- mes "[Bashu]";
- mes "Never the less, don't touch anything inside and be quiet in front of Monk Daowen.";
- next;
- mes "[Bashu]";
- mes "Then, may you have a happy conversation time with God.";
- close;
-L_START:
- mes "[Bashu]";
- mes "Please select a test.";
- next;
- if(@Choice_mission == 0) goto L_MISSC;
- if(@Choice_mission == 2) goto L_MISS2;
- mes "[Bashu]";
- mes "As I know, you choose the Mushroom Collecting as your test.";
- goto L_MISSC;
-L_MISS2:
- mes "[Bashu]";
- mes "As I know, you choose the Marathon as your test.";
-L_MISSC:
- mes "However, if you cannot complete it, you may switch to the other whenever you feel like it.";
- next;
- menu "Monk's patient - Mushroom Collecting",-,
- "Monk's willpower - Marathon",L_MENU_1;
-
- mes "[Bashu]";
- mes "The test you choose is Monk's patient - Mushroom Collecting";
- next;
- warp "job_monk.gat",225,179;
- end;
-
-L_MENU_1:
- mes "[Bashu]";
- mes "The test you choose is Monk's willpower - Marathon";
- next;
- warp "monk_test.gat",387,345;
- end;
-}
-
-monk_test.gat,387,347,4 script Musha 110,{
- mes "[Musha]";
- mes "Wel...Welcome...!";
- mes "This...This is the area testing the pa...patient of whom want to be a Monk.";
- next;
- mes "[Musha]";
- mes "You should just...just run!";
- mes "Before we told you to stop.";
- mes "Run...Run! " + strcharinfo(0) + "! Run!";
- next;
- mes "[Musha]";
- mes "Just Run!! Run Quickly!!";
- next;
- mes "[Musha]";
- mes "One Day, I'll become a Monk!";
- mes "I.....will......Become...a......MONK!!!";
- next;
- mes "[Musha]";
- mes "Do...Do you...want to give......giveup? or...con...continue?";
- mes "Giveup?";
- next;
- menu "I want to giveup!",-,"I want to run!!",L_MENU_1;
-
- announce "Musha: " + strcharinfo(0) + " has give...giveup the test...! Giveup the Marathon test... No...No patient.....HaHaHaHa!!!...",8;
- mes "[Musha]";
- mes strcharinfo(0) + "...give...giveup the test...";
- mes "Giveup the Marathon test...";
- mes "No...No patient.....HaHaHaHa!!!...";
- next;
- warp "prt_monk.gat",196,168;
- end;
-L_MENU_1:
- next;
- mes "[Musha]";
- mes "Before we give you an order to stop....";
- mes "Run...Run! " + strcharinfo(0) + "! Run!";
- if(@runtimes == 0) set @runtimes, rand(8,10);
- close;
-}
-
-monk_test.gat,390,387,0 script monk_warp 45,1,1,{
- set @run, @run + 1;
- if(@run == (@runtimes-1)) mapannounce "monk_test.gat","Musha: cheer up! The next circle is the last!",8;
- if(@run == @runtimes) goto L_DONE;
- warp "monk_test.gat",388,348;
- end;
-L_DONE:
- mapannounce "monk_test.gat","Musha: Con....Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
- set JOB_MONK_Q, 8;
- warp "prt_monk.gat",196,168;
- end;
-
-}
-monk_test.gat,0,0,0 script monk_traps -1,{
- mapannounce "monk_test.gat","trap: " + strcharinfo(0)+ " , you fall into a trap! Now we warp you to the start place.",8;
- warp "monk_test.gat",388,348;
- end;
-}
-//---------------------
-monk_test.gat,386,164,0 script monk1-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,386,165,0 script monk1-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,387,164,0 script monk1-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,387,165,0 script monk1-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,388,164,0 script monk1-5 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,388,165,0 script monk1-6 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,389,164,0 script monk1-7 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,389,165,0 script monk1-8 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,386,42,0 script monk2-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,386,43,0 script monk2-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,387,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,387,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,388,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,388,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,389,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,389,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,184,11,0 script monk3-1 139,0,3,{doevent "monk_traps";end;}
-monk_test.gat,185,11,0 script monk3-2 139,0,3,{doevent "monk_traps";end;}
-monk_test.gat,186,11,0 script monk3-3 139,0,3,{doevent "monk_traps";end;}
-monk_test.gat,187,11,0 script monk3-4 139,0,3,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,70,10,0 script monk4-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,70,11,0 script monk4-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,70,12,0 script monk4-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,70,13,0 script monk4-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,71,10,0 script monk4-5 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,71,11,0 script monk4-6 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,71,12,0 script monk4-7 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,71,13,0 script monk4-8 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,8,30,0 script monk5-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,8,31,0 script monk5-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,9,30,0 script monk5-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,9,31,0 script monk5-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,10,30,0 script monk5-5 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,10,31,0 script monk5-6 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,11,30,0 script monk5-7 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,11,31,0 script monk5-8 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,12,30,0 script monk5-9 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,12,31,0 script monk5-10 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,13,30,0 script monk5-11 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,13,31,0 script monk5-12 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,14,30,0 script monk5-13 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,14,31,0 script monk5-14 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,15,30,0 script monk5-15 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,15,31,0 script monk5-16 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,10,158,0 script monk6-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,10,159,0 script monk6-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,11,158,0 script monk6-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,11,159,0 script monk6-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,12,158,0 script monk6-5 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,12,159,0 script monk6-6 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,13,158,0 script monk6-7 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,13,159,0 script monk6-8 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,38,386,0 script monk7-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,38,387,0 script monk7-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,38,388,0 script monk7-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,38,389,0 script monk7-4 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,39,386,0 script monk7-5 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,39,387,0 script monk7-6 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,39,388,0 script monk7-7 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,39,389,0 script monk7-8 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,82,390,0 script monk8-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,82,391,0 script monk8-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,83,390,0 script monk8-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,83,391,0 script monk8-4 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-monk_test.gat,82,384,0 script monk8-1 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,82,385,0 script monk8-2 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,83,384,0 script monk8-3 139,0,0,{doevent "monk_traps";end;}
-monk_test.gat,83,385,0 script monk8-4 139,0,0,{doevent "monk_traps";end;}
-//---------------------
-prt_monk.gat,225,179,4 script XuanWu 89,{
- mes "[XuanWu]";
- mes "To see the growing of crop, I deeply appreciate from the grace of God.";
- next;
- mes "[XuanWu]";
- mes "Never the less, see those crop grown by the strong Monks.";
- mes "I think it's the most beautiful picture!";
- next;
- mes "[XuanWu]";
- mes "Frankly speeking, grower is the greatest people in the world.";
- mes "The Blue Potion you drink must be made of God's will and by the grower.";
- next;
- mes "[XuanWu]";
- mes "We chould always be grateful.";
- next;
- mes "[XuanWu]";
- mes "God give you everything, even the grower.";
- next;
- mes "[XuanWu]";
- mes "The grower is the root of world. That's quite true.";
- close;
-}
-job_monk.gat,225,179,4 script XuanWu 89,{
-
- if(JOB_MONK_Q == 8 ) goto Part2;
- if(@mission_start == 1 ) goto Part1;
-
- mes "[XuanWu]";
- mes "Welcome! I'm in charge here with the Mushroom Collecting.";
- mes "My Name is XuanWu";
- next;
- mes "[XuanWu]";
- mes "From now, you should take it for granted that all the suffering is training.";
- mes "Understand?";
- next;
- mes "[XuanWu]";
- mes "For Monks lives, we should always offer our efforts as a tribute";
- mes "Grow crop is also a kind of training.";
- next;
- mes "[XuanWu]";
- mes "We think it is the best way to realize the will of God.";
- mes "Therefore, we had started growing some kind of mushrooms that smell foul";
- next;
- mes "[XuanWu]";
- mes "All you have to do is destory those mushrooms and bring some thing to prove.";
- mes "What's the thing I mean? The ^ff0000Orange GooeyMushroom and Orange Net Mushroom^000000";
- next;
- mes "[XuanWu]";
- mes "If you want to increase your internal organs and become a Monk, go and destory it.";
- mes "Bring as many as you can, I won't tell you the amount I need.";
- mes "Now go!";
- next;
- mes "[XuanWu]";
- mes "Or...You want to giveup?";
- next;
- menu "Start Mushroom Collecting",L_MENU_1,"I'll giveup",L_MENU_2;
-
-L_MENU_2:
- mapannounce "monk_test.gat","XuanWu: ......Another one without willpower...",8;
- mes "[XuanWu]";
- mes "Another one without willpower...";
- set @mission_start, 0;
- getitem 1069, 1;
- delitem 1069, 1;
- next;
- warp "prt_monk.gat",196,168;
- end;
-L_MENU_1:
- mes "[XuanWu]";
- mes "Then what are you waitting for? Go Go Go !!";
- set @mission_start, 1;
- close;
-
-Part1:
- if(countitem(1069) >= 30 && countitem(1070) >0 ) goto L_DONE;
- if(countitem(1070) >= 30 && countitem(1069) >0 ) goto L_DONE;
- mes "[XuanWu]";
- mes "Hmmm... Is that all you can do? I don't think it's enough.";
- next;
- mes "[XuanWu]";
- mes "Or...You want to giveup?";
- next;
- menu "Continue Mushroom Collecting",-,"I'll giveup",L_MENU_2;
- close;
-L_DONE:
- set JOB_MONK_Q, 8;
- mes "[XuanWu]";
- mes "Well... I think you can do it better...";
- mes "However, I should say you pass the test.";
- set @mission_start, 0;
- delitem 1069, countitem(1069);
- delitem 1070, countitem(1070);
- next;
- mes "[XuanWu]";
- mes "Now go to [Daowen], he is in the deep of the building.";
- close;
-Part2:
- mes "[XuanWu]";
- mes "Are you testing my patient??";
- mes "Now go to [Daowen], he is in the deep of the building.";
- close;
-}
-job_monk.gat,191,172,4 script job_monk_warp 45,1,1,{
- warp "monk_test.gat",329,57;
- end;
-}
-
-job_monk.gat,199,169,4 script Guard ChaoLi 746,{
- mes "[Guard ChaoLi]";
- mes "Silence! In test area!";
- close;
-}
-
-monk_test.gat,319,139,4 script Daowen 52,{
- if(JOB_MONK_Q == 8) goto L_START;
- if(JOB_MONK_Q == 9) goto Part1;
- if(JOB_MONK_Q == 10) goto Part2;
- goto IsOther;
-IsOther:
- mes "[Daowen]";
- mes "Go throught it quietly...";
- mes "HuWuWuuuu......";
- next;
- mes "[Daowen]";
- mes "This is St. Capitolina Abbey. If anything goes wrong, all we have done might become nothing.";
- next;
- mes "[Daowen]";
- mes "Leave! If you don't want to die, don't bother me.";
- close;
-L_START:
- mes "[Daowen]";
- mes "Oh! Finally!";
- mes "This is the last test, and I am I'm in charge here";
- mes "My name is 'Daowen'";
- next;
- mes "[Daowen]";
- mes "Well... What should I say?";
- mes "Who block the way? Fight him/her!";
- next;
- mes "[Daowen]";
- mes "Fight! Slash! When you lost and some enemy block your way!";
- mes "Tell them the will of God!";
- next;
- mes "[Daowen]";
- mes "Don't compare with the weak priest!";
- mes "We are always strong Monks";
- next;
- mes "[Daowen]";
- mes "We are different from the weak priest that always run away!";
- next;
- mes "[Daowen]";
- mes "Now! Grasp your fist! Go and fight!";
- next;
- mes "[Daowen]";
- mes "Do your best!";
- mes "HaHaHaHaHa.....!!";
- next;
- warp "monk_test",88,73;
- end;
-
-Part1:
- mes "[Daowen]";
- mes "Well done!! HaHaHaHa....!!";
- mes "I knew you can do it!";
- mes "I'll give you a special potion that can increase your power";
- next;
- getitem 506, 1;
- mes "[Daowen]";
- mes "Drink it, and your internal organs will increase enough to be a Monk.";
- mes "Okay...Then, Go to Wuhai - the first one you meet here.";
- set JOB_MONK_Q, 10;
- close;
-Part2:
- mes "[Daowen]";
- mes "Go to Wuhai - the first one you meet here.";
- close;
-}
-
-monk_test.gat,88,91,4 script Test Assistant 52,{
- mes "[Test Assistant]";
- mes "Are you ready for training of evil disperse?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with walls invisable.";
- mes "The exiting point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
- mes "Good lucy! May God be with you.";
- next;
- if(getareausers("monk_test.gat",126,161,165,199) > 0) goto L_WAIT;
- killmonster "monk_test.gat","monk_mob1";
- enablenpc "monk_mob1_1";
- enablenpc "monk_mob1_2";
- enablenpc "monk_mob1_3";
- enablenpc "monk_mob1_3";
- warp "monk_test.gat",127,179;
- end;
-L_WAIT:
- mes "[Test Assistant]";
- mes "There is someone taking the test. Please wait a minute.";
- close;
-}
-monk_test.gat,129,180,4 script monk_mob1_1 139,0,19,{
- monster "monk_test.gat",130,183,"--ja--",1015,1,"monk_mob1";
- monster "monk_test.gat",130,177,"--ja--",1015,1,"monk_mob1";
-//~ disablenpc "monk_mob1_1";
- end;
-}
-monk_test.gat,133,180,4 script monk_mob1_2 139,0,19,{
- monster "monk_test.gat",134,183,"--ja--",1015,1,"monk_mob1";
- monster "monk_test.gat",134,177,"--ja--",1015,1,"monk_mob1";
-//~ disablenpc "monk_mob1_2";
- end;
-}
-monk_test.gat,145,180,4 script monk_mob1_3 139,0,19,{
- monster "monk_test.gat",145,180,"--ja--",1041,1,"monk_mob1";
-//~ disablenpc "monk_mob1_3";
- end;
-}
-monk_test.gat,155,180,4 script monk_mob1_4 139,0,19,{
- monster "monk_test.gat",157,183,"--ja--",1015,1,"monk_mob1";
- monster "monk_test.gat",157,177,"--ja--",1015,1,"monk_mob1";
-//~ disablenpc "monk_mob1_4";
- end;
-}
-monk_test.gat,165,179,4 script monk_mob3_warp 45,1,1,{
- set JOB_MONK_Q, 9;
- mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
- killmonster "monk_test.gat","monk_mob1";
- warp "monk_test.gat",317,142;
- end;
-}
-
-monk_test.gat,1,1,1 script monk_mob1 -1,{
- end;
-}
-
-monk_test.gat,95,85,4 script Test Assistant 79,{
- mes "[Test Assistant]";
- mes "Are you ready for training of evil disperse?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with walls invisable.";
- mes "The exiting point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
- mes "Good lucy! May God be with you.";
- next;
- if(getareausers("monk_test.gat",126,262,165,300) > 0) goto L_WAIT;
- killmonster "monk_test.gat","monk_mob2";
- enablenpc "monk_mob2_1";
- enablenpc "monk_mob2_2";
- enablenpc "monk_mob2_3";
- enablenpc "monk_mob2_4";
- warp "monk_test.gat",127,278;
- end;
-
-L_WAIT:
- mes "[Test Assistant]";
- mes "There is someone taking the test. Please wait a minute.";
- close;
-
-}
-monk_test.gat,129,281,4 script monk_mob2_1 139,0,19,{
- monster "monk_test.gat",130,278,"--ja--",1015,1,"monk_mob2";
- monster "monk_test.gat",130,284,"--ja--",1015,1,"monk_mob2";
-//~ disablenpc "monk_mob2_1";
- end;
-}
-monk_test.gat,136,281,4 script monk_mob2_2 139,0,19,{
- monster "monk_test.gat",139,278,"--ja--",1015,1,"monk_mob2";
- monster "monk_test.gat",139,284,"--ja--",1015,1,"monk_mob2";
-//~ disablenpc "monk_mob2_2";
- end;
-}
-monk_test.gat,144,281,4 script monk_mob2_3 139,0,19,{
- monster "monk_test.gat",145,281,"--ja--",1041,1,"monk_mob2";
-//~ disablenpc "monk_mob2_3";
- end;
-}
-monk_test.gat,153,281,4 script monk_mob2_4 139,0,19,{
- monster "monk_test.gat",155,278,"--ja--",1015,1,"monk_mob2";
- monster "monk_test.gat",155,284,"--ja--",1015,1,"monk_mob2";
-//~ disablenpc "monk_mob2_4";
- end;
-}
-monk_test.gat,165,278,4 script monk_mob2_warp 45,1,1,{
- set JOB_MONK_Q, 9;
- mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
- killmonster "monk_test.gat","monk_mob2";
- warp "monk_test.gat",317,142;
- end;
-}
-
-monk_test.gat,1,1,1 script monk_mob2 -1,{
- end;
-}
-
-monk_test.gat,82,85,4 script Test Assistant 95,{
- mes "[Test Assistant]";
- mes "Are you ready for training of evil disperse?";
- next;
- mes "[Test Assistant]";
- mes "The test area is a maze with walls invisable.";
- mes "The exiting point is on the opposite side of the starting point.";
- next;
- mes "[Test Assistant]";
- mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
- mes "Good lucy! May God be with you.";
- next;
- if(getareausers("monk_test.gat",233,262,269,300) > 0) goto L_WAIT;
- killmonster "monk_test.gat","monk_mob3";
- enablenpc "monk_mob3_1";
- enablenpc "monk_mob3_2";
- enablenpc "monk_mob3_3";
- enablenpc "monk_mob3_4";
- warp "monk_test.gat",231,279;
- end;
-
-L_WAIT:
- mes "[Test Assistant]";
- mes "There is someone taking the test. Please wait a minute.";
- close;
-}
-
-monk_test.gat,234,281,4 script monk_mob3_1 139,0,19,{
- monster "monk_test.gat",235,277,"--ja--",1015,1,"monk_mob3";
- monster "monk_test.gat",235,284,"--ja--",1015,1,"monk_mob3";
-//~ disablenpc "monk_mob3_1";
- end;
-}
-monk_test.gat,239,281,4 script monk_mob3_2 139,0,19,{
- monster "monk_test.gat",240,277,"--ja--",1015,1,"monk_mob3";
- monster "monk_test.gat",240,284,"--ja--",1015,1,"monk_mob3";
-//~ disablenpc "monk_mob3_2";
- end;
-}
-monk_test.gat,248,281,4 script monk_mob3_3 139,0,19,{
- monster "monk_test.gat",249,281,"--ja--",1041,1,"monk_mob3";
-//~ disablenpc "monk_mob3_3";
- end;
-}
-monk_test.gat,260,281,4 script monk_mob3_4 139,0,19,{
- monster "monk_test.gat",261,277,"--ja--",1015,1,"monk_mob3";
- monster "monk_test.gat",261,284,"--ja--",1015,1,"monk_mob3";
-//~ disablenpc "monk_mob3_4";
- end;
-}
-monk_test.gat,269,279,4 script monk_mob3_warp 45,1,1,{
- set JOB_MONK_Q, 9;
- mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
- killmonster "monk_test.gat","monk_mob3";
- warp "monk_test.gat",317,142;
- end;
-}
-
-monk_test.gat,1,1,1 script monk_mob3 -1,{
- end;
-}
-
-
-
-//==============================================================================
-// Monsters of Mushroom Collecting
-//==============================================================================
-job_monk.gat,0,0,0,0 monster Thief Mushroom 1182,170,0,0,0
-job_monk.gat,0,0,0,0 monster Thief Bug Larva 1051,120,0,0,0
-
-//==============================================================================
-// warps
-//==============================================================================
-prt_monk.gat,192,172,0 warp monk15 1,1,monk_test.gat,329,50
-monk_test.gat,329,47,0 warp monk16 1,1,prt_monk.gat,193,166
-monk_test.gat,329,76,0 warp monk17 1,1,monk_test.gat,259,118
-monk_test.gat,259,115,0 warp monk18 1,1,monk_test.gat,329,71
-monk_test.gat,272,125,0 warp monk19 1,1,monk_test.gat,301,127
-monk_test.gat,298,127,0 warp monk20 1,1,monk_test.gat,268,125
-
-//==============================================================================
-// mapflag
-//==============================================================================
-monk_test.gat mapflag nomemo dummy
-monk_test.gat mapflag noteleport dummy
-monk_test.gat mapflag nosave SavePoint
-monk_test.gat mapflag nopenalty dummy
-monk_test.gat mapflag nobranch dummy
+//===== eAthena Script =======================================
+//= Monk Job Quest
+//===== By: ==================================================
+//= Dino9021, Edited / Translated by Celest
+//===== Current Version: =====================================
+//= 1.1+
+//===== Compatible With: =====================================
+//= eAthena 1.0 +
+//===== Description: =========================================
+//= Monk Job Quests for Athena 2004.12.30
+//===== Additional Comments: =================================
+// 1.1 Fixed missing '";'. Now it's loading fine [Lupus]
+// 1.1+ Edited/Translated 5% [Celest]
+//============================================================
+
+prt_monk.gat,55,249,4 script Tohobu the Guarding Monk 139,0,5,{
+ mes "[Tohobu]";
+ mes "Who are you?!";
+ mes "How dare you enter this holy training place without my permission!!";
+ next;
+ mes "[Tohobu]";
+ mes "Get Out!!";
+ close;
+}
+prt_monk.gat,59,247,4 script Master 120,{
+ if(JOB_MONK_Q == 1 ) goto Part1;
+ if(JOB_MONK_Q == 2 ) goto Part2;
+ if(Class == 15 || Class == 4016) goto IsMonk;
+ goto L_START;
+
+IsMonk:
+ mes "[Tohobu]";
+ mes "Your presence is not really welcomed at the ^00FF00St. Capitolina Abbey^000000.";
+ mes "However, welcome traveler, please do not disturb the Monks in training,";
+ mes "Even if you are a Monk!";
+ close;
+
+L_START:
+ mes "[Tohobu]";
+ mes "Hmmm...? What do you want from me?";
+ mes "Before entering the Training Area,";
+ mes "You shall have to first tell me your Name, Base Level and Job Level.";
+ next;
+ mes "[Tohobu]";
+ mes "Come! What is your name?";
+ next;
+ menu "Ignore him.",-,"Tell him.",L_MENU_1;
+
+ mes "[Tohobu]";
+ mes "You are so impolite! Get out!";
+ warp "prt_fild03.gat",357,256;
+ end;
+L_MENU_1:
+ mes "[Tohobu]";
+ mes "So... Your name is " + strcharinfo(0) + " Right?";
+ mes "...I believe it is pronounced that way.";
+ mes "Let's see... Job Level is " + joblevel;
+ next;
+ mes "[Tohobu]";
+ mes "Okay! Why have you come to see me, " + strcharinfo(0) + " ?";
+ next;
+ menu "I would like to see how Monks train themselves.",L_MENU_1_0,"I want to be a Monk.",L_MENU_1_1,"I would like to rest here.",L_MENU_1_2;
+
+ L_MENU_1_0:
+ mes "[Tohobu]";
+ mes "Oh! I see.";
+ mes "Okay, I hope you'll learn something from our training,";
+ mes "Perhaps it might aid you in becoming a worthy Monk.";
+ set JOB_MONK_Q, 1;
+ close;
+
+ L_MENU_1_1:
+ if(Class != 4 && Class != 4005) goto IsNot4;
+ if(joblevel >= 40 ) goto SkillPointChk;
+ mes "[Tohobu]";
+ mes "Your Job Level is not high enough to be a Monk.";
+ mes "Come back when your Job Level higher then 40.";
+ next;
+ mes "[Tohobu]";
+ mes "No need to be hasty, there is so much to learn on this world,";
+ mes "Come back when you have met the requirements... Haha!";
+ close;
+
+ SkillPointChk:
+
+ if(skillpoint == 0) goto L_GO;
+ mes "[Tohobu]";
+ mes "Well... It seems that you have the ability to be a Monk,";
+ mes "But I believe there are skill needed you have yet to learn.";
+ mes "Come back when you have learnt all the skills.";
+ close;
+
+ IsNot4:
+ mes "[Tohobu]";
+ mes "Oh! Are you kidding?";
+ close;
+
+ HighMonk:
+ mes "[Tohobu]";
+ mes "Wow! You are a High Acolyte, aren't you?";
+ mes "I am sorry, but I can't let you become a Monk!";
+ mes "Please seek out the Champion, that is what you should be!";
+ set JOB_MONK_Q, 0;
+ close;
+
+ L_GO:
+ if (Class == 4005) goto HighMonk;
+ mes "[Tohobu]";
+ mes "Well... Seems you have the ability to be a Monk.";
+ mes "Very well then... Go to Wuhai the Elder, He will guide you.";
+ set JOB_MONK_Q, 2;
+ close;
+
+ L_MENU_1_2:
+ mes "[Tohobu]";
+ mes "Alright, you do look tired from your travels...";
+ mes "Perhaps it would be good to rest awhile.";
+ mes "Go ahead and rest at the Abbey before leaving!";
+ next;
+ mes "[Tohobu]";
+ mes "Persevering in order to gain more strength";
+ mes "Is the way of life of the Monks.";
+ mes "I hope that seeing our practises will";
+ mes "At least bring you some inner peace.";
+ close;
+Part1:
+ mes "[Tohobu]";
+ mes "Well? Have you changed your mind after looking around here?";
+ next;
+ menu "Nope.",L_MENU_1_0,"I want to be a Monk",L_MENU_1_1,"I need more rest.",L_MENU_1_2;
+
+Part2:
+ mes "[Tohobu]";
+ mes "Hello there! You should go to Wuhai the Elder, He will guide you.";
+ mes "He is in the Monastery Hall, South East from here";
+ close;
+}
+
+monk_in.gat,99,58,4 script Elder Wuhai 60,{
+ if(JOB_MONK_Q == 2 ) goto L_START;
+ if(JOB_MONK_Q == 3 ) goto Part1;
+ if(JOB_MONK_Q == 4 ) goto Part2;
+ if(JOB_MONK_Q >= 5 && JOB_MONK < 10) goto Part3;
+ if(JOB_MONK_Q >= 10 && countitem(506) > 0) goto Part4;
+ if(JOB_MONK_Q == 11 && countitem(506) == 0) goto Part5;
+ if(Class == 15 || Class == 4016) goto Part6;
+ if(Class == 4 || Class == 4005) goto Part7;
+ goto IsOther;
+IsOther:
+ mes "[Elder Wuhai]";
+ mes "May you find God in the Mother Nature!!";
+ mes "Welcome traveler, why do you seek me?";
+ close;
+
+L_START:
+ mes "[Elder Wuhai]";
+ mes "Hmmm... You are the youth who wants to be a Monk, right?";
+ next;
+ menu "Yes.",L_MENU_1,"No.",-;
+ mes "[Elder Wuhai]";
+ mes "Hmmm...? Aren't you?";
+ mes "Maybe I'm getting older, I would've guessed if so.";
+ mes "Very well then... You may go, young man.";
+ close;
+L_MENU_1:
+ mes "[Elder Wuhai]";
+ mes "Oh! So young men these days still remember us Monks...";
+ mes "Welcome, my child!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "So you want to be a Monk! I'm glad to hear that!";
+ mes "But first, before you can become one,";
+ mes "There are a few things you need to know.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "As Monks, we undergo strict training";
+ mes "While protecting world peace.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "The strength is for giving aid to the weak in need,";
+ mes "And to protect them from harm.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Last but not least, control our emotions,";
+ mes "More importantly, never be too proud of yourself,";
+ mes "And be blinded by success,";
+ next;
+ mes "[Elder Wuhai]";
+ mes "It coukd be tough, even painful,";
+ mes "While undergoing this process.";
+ mes "Let's see if you're enduring enough,";
+ mes "You cannot become a Monk if you can't even bear this.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "OKay, let's start the test to see";
+ mes "If you really have the ability to become a Monk.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Firstly, here's a small exam";
+ mes "To test your will to become one of us.";
+ next;
+//~ if(joblevel == 50) goto IsJOB50;
+
+ set JOB_MONK_Q, 3;
+ set JOB_MONK_C,rand(1,6);
+L_Collect:
+ if(JOB_MONK_C == 1 ) goto L_Collect1;
+ if(JOB_MONK_C == 2 ) goto L_Collect2;
+ if(JOB_MONK_C == 3 ) goto L_Collect3;
+ if(JOB_MONK_C == 4 ) goto L_Collect4;
+ if(JOB_MONK_C == 5 ) goto L_Collect5;
+ if(JOB_MONK_C == 6 ) goto L_Collect6;
+
+ L_Collect1:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Tooth of Bat - 10";
+ mes "Bears Footskin - 5";
+ mes "Poison Spore - 20";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+
+ L_Collect2:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Porcupine Quill - 5";
+ mes "Cobweb - 20";
+ mes "Grasshopper's Leg - 10";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+
+ L_Collect3:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Stem - 30";
+ mes "Jellopy - 5";
+ mes "Worm Peeling -10";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+
+ L_Collect4:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Sticky Mucus - 5";
+ mes "Earthworm Peeling - 10";
+ mes "Green Herb - 20";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+
+ L_Collect5:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Yoyo Tail - 20";
+ mes "Iron Ore - 5";
+ mes "Blue Herb - 3";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+
+ L_Collect6:
+ mes "[Elder Wuhai]";
+ mes "Please bring these items";
+ mes "Solid Shell - 5";
+ mes "Shell - 20";
+ mes "Zargon - 5";
+ if(@collect_tmp != 1) goto L_CollectS;
+ close;
+L_CollectS:
+ mes "[Elder Wuhai]";
+ mes "To test your will, you will have to collect these items by yourself";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Come back to me when you have all of them.";
+ mes "Now go, May God's blessings be with you.";
+ close;
+
+//~IsJOB50:
+//~ mes "[Elder Wuhai]";
+//~ mes "However, I see that your Job Level is " +joblevel +" .";
+//~ mes "That could prove your ability.";
+//~ next;
+//~ mes "[Elder Wuhai]";
+//~ mes "Well done!";
+//~ mes "I think God will agree with me.";
+//~ next;
+//~ mes "[Elder Wuhai]";
+//~ mes "The next step, there is a Monk named Wutao want to see you.";
+//~ mes "He is in the Monk Grave North from here.";
+//~ set JOB_MONK_Q, 4;
+//~ close;
+
+Part1:
+//~ if(joblevel == 50) goto IsJOB50;
+ if(JOB_MONK_C == 1 && countitem(913) >= 10 && countitem(948) >= 5 && countitem(7033) >= 20) goto L_CollectS2_1;
+ if(JOB_MONK_C == 2 && countitem(1027) >= 5 && countitem(1025) >= 20 && countitem(940) >= 10) goto L_CollectS2_2;
+ if(JOB_MONK_C == 3 && countitem(905) >= 30 && countitem(909) >= 5 && countitem(955) >= 10) goto L_CollectS2_3;
+ if(JOB_MONK_C == 4 && countitem(938) >= 5 && countitem(1055) >= 10 && countitem(511) >= 20) goto L_CollectS2_4;
+ if(JOB_MONK_C == 5 && countitem(942) >= 20 && countitem(1002) >= 5 && countitem(510) >= 3) goto L_CollectS2_5;
+ if(JOB_MONK_C == 6 && countitem(943) >= 5 && countitem(935) >= 20 && countitem(912) >= 5) goto L_CollectS2_6;
+
+ mes "[Elder Wuhai]";
+ mes "Hmm... Still not ready yet?";
+ mes "Let me tell what you should bring again,";
+ mes "Listen carefully!";
+ next;
+ set @collect_tmp, 1;
+ goto L_Collect;
+
+ L_CollectS2_1:
+ delitem 913, 10;
+ delitem 948, 5;
+ delitem 7033, 20;
+ goto L_CollectS2_E;
+ L_CollectS2_2:
+ delitem 1027, 5;
+ delitem 1025, 20;
+ delitem 940, 10;
+ goto L_CollectS2_E;
+ L_CollectS2_3:
+ delitem 7012, 30;
+ delitem 909, 5;
+ delitem 955, 10;
+ goto L_CollectS2_E;
+ L_CollectS2_4:
+ delitem 938, 5;
+ delitem 1055, 10;
+ delitem 511, 20;
+ goto L_CollectS2_E;
+ L_CollectS2_5:
+ delitem 942, 20;
+ delitem 1002, 5;
+ delitem 510, 3;
+ goto L_CollectS2_E;
+ L_CollectS2_6:
+ delitem 943, 5;
+ delitem 935, 20;
+ delitem 912, 5;
+ goto L_CollectS2_E;
+
+ L_CollectS2_E:
+ mes "[Elder Wuhai]";
+ mes "Oh! You've brought all of them!";
+ mes "Well done!";
+ mes "Your will in becoming in Monk is witnessable!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Let's see... there is a Monk named";
+ mes "Ah... Wutao who wants to see you.";
+ mes "He will be in the Ancestral Graveyard North from here.";
+ set JOB_MONK_Q, 4;
+ set JOB_MONK_C, 0;
+ close;
+
+Part2:
+ mes "[Elder Wuhai]";
+ mes "Next... should be questions regarding your job changing?";
+ mes "Go find master Wutao,";
+ mes "He will be in the Ancestral Graveyard North from here.";
+ close;
+Part3:
+ mes "[Elder Wuhai]";
+ mes "Hmm? You're still taking the test...?";
+ mes "Try to do your best in it then!";
+ close;
+Part4:
+ mes "[Elder Wuhai]";
+ mes "What? You haven't drunk that Magic Potion?";
+ mes "Then... Hurry up and finish the Green-ish potion!";
+ mes "Otherwise, you will never be able to achieve";
+ mes "The spiritual energy level of Monks!";
+ set JOB_MONK_Q, 11;
+ close;
+Part5:
+ mes "[Elder Wuhai]";
+ mes "We have done all steps... Your blood, your mind, your soul,";
+ mes "Is enough for you to become a Monk.";
+ mes "Even your spiritual energy has increased after drinking the Magic Potion.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Good... you will now be sworn in by oath";
+ mes "In which afterwards the job changing will be complete.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Are you willing to dedicate the rest of your life to serving God?";
+ next;
+ menu "Yes.",L_MONK_Q_2,"No.",-;
+
+ mes "[Elder Wuhai]";
+ mes "......What?......";
+ mes "Aren't you ready to become a Monk?";
+ mes "Perhaps you want to run around a bit more,";
+ mes "And shed some more sweat";
+ mes "To become more prepared?";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Consider carefully before coming back!";
+ mes "I do not want to make a bad Monk.";
+ close;
+L_MONK_Q_2:
+ mes "[Elder Wuhai]";
+ mes "Will you use the powers given to you for your own good?";
+ next;
+ menu "Yes.",-,"No.",L_MONK_Q_3;
+
+ mes "[Elder Wuhai]";
+ mes "...NO NO NO NO NO !! Our training is not for any self benefits!";
+ mes "How could one who protects world peace abuse this advantage";
+ mes "For their own selfish means?!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Go and think over the true purpose of a Monk.";
+ mes "Thoughts like that will only make you greedier for power";
+ mes "The corruption of your soul will only lead to loss of your ability.";
+ close;
+
+L_MONK_Q_3:
+ mes "[Elder Wuhai]";
+ mes "When judging those who have opposed the will of God,";
+ mes "Will you hesitate in punishing them?";
+ next;
+ menu "No.",L_MONK_Q_4,"Yes.",-;
+
+ mes "[Elder Wuhai]";
+ mes "What do you think Monks are?";
+ mes "No matter who they are,";
+ mes "People who harm the weak are like trash!";
+ mes "They do not have the right to live on this world!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Perhaps you should go to people who deny morals in this world,";
+ mes "Come back again when you've learnt how to hate.";
+ mes "Then you will know what to do.";
+ close;
+
+L_MONK_Q_4:
+ mes "[Elder Wuhai]";
+ mes "Will you help to eradicate those who oppose God,";
+ mes "And to sacrifice yourself for the better of others?";
+ next;
+ menu "Yes",L_MONK_Q_5,"No",-;
+
+ mes "[Elder Wuhai]";
+ mes "Oh...nonononono....";
+ mes "If sacrificing oneself would be beneficial to your peers,";
+ mes "And that more enemies can be rid of,";
+ mes "That would be a great and worthy thing to do!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "What does Sacrifice means? Come back when you've figured it out.";
+ mes "Ah.. Sacrifice can be so simple, yet so difficult!";
+ close;
+
+L_MONK_Q_5:
+ mes "[Elder Wuhai]";
+ mes "Will you train monsters behind you to help others in battle?";
+ next;
+ menu "Yes",-,"No",L_MONK_Q_6;
+
+ mes "[Elder Wuhai]";
+ mes "That is not right! Training mobs around";
+ mes "Doesn't only apply to all others";
+ mes "...";
+ // he's not making any sense =P
+ mes "Instead it is an act that violates the rights of other Monks";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Even when you've learnt the skill 'Steel Body'";
+ mes "It is only meant to be used in emergency, or when you meet a strong adversary.";
+ mes "But not in such a situation!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "It might feel that you're helping them,";
+ mes "But you are only commiting acts of unjust!";
+ mes "What is the true way of a Monk?";
+ mes "Come back when you have thought it over.";
+ close;
+
+L_MONK_Q_6:
+ mes "[Elder Wuhai]";
+ // mes "Will you spam?";
+ // "will you spam" is just so... un-monkly. ^^;
+ mes "In villages or wilderness, will you say the same words towards others repeatedly?";
+ next;
+ menu "Yes",-,"No",L_MONK_Q_7;
+
+ mes "[Elder Wuhai]";
+ mes "No! If you do so, not just Monks, even the common people,";
+ mes "No matter how loudly you've yelled no one will bother about you!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "It is the same even if you only wanted to spread the words of God.";
+ mes "Think of your behavior. What's right and wrong?";
+ mes "Although I would rather test you again, but I'll let you go this time.";
+ close;
+L_MONK_Q_7:
+ mes "[Elder Wuhai]";
+ mes "Do you feel as if you're a messenger of God, and are willing to die for God?";
+ next;
+ menu "Yes",L_MONK_Q_8,"No",-;
+
+ mes "[Elder Wuhai]";
+ mes "You cannot be a Monk with this kind of will!";
+ mes "As its said, Death is only temporary, Ever if we have to give our lives";
+ mes "to protect world peace, it would at least be a meaningful action!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Those who oppose God will be condemned,";
+ mes "While those who listen to God will live.";
+ mes "What is life and death to you?";
+ mes "Ponder that well.";
+ close;
+
+L_MONK_Q_8:
+ mes "Lastly, make an oath to swear you will keep to what you have answered.";
+ next;
+ menu "I swear.",L_MONK_Q_9,"I refuse.",-;
+
+ mes "[Elder Wuhai]";
+ mes "......";
+ next;
+ mes "[Elder Wuhai]";
+ mes "It seems like... you don't have enough training...";
+ mes "I can't let you become a Monk.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "It is better for you to train more.";
+ mes "Come back when you ready.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "May God be with you.";
+ close;
+
+L_MONK_Q_9:
+ mes "[Elder Wuhai]";
+ mes "Well then, we have completed the oaths";
+ mes "Gather closer now, you are already my brother!";
+//---- Progress bar ----//
+ next;
+ mes "[Elder Wuhai]";
+ mes "Your promise has transmited to all Monks throught ypur heart and my heart.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Now, let's begin the ceremony!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "I'll acupuncture your 365 acupuncture points and open up your 1129 arteries and veins";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Ahhhhhhhhh......";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Wuuu... Huuuuuu。K";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "- He take a deeply breath -";
+ next;
+ mes "[" + strcharinfo(0) + "]";
+ mes "- And begining to acupuncture -";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Ahhhh--- Dadadadadada!!!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "DaBaDaBaDadadadaKaBonTatatata!!!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Ahhhh--- Dadadadadada!!!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "WaLaChuOhhhhhhh!!!";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Wuuu... Huuuuuu。K";
+ next;
+ mes "[Elder Wuhai]";
+ mes "WowHoooo... Okay, you are now a Monk!";
+ setoption 0;
+ jobchange 15;
+ callfunc "F_ClearJobVar";
+ next;
+ mes "[Elder Wuhai]";
+ mes "(Caught!) (Caught!)";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Am I old...? I feel so tired... (-sigh-)";
+ mes "I could clamb mountains after this before.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Very well... You are now a Monk...";
+ mes "Welcome to be one of us.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Bou never forget your promise.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Keep it in your mind, and train yourself.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Now go...";
+ mes "Here is a gift from us to congratulate you.";
+ if(joblevel <= 49) getitem 1801, 1;
+ if(joblevel == 50) getitem 1804, 1;
+ close;
+Part6:
+ mes "[Elder Wuhai]";
+ mes "May you find God in Mother Nature!";
+ mes "Welcome dear! What can I do for you?";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Is everything alright?";
+ mes "How the training?";
+ next;
+ mes "[Elder Wuhai]";
+ mes "If you don't have a strong body, you may not be able to help people when they needs you.";
+ mes "If you are weak, the Evil will come to you and leads you go into the dark side.";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Never forget it! You are the one protect weakers and world peace!";
+ mes "You should always mind the Evil. Don't let them leads you go into the dark side.";
+ close;
+
+Part7:
+ mes "[Elder Wuhai]";
+ mes "May you find God in Mother Nature!";
+ mes "Welcome dear! What can I do for you?";
+ next;
+ mes "[Elder Wuhai]";
+ mes "Oh! You are an Acolyte....";
+ mes "If you want to pray, go to Prontera Sanctuary!";
+ mes "This is the Monk training area, not for you to pray.";
+ mes "Go and find other places to stay if you are not willing to be a Monk.";
+ close;
+}
+
+prt_monk.gat,251,255,4 script Wutao 79,{
+ if(JOB_MONK_Q == 4 ) goto L_START;
+ if(JOB_MONK_Q == 5 ) goto Part1;
+ if(JOB_MONK_Q == 6 ) goto Part2;
+ if(JOB_MONK_Q > 6 ) goto Part3;
+ goto IsOther;
+
+IsOther:
+ mes "[Wutao]";
+ mes "We are Monks!";
+ mes "We have unlimited power!";
+ mes "We have unlimited wise!";
+ mes "We use our power and wise to protect the world peace!";
+ next;
+ mes "[Wutao]";
+ mes "So...";
+ mes "Are you my enemy?";
+ mes "You block my way!!!!";
+ next;
+ mes "[Wutao]";
+ mes "If someone block me!! I'll fight!!";
+ mes "TaAhhhhhh!!!";
+ next;
+ mes "[Wutao]";
+ mes "HuHaaaaaaaa!!!";
+ next;
+ mes "[Wutao]";
+ mes "don;t be afraid, go yourway!";
+ close;
+
+L_START:
+ mes "[Wutao]";
+ mes "What can I do for you?";
+ mes "Do you want to talk about God?";
+ next;
+ mes "[Wutao]";
+ mes "Oh! you are proceeding the Monk Quest!";
+ mes "The spirits you have is like a Monk.";
+ next;
+ mes "[Wutao]";
+ mes "Seems your arteries and veins has been open.";
+ mes "You must be the one coming from Elder Wuhai, right?";
+ mes "Very well...";
+ next;
+ mes "[Wutao]";
+ mes "Let me introduce you something about the spirits of Monks and some simple rules that Monks should obey.";
+ mes "Then I'll help modifing your mental status, make your body ready for the next test.";
+ next;
+ mes "[Wutao]";
+ mes "Now, remember what I say and repeat again.";
+ mes "Clear your mind... Are you ready?";
+ next;
+ menu "Yes",L_MENU_1,"No",-;
+ mes "[Wutao]";
+ mes "Come back when you ready!";
+ close;
+L_MENU_1:
+ mes "[Wutao]";
+ mes "All right, let's begin.";
+ next;
+ set @JOB_MONK_C2, rand(1,4);
+L_Again:
+ if(@JOB_MONK_C2 == 1) goto L_ROOT_1;
+ if(@JOB_MONK_C2 == 2) goto L_ROOT_2;
+ if(@JOB_MONK_C2 == 3) goto L_ROOT_3;
+
+ L_ROOT_1:
+ set @monk_str0$,"Supported by dragon and phoenix,";
+ set @monk_str1$,"So flies he westward.";
+ set @monk_str2$,"But the phoenix shall fall to the earth.";
+ set @monk_str3$,"And the dragon shall soar to the sky;";
+ set @monk_str4$,"There shall be successes and failures,";
+ set @monk_str5$,"For such is the eternal law.";
+ set @monk_str6$,"See that ye act when occasion offers,";
+ set @monk_str7$,"Lest ye descend to the Nine Golden Springs.'";
+ goto L_MES;
+ L_ROOT_2:
+ set @monk_str0$,"He boasted not a handsome face,";
+ set @monk_str1$,"Nor was his body blessed with grace.";
+ set @monk_str2$,"His words streamed like a waterfall,";
+ set @monk_str3$,"He read a book and knew it all.";
+ set @monk_str4$,"Shu's glories could he well rehearse,";
+ set @monk_str5$,"His lore embraced the universe.";
+ set @monk_str6$,"Or text or note of scholiast";
+ set @monk_str7$,"Once read, his memory held fast.";
+ goto L_MES;
+ L_ROOT_3:
+ set @monk_str0$,"Seek ye a noble one? Then take ye the way of Jieliang,";
+ set @monk_str1$,"Watch ye how all people revere Guan Yu,";
+ set @monk_str2$,"Each excelling others to honor him,";
+ set @monk_str3$,"Him, one of the three brothers of the Peach Garden Oath,";
+ set @monk_str4$,"Who have won sacrifices, as emperor and king.";
+ set @monk_str5$,"Incomparable their aura spreads through the world;";
+ set @monk_str6$,"They are resplendent as the great lights of the firmament;";
+ set @monk_str7$,"Temples to our Lord Guan Yu abound, no village lacks one,";
+ set @monk_str8$,"Their venerable trees at sundown are the resting places for birds.";
+ goto L_MES;
+L_MES:
+ mes "[Wutao]";
+ mes "Listen carefully!";
+ next;
+ mes "[Wutao]";
+ mes @monk_str0$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str1$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str2$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str3$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str4$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str5$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str6$;
+ next;
+ mes "[Wutao]";
+ mes @monk_str7$;
+ if(@JOB_MONK_C2 < 3) goto L_MES_1;
+ next;
+ mes "[Wutao]";
+ mes @monk_str8$;
+
+L_MES_1:
+ next;
+ mes "[Wutao]";
+ mes "Now, " + strcharinfo(0) + ", it's your turn.";
+ next;
+ set @monk_q, 0;
+ if(@JOB_MONK_C2 == 1) goto L_MONK_Q1_1;
+ if(@JOB_MONK_C2 == 2) goto L_MONK_Q2_1;
+ if(@JOB_MONK_C2 == 3) goto L_MONK_Q3_1;
+
+L_MONK_Q1_1:
+
+ menu "And the dragon shall soar to the sky;",L_MONK_Q1_2,
+ "But the phoenix shall fall to the earth.",L_MONK_Q1_2,
+ "For such is the eternal law.",L_MONK_Q1_2,
+ "See that ye act when occasion offers,",L_MONK_Q1_2,
+ "There shall be successes and failures,",L_MONK_Q1_2,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_2,
+ "Supported by dragon and phoenix,",-,
+ "So flies he westward.",L_MONK_Q1_2;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_2:
+
+ menu "But the phoenix shall fall to the earth.",L_MONK_Q1_3,
+ "See that ye act when occasion offers,",L_MONK_Q1_3,
+ "Supported by dragon and phoenix,",L_MONK_Q1_3,
+ "There shall be successes and failures,",L_MONK_Q1_3,
+ "So flies he westward.",-,
+ "And the dragon shall soar to the sky;",L_MONK_Q1_3,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_3,
+ "For such is the eternal law.",L_MONK_Q1_3;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_3:
+
+ menu "There shall be successes and failures,",L_MONK_Q1_4,
+ "But the phoenix shall fall to the earth.",-,
+ "And the dragon shall soar to the sky;",L_MONK_Q1_4,
+ "So flies he westward.",L_MONK_Q1_4,
+ "For such is the eternal law.",L_MONK_Q1_4,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_4,
+ "See that ye act when occasion offers,",L_MONK_Q1_4,
+ "Supported by dragon and phoenix,",L_MONK_Q1_4;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_4:
+
+ menu "And the dragon shall soar to the sky;",-,
+ "Supported by dragon and phoenix,",L_MONK_Q1_5,
+ "But the phoenix shall fall to the earth.",L_MONK_Q1_5,
+ "So flies he westward.",L_MONK_Q1_5,
+ "For such is the eternal law.",L_MONK_Q1_5,
+ "There shall be successes and failures,",L_MONK_Q1_5,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_5,
+ "See that ye act when occasion offers,",L_MONK_Q1_5;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_5:
+
+ menu "For such is the eternal law.",L_MONK_Q1_6,
+ "And the dragon shall soar to the sky;",L_MONK_Q1_6,
+ "So flies he westward.",L_MONK_Q1_6,
+ "Supported by dragon and phoenix,",L_MONK_Q1_6,
+ "But the phoenix shall fall to the earth.",L_MONK_Q1_6,
+ "See that ye act when occasion offers,",L_MONK_Q1_6,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_6,
+ "There shall be successes and failures,",-;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_6:
+
+ menu "Supported by dragon and phoenix,",L_MONK_Q1_7,
+ "So flies he westward.",L_MONK_Q1_7,
+ "For such is the eternal law.",-,
+ "But the phoenix shall fall to the earth.",L_MONK_Q1_7,
+ "There shall be successes and failures,",L_MONK_Q1_7,
+ "And the dragon shall soar to the sky;",L_MONK_Q1_7,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_7,
+ "See that ye act when occasion offers,",L_MONK_Q1_7;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_7:
+
+ menu "So flies he westward.",L_MONK_Q1_8,
+ "Supported by dragon and phoenix,",L_MONK_Q1_8,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_Q1_8,
+ "See that ye act when occasion offers,",L_MONK_Q1_8,
+ "There shall be successes and failures,",L_MONK_Q1_8,
+ "For such is the eternal law.",L_MONK_Q1_8,
+ "But the phoenix shall fall to the earth.",L_MONK_Q1_8,
+ "And the dragon shall soar to the sky;",L_MONK_Q1_8,
+ "See that ye act when occasion offers,",-;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q1_8:
+
+ menu "Supported by dragon and phoenix,",L_MONK_QUEST_END,
+ "See that ye act when occasion offers,",L_MONK_QUEST_END,
+ "But the phoenix shall fall to the earth.",L_MONK_QUEST_END,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_1_2,
+ "And the dragon shall soar to the sky;",L_MONK_QUEST_END,
+ "Lest ye descend to the Nine Golden Springs.",L_MONK_QUEST_END,
+ "So flies he westward.",L_MONK_QUEST_END,
+ "There shall be successes and failures,",L_MONK_QUEST_END,
+ "For such is the eternal law.",L_MONK_QUEST_END;
+
+L_MONK_Q2_1:
+
+ menu "Nor was his body blessed with grace.",L_MONK_Q2_2,
+ "He read a book and knew it all.",L_MONK_Q2_2,
+ "His words streamed like a waterfall,",L_MONK_Q2_2,
+ "He boasted not a handsome face,",-,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_2,
+ "Once read, his memory held fast.",L_MONK_Q2_2,
+ "His lore embraced the universe.",L_MONK_Q2_2,
+ "Or text or note of scholiast",L_MONK_Q2_2;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_2:
+
+ menu "His lore embraced the universe.",L_MONK_Q2_3,
+ "He boasted not a handsome face,",L_MONK_Q2_3,
+ "His words streamed like a waterfall,",L_MONK_Q2_3,
+ "He read a book and knew it all.",L_MONK_Q2_3,
+ "Or text or note of scholiast",L_MONK_Q2_3,
+ "Once read, his memory held fast.",L_MONK_Q2_3,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_3,
+ "Nor was his body blessed with grace.",-;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_3:
+
+ menu "His words streamed like a waterfall,",-,
+ "His lore embraced the universe.",L_MONK_Q2_4,
+ "He read a book and knew it all.",L_MONK_Q2_4,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_4,
+ "Nor was his body blessed with grace.",L_MONK_Q2_4,
+ "Or text or note of scholiast",L_MONK_Q2_4,
+ "He boasted not a handsome face,",L_MONK_Q2_4,
+ "Once read, his memory held fast.",L_MONK_Q2_4;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_4:
+
+ menu "Nor was his body blessed with grace.",L_MONK_Q2_5,
+ "Once read, his memory held fast.",L_MONK_Q2_5,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_5,
+ "Or text or note of scholiast",L_MONK_Q2_5,
+ "He boasted not a handsome face,",L_MONK_Q2_5,
+ "He read a book and knew it all.",-,
+ "His lore embraced the universe.",L_MONK_Q2_5,
+ "His words streamed like a waterfall,",L_MONK_Q2_5;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_5:
+
+ menu "Once read, his memory held fast.",L_MONK_Q2_6,
+ "Or text or note of scholiast",L_MONK_Q2_6,
+ "He read a book and knew it all.",L_MONK_Q2_6,
+ "His words streamed like a waterfall,",L_MONK_Q2_6,
+ "Nor was his body blessed with grace.",L_MONK_Q2_6,
+ "He boasted not a handsome face,",L_MONK_Q2_6,
+ "His lore embraced the universe.",L_MONK_Q2_6,
+ "Shu's glories could he well rehearse,",-;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_6:
+
+ menu "Or text or note of scholiast",L_MONK_Q2_7,
+ "He read a book and knew it all.",L_MONK_Q2_7,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_7,
+ "His words streamed like a waterfall,",L_MONK_Q2_7,
+ "His lore embraced the universe.",-,
+ "He boasted not a handsome face,",L_MONK_Q2_7,
+ "Nor was his body blessed with grace.",L_MONK_Q2_7,
+ "Once read, his memory held fast.",L_MONK_Q2_7;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_7:
+
+ menu "Nor was his body blessed with grace.",L_MONK_Q2_8,
+ "Or text or note of scholiast",-,
+ "His words streamed like a waterfall,",L_MONK_Q2_8,
+ "Once read, his memory held fast.",L_MONK_Q2_8,
+ "He boasted not a handsome face,",L_MONK_Q2_8,
+ "He read a book and knew it all.",L_MONK_Q2_8,
+ "Shu's glories could he well rehearse,",L_MONK_Q2_8,
+ "His lore embraced the universe.",L_MONK_Q2_8;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q2_8:
+
+ menu "He boasted not a handsome face,",L_MONK_QUEST_END,
+ "Nor was his body blessed with grace.",L_MONK_QUEST_END,
+ "Shu's glories could he well rehearse,",L_MONK_QUEST_END,
+ "Or text or note of scholiast",L_MONK_QUEST_END,
+ "His lore embraced the universe.",L_MONK_QUEST_END,
+ "He read a book and knew it all.",L_MONK_QUEST_END,
+ "His words streamed like a waterfall,",L_MONK_QUEST_END,
+ "Once read, his memory held fast.",L_MONK_QUEST_1_2;
+
+L_MONK_Q3_1:
+
+ menu "Watch ye how all people revere Guan Yu,",L_MONK_Q3_2,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",-,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_2,
+ "Each excelling others to honor him,",L_MONK_Q3_2,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_2,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_2,
+ "They are resplendent as the great lights of the firmament;",L_MONK_Q3_2,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_2,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_2;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_2:
+
+ menu "Each excelling others to honor him,",L_MONK_Q3_3,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_3,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_3,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_3,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_3,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_3,
+ "Watch ye how all people revere Guan Yu,",-,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_3,
+ "They are resplendent as the great lights of the firmament;",L_MONK_Q3_3;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_3:
+
+ menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_4,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_4,
+ "Each excelling others to honor him,",-,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_4,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_4,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_4,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_4,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_4,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_4;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_4:
+
+ menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_5,
+ "Each excelling others to honor him,",L_MONK_Q3_5,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_5,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_5,
+ "Him, one of the three brothers of the Peach Garden Oath,",-,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_5,
+ "They are resplendent as the great lights of the firmament;",L_MONK_Q3_5,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_5,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_5;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_5:
+
+ menu "They are resplendent as the great lights of the firmament;",L_MONK_Q3_6,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_6,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_6,
+ "Who have won sacrifices, as emperor and king.",-,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_6,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_6,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_6,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_6,
+ "Each excelling others to honor him,",L_MONK_Q3_6;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_6:
+
+ menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_7,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_7,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_7,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_7,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_7,
+ "Incomparable their aura spreads through the world;",-,
+ "Each excelling others to honor him,",L_MONK_Q3_7,
+ "They are resplendent as the great lights of the firmament;",L_MONK_Q3_7,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_7;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_7:
+
+ menu "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_8,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_8,
+ "They are resplendent as the great lights of the firmament;",-,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_8,
+ "Each excelling others to honor him,",L_MONK_Q3_8,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_8,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_8,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_8,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_Q3_8;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_8:
+
+ menu "Temples to our Lord Guan Yu abound, no village lacks one,",-,
+ "Incomparable their aura spreads through the world;",L_MONK_Q3_9,
+ "Their venerable trees at sundown are the resting places for birds.",L_MONK_Q3_9,
+ "They are resplendent as the great lights of the firmament;",L_MONK_Q3_9,
+ "Who have won sacrifices, as emperor and king.",L_MONK_Q3_9,
+ "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_Q3_9,
+ "Watch ye how all people revere Guan Yu,",L_MONK_Q3_9,
+ "Each excelling others to honor him,",L_MONK_Q3_9,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_Q3_9;
+
+ set @monk_q, @monk_q + 1;
+L_MONK_Q3_9:
+
+ menu "Him, one of the three brothers of the Peach Garden Oath,",L_MONK_QUEST_END,
+ "Each excelling others to honor him,",L_MONK_QUEST_END,
+ "Watch ye how all people revere Guan Yu,",L_MONK_QUEST_END,
+ "Who have won sacrifices, as emperor and king.",L_MONK_QUEST_END,
+ "Incomparable their aura spreads through the world;",L_MONK_QUEST_END,
+ "Seek ye a noble one? Then take ye the way of Jieliang,",L_MONK_QUEST_END,
+ "They are resplendent as the great lights of the firmament;",L_MONK_QUEST_END,
+ "Temples to our Lord Guan Yu abound, no village lacks one,",L_MONK_QUEST_END,
+ "Their venerable trees at sundown are the resting places for birds.",-;
+
+L_MONK_QUEST_1_2:
+ set @monk_q, @monk_q + 1;
+L_MONK_QUEST_END:
+
+ if(@monk_q != 10) goto L_C2_FAIL;
+
+L_C2_DONE:
+ set @monk_q, 0;
+ next;
+ mes "[Wutao]";
+ mes "Hmmm...";
+ next;
+ mes "[Wutao]";
+ mes "...Well Done!! It's perfect!";
+ next;
+ mes "[Wutao]";
+ mes "However, don't be happy too early. There is much long way to go before you become a Monk.";
+ next;
+ mes "[Wutao]";
+ mes "DaAhaaaa...";
+ next;
+ mes "[Wutao]";
+ mes "ShuKeeee.....";
+ next;
+ mes "[Wutao]";
+ mes "SouKouuuuu....";
+ next;
+ mes "[Wutao]";
+ mes "PaYennnn....";
+ next;
+ mes "[Wutao]";
+ mes "As I promised, your mental status is now running like a Monk do.";
+ next;
+ mes "[Wutao]";
+ mes "Now go, seek ^000080Fuhai^000000 for further guidance.";
+ set JOB_MONK_Q, 6;
+ close;
+
+L_C2_FAIL:
+ mes "[" + strcharinfo(0) + "]";
+ mes "Well...? How was that? ";
+ next;
+ mes "[Wutao]";
+ mes "Hmmm...";
+ next;
+ mes "[Wutao]";
+ mes "HeNmmm...";
+ next;
+ mes "[Wutao]";
+ mes "How was that? It's bad! You didn't memorize it all!";
+ next;
+ mes "[Wutao]";
+ mes "You should doult yourself. Are you really have the ability to be a Monk?";
+ mes "...It's really....";
+ next;
+ mes "[Wutao]";
+ mes "Well...That's fine, do you want to try it again?";
+ next;
+ mes "[Wutao]";
+ mes "Of course! Since you did not pass this test, you can't take the next test.";
+ set JOB_MONK_Q, 5;
+ close;
+
+Part1:
+ mes "[Wutao]";
+ mes "Very well. Let's try it again.";
+ next;
+ goto L_Again;
+
+Part2:
+ mes "[Wutao]";
+ mes "What? You forget whom you should seek for?";
+ next;
+ mes "[Wutao]";
+ mes "......You are so.......";
+ next;
+ mes "[Wutao]";
+ mes "...Are you testing my patient?";
+ next;
+ mes "[Wutao]";
+ mes "...Okay, I'll tell you again...";
+ mes "Go and seek ^000080Fuhai^000000 for further guidance.";
+ close;
+Part3:
+ mes "[Wutao]";
+ mes "May God be with you.";
+ close;
+}
+
+prt_monk.gat,57,179,4 script Fuhai 110,{
+
+ if(@Choice_mission == 1 ) goto Part1;
+ if(@Choice_mission == 2 ) goto Part2;
+ if(JOB_MONK_Q == 6 ) goto L_START;
+ goto IsOther;
+IsOther:
+ mes "[Fuhai]";
+ mes "HaAhhhhh....!!!";
+ next;
+ mes "- Seems like he is thinking something -";
+ close;
+
+L_START:
+ mes "[Fuhai]";
+ mes "...";
+ next;
+ mes "[Fuhai]";
+ mes "......";
+ next;
+ mes "[Fuhai]";
+ mes ".........";
+ next;
+ mes "[Fuhai]";
+ mes "............";
+ next;
+ menu "Hello there?",-;
+
+ mes "[Fuhai]";
+ mes "...what...WHAT?";
+ mes "How dare you interupt my training!";
+ mes "If it is not very important...";
+ next;
+ mes "[Fuhai]";
+ mes "......";
+ mes "I can't tell...if you can see the son tomorrow...";
+ next;
+ mes "[Fuhai]";
+ mes "Why are you here?";
+ mes "Explain!";
+ next;
+ menu "Some one named [Wutao] send me here.",L_MENU_1,"Well...Nothing...",-;
+
+ mes "[Fuhai]";
+ mes "......";
+ mes "...How about dig a grave for yourself?";
+ close;
+ L_MENU_1:
+ mes "[Fuhai]";
+ mes "Hmmm...It's that so?";
+ mes "That's...";
+ next;
+ mes "[Fuhai]";
+ mes "Oh...Your mental status...";
+ mes "Ha! Very well...";
+ next;
+ mes "[Fuhai]";
+ mes "However, what did you learn from [Wutao] ?";
+ next;
+ menu "Hmmm...Well...It's...",-,
+ "I repeat what he said, and he send me here.",L_MENU_1_1,
+ "He test my mental status and send me here.",-;
+
+ mes "[Fuhai]";
+ mes "Foolish!";
+ mes "Don't bother me! Go away!";
+ close;
+ L_MENU_1_1:
+ mes "[Fuhai]";
+ mes "Well...Then?";
+ mes "Did he do anything for you?";
+ next;
+ menu "Ah...It's...I can't tell...",-,
+ "Check my body",L_MENU_1_1_1,
+ "Tell me some rules to obey",L_MENU_1_1_1,
+ "modify my mental status",L_MENU_1_1_2;
+
+ mes "[Fuhai]";
+ mes "Foolish!";
+ mes "Don't bother me! Go away!";
+ close;
+ L_MENU_1_1_1:
+ mes "[Fuhai]";
+ mes "That's quite true, but not the point.";
+ mes "Think! Use your brain!";
+ close;
+
+ L_MENU_1_1_2:
+ set JOB_MONK_Q, 7;
+ mes "[Fuhai]";
+ mes "Very well, at least you know what had been change in your body";
+ mes "Now, let's begin the next test.";
+ next;
+ mes "[Fuhai]";
+ mes "I'll give you a chance to choose what kind of test you want to take.";
+ mes "Now, make your own choise.";
+ next;
+ menu "Mushroom Collecting",L_ROOT_1,"Marathon",L_ROOT_2;
+
+ L_ROOT_1:
+ mes "[Fuhai]";
+ mes "Mushroom Collecting? Good choice!";
+ mes "That would make you appreciate the extremity of patient, realize the meaning God give you the great willpower.";
+ mes "Now go, do some prepares. Come back when you ready.";
+ set @Choice_mission, 1;
+ close;
+ L_ROOT_2:
+ mes "[Fuhai]";
+ mes "Marathon? Good choice!";
+ mes "That would make you appreciate the extremity of willpower, realize the meaning God give you the great patient.";
+ mes "Now go, do some prepares. Come back when you ready.";
+ set @Choice_mission, 2;
+ close;
+Part1:
+ mes "[Fuhai]";
+ mes "Are you ready?";
+ mes "Acturily, you don't need to prepare anything if you believe in yourself";
+ next;
+ mes "[Fuhai]";
+ mes "Mushroom Collecting is your choice.";
+ mes "It's a test for yourself.";
+ next;
+ mes "[Fuhai]";
+ mes "Now, go to the building located in the center of this training area.";
+ next;
+ mes "[Fuhai]";
+ mes "You will pass the test when you collect enough mushrooms we think.";
+ mes "Now, what are waitting for? Go ahead!";
+ close;
+Part2:
+ mes "[Fuhai]";
+ mes "Are you ready?";
+ mes "Acturily, you don't need to prepare anything if you believe in yourself";
+ next;
+ mes "[Fuhai]";
+ mes "Marathon is your choice.";
+ mes "It's a test for yourself.";
+ next;
+ mes "[Fuhai]";
+ mes "Now, go to the building located in the center of this training area.";
+ next;
+ mes "[Fuhai]";
+ mes "You will pass the test when you run enough circles we think.";
+ mes "Now, what are waitting for? Go ahead!";
+ close;
+
+}
+
+prt_monk.gat,199,169,4 script Guard 746,{
+ if(JOB_MONK_Q == 7) goto L_START;
+ if(JOB_MONK_Q > 6) goto Part1;
+ goto IsOther;
+IsOther:
+ mes "[Guard ChaoLi]";
+ mes "This is...";
+ mes "Monk Training Area";
+ next;
+ mes "[Guard ChaoLi]";
+ mes "Please be quiet in this area.";
+ close;
+
+L_START:
+ mes "[Guard ChaoLi]";
+ mes "This is...";
+ mes "Monk Training Area";
+ next;
+ mes "[Guard ChaoLi]";
+ mes strcharinfo(0) + " ... Right?!";
+ next;
+ mes "[Guard ChaoLi]";
+ mes "Go ahead! Quickly!";
+ mes "There is another test waitting for you!";
+ close;
+
+Part1:
+ mes "[Guard ChaoLi]";
+ mes "Please be quiet in this area.";
+ close;
+}
+
+monk_test.gat,329,61,4 script Bashu 753,{
+ if(JOB_MONK_Q == 7) goto L_START;
+ if(JOB_MONK_Q == 8) goto IsOther;
+ goto IsOther;
+IsOther:
+ mes "[Bashu]";
+ mes "Welcome to ^00FF00St. Capitolina Abbey^000000, the Monk Training Area.";
+ mes "May the light shine on your path.";
+ mes "You can find Monk Daowen who judge the grades of Monk training when you go inside";
+ next;
+ mes "[Bashu]";
+ mes "Never the less, don't touch anything inside and be quiet in front of Monk Daowen.";
+ next;
+ mes "[Bashu]";
+ mes "Then, may you have a happy conversation time with God.";
+ close;
+L_START:
+ mes "[Bashu]";
+ mes "Please select a test.";
+ next;
+ if(@Choice_mission == 0) goto L_MISSC;
+ if(@Choice_mission == 2) goto L_MISS2;
+ mes "[Bashu]";
+ mes "As I know, you choose the Mushroom Collecting as your test.";
+ goto L_MISSC;
+L_MISS2:
+ mes "[Bashu]";
+ mes "As I know, you choose the Marathon as your test.";
+L_MISSC:
+ mes "However, if you cannot complete it, you may switch to the other whenever you feel like it.";
+ next;
+ menu "Monk's patient - Mushroom Collecting",-,
+ "Monk's willpower - Marathon",L_MENU_1;
+
+ mes "[Bashu]";
+ mes "The test you choose is Monk's patient - Mushroom Collecting";
+ next;
+ warp "job_monk.gat",225,179;
+ end;
+
+L_MENU_1:
+ mes "[Bashu]";
+ mes "The test you choose is Monk's willpower - Marathon";
+ next;
+ warp "monk_test.gat",387,345;
+ end;
+}
+
+monk_test.gat,387,347,4 script Musha 110,{
+ mes "[Musha]";
+ mes "Wel...Welcome...!";
+ mes "This...This is the area testing the pa...patient of whom want to be a Monk.";
+ next;
+ mes "[Musha]";
+ mes "You should just...just run!";
+ mes "Before we told you to stop.";
+ mes "Run...Run! " + strcharinfo(0) + "! Run!";
+ next;
+ mes "[Musha]";
+ mes "Just Run!! Run Quickly!!";
+ next;
+ mes "[Musha]";
+ mes "One Day, I'll become a Monk!";
+ mes "I.....will......Become...a......MONK!!!";
+ next;
+ mes "[Musha]";
+ mes "Do...Do you...want to give......giveup? or...con...continue?";
+ mes "Giveup?";
+ next;
+ menu "I want to giveup!",-,"I want to run!!",L_MENU_1;
+
+ announce "Musha: " + strcharinfo(0) + " has give...giveup the test...! Giveup the Marathon test... No...No patient.....HaHaHaHa!!!...",8;
+ mes "[Musha]";
+ mes strcharinfo(0) + "...give...giveup the test...";
+ mes "Giveup the Marathon test...";
+ mes "No...No patient.....HaHaHaHa!!!...";
+ next;
+ warp "prt_monk.gat",196,168;
+ end;
+L_MENU_1:
+ next;
+ mes "[Musha]";
+ mes "Before we give you an order to stop....";
+ mes "Run...Run! " + strcharinfo(0) + "! Run!";
+ if(@runtimes == 0) set @runtimes, rand(8,10);
+ close;
+}
+
+monk_test.gat,390,387,0 script monk_warp 45,1,1,{
+ set @run, @run + 1;
+ if(@run == (@runtimes-1)) mapannounce "monk_test.gat","Musha: cheer up! The next circle is the last!",8;
+ if(@run == @runtimes) goto L_DONE;
+ warp "monk_test.gat",388,348;
+ end;
+L_DONE:
+ mapannounce "monk_test.gat","Musha: Con....Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
+ set JOB_MONK_Q, 8;
+ warp "prt_monk.gat",196,168;
+ end;
+
+}
+monk_test.gat,0,0,0 script monk_traps -1,{
+ mapannounce "monk_test.gat","trap: " + strcharinfo(0)+ " , you fall into a trap! Now we warp you to the start place.",8;
+ warp "monk_test.gat",388,348;
+ end;
+}
+//---------------------
+monk_test.gat,386,164,0 script monk1-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,386,165,0 script monk1-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,387,164,0 script monk1-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,387,165,0 script monk1-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,388,164,0 script monk1-5 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,388,165,0 script monk1-6 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,389,164,0 script monk1-7 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,389,165,0 script monk1-8 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,386,42,0 script monk2-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,386,43,0 script monk2-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,387,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,387,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,388,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,388,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,389,42,0 script monk2-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,389,43,0 script monk2-4 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,184,11,0 script monk3-1 139,0,3,{doevent "monk_traps";end;}
+monk_test.gat,185,11,0 script monk3-2 139,0,3,{doevent "monk_traps";end;}
+monk_test.gat,186,11,0 script monk3-3 139,0,3,{doevent "monk_traps";end;}
+monk_test.gat,187,11,0 script monk3-4 139,0,3,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,70,10,0 script monk4-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,70,11,0 script monk4-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,70,12,0 script monk4-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,70,13,0 script monk4-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,71,10,0 script monk4-5 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,71,11,0 script monk4-6 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,71,12,0 script monk4-7 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,71,13,0 script monk4-8 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,8,30,0 script monk5-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,8,31,0 script monk5-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,9,30,0 script monk5-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,9,31,0 script monk5-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,10,30,0 script monk5-5 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,10,31,0 script monk5-6 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,11,30,0 script monk5-7 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,11,31,0 script monk5-8 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,12,30,0 script monk5-9 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,12,31,0 script monk5-10 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,13,30,0 script monk5-11 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,13,31,0 script monk5-12 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,14,30,0 script monk5-13 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,14,31,0 script monk5-14 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,15,30,0 script monk5-15 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,15,31,0 script monk5-16 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,10,158,0 script monk6-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,10,159,0 script monk6-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,11,158,0 script monk6-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,11,159,0 script monk6-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,12,158,0 script monk6-5 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,12,159,0 script monk6-6 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,13,158,0 script monk6-7 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,13,159,0 script monk6-8 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,38,386,0 script monk7-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,38,387,0 script monk7-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,38,388,0 script monk7-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,38,389,0 script monk7-4 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,39,386,0 script monk7-5 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,39,387,0 script monk7-6 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,39,388,0 script monk7-7 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,39,389,0 script monk7-8 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,82,390,0 script monk8-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,82,391,0 script monk8-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,83,390,0 script monk8-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,83,391,0 script monk8-4 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+monk_test.gat,82,384,0 script monk8-1 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,82,385,0 script monk8-2 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,83,384,0 script monk8-3 139,0,0,{doevent "monk_traps";end;}
+monk_test.gat,83,385,0 script monk8-4 139,0,0,{doevent "monk_traps";end;}
+//---------------------
+prt_monk.gat,225,179,4 script XuanWu 89,{
+ mes "[XuanWu]";
+ mes "To see the growing of crop, I deeply appreciate from the grace of God.";
+ next;
+ mes "[XuanWu]";
+ mes "Never the less, see those crop grown by the strong Monks.";
+ mes "I think it's the most beautiful picture!";
+ next;
+ mes "[XuanWu]";
+ mes "Frankly speeking, grower is the greatest people in the world.";
+ mes "The Blue Potion you drink must be made of God's will and by the grower.";
+ next;
+ mes "[XuanWu]";
+ mes "We chould always be grateful.";
+ next;
+ mes "[XuanWu]";
+ mes "God give you everything, even the grower.";
+ next;
+ mes "[XuanWu]";
+ mes "The grower is the root of world. That's quite true.";
+ close;
+}
+job_monk.gat,225,179,4 script XuanWu 89,{
+
+ if(JOB_MONK_Q == 8 ) goto Part2;
+ if(@mission_start == 1 ) goto Part1;
+
+ mes "[XuanWu]";
+ mes "Welcome! I'm in charge here with the Mushroom Collecting.";
+ mes "My Name is XuanWu";
+ next;
+ mes "[XuanWu]";
+ mes "From now, you should take it for granted that all the suffering is training.";
+ mes "Understand?";
+ next;
+ mes "[XuanWu]";
+ mes "For Monks lives, we should always offer our efforts as a tribute";
+ mes "Grow crop is also a kind of training.";
+ next;
+ mes "[XuanWu]";
+ mes "We think it is the best way to realize the will of God.";
+ mes "Therefore, we had started growing some kind of mushrooms that smell foul";
+ next;
+ mes "[XuanWu]";
+ mes "All you have to do is destory those mushrooms and bring some thing to prove.";
+ mes "What's the thing I mean? The ^ff0000Orange GooeyMushroom and Orange Net Mushroom^000000";
+ next;
+ mes "[XuanWu]";
+ mes "If you want to increase your internal organs and become a Monk, go and destory it.";
+ mes "Bring as many as you can, I won't tell you the amount I need.";
+ mes "Now go!";
+ next;
+ mes "[XuanWu]";
+ mes "Or...You want to giveup?";
+ next;
+ menu "Start Mushroom Collecting",L_MENU_1,"I'll giveup",L_MENU_2;
+
+L_MENU_2:
+ mapannounce "monk_test.gat","XuanWu: ......Another one without willpower...",8;
+ mes "[XuanWu]";
+ mes "Another one without willpower...";
+ set @mission_start, 0;
+ getitem 1069, 1;
+ delitem 1069, 1;
+ next;
+ warp "prt_monk.gat",196,168;
+ end;
+L_MENU_1:
+ mes "[XuanWu]";
+ mes "Then what are you waitting for? Go Go Go !!";
+ set @mission_start, 1;
+ close;
+
+Part1:
+ if(countitem(1069) >= 30 && countitem(1070) >0 ) goto L_DONE;
+ if(countitem(1070) >= 30 && countitem(1069) >0 ) goto L_DONE;
+ mes "[XuanWu]";
+ mes "Hmmm... Is that all you can do? I don't think it's enough.";
+ next;
+ mes "[XuanWu]";
+ mes "Or...You want to giveup?";
+ next;
+ menu "Continue Mushroom Collecting",-,"I'll giveup",L_MENU_2;
+ close;
+L_DONE:
+ set JOB_MONK_Q, 8;
+ mes "[XuanWu]";
+ mes "Well... I think you can do it better...";
+ mes "However, I should say you pass the test.";
+ set @mission_start, 0;
+ delitem 1069, countitem(1069);
+ delitem 1070, countitem(1070);
+ next;
+ mes "[XuanWu]";
+ mes "Now go to [Daowen], he is in the deep of the building.";
+ close;
+Part2:
+ mes "[XuanWu]";
+ mes "Are you testing my patient??";
+ mes "Now go to [Daowen], he is in the deep of the building.";
+ close;
+}
+job_monk.gat,191,172,4 script job_monk_warp 45,1,1,{
+ warp "monk_test.gat",329,57;
+ end;
+}
+
+job_monk.gat,199,169,4 script Guard ChaoLi 746,{
+ mes "[Guard ChaoLi]";
+ mes "Silence! In test area!";
+ close;
+}
+
+monk_test.gat,319,139,4 script Daowen 52,{
+ if(JOB_MONK_Q == 8) goto L_START;
+ if(JOB_MONK_Q == 9) goto Part1;
+ if(JOB_MONK_Q == 10) goto Part2;
+ goto IsOther;
+IsOther:
+ mes "[Daowen]";
+ mes "Go throught it quietly...";
+ mes "HuWuWuuuu......";
+ next;
+ mes "[Daowen]";
+ mes "This is St. Capitolina Abbey. If anything goes wrong, all we have done might become nothing.";
+ next;
+ mes "[Daowen]";
+ mes "Leave! If you don't want to die, don't bother me.";
+ close;
+L_START:
+ mes "[Daowen]";
+ mes "Oh! Finally!";
+ mes "This is the last test, and I am I'm in charge here";
+ mes "My name is 'Daowen'";
+ next;
+ mes "[Daowen]";
+ mes "Well... What should I say?";
+ mes "Who block the way? Fight him/her!";
+ next;
+ mes "[Daowen]";
+ mes "Fight! Slash! When you lost and some enemy block your way!";
+ mes "Tell them the will of God!";
+ next;
+ mes "[Daowen]";
+ mes "Don't compare with the weak priest!";
+ mes "We are always strong Monks";
+ next;
+ mes "[Daowen]";
+ mes "We are different from the weak priest that always run away!";
+ next;
+ mes "[Daowen]";
+ mes "Now! Grasp your fist! Go and fight!";
+ next;
+ mes "[Daowen]";
+ mes "Do your best!";
+ mes "HaHaHaHaHa.....!!";
+ next;
+ warp "monk_test",88,73;
+ end;
+
+Part1:
+ mes "[Daowen]";
+ mes "Well done!! HaHaHaHa....!!";
+ mes "I knew you can do it!";
+ mes "I'll give you a special potion that can increase your power";
+ next;
+ getitem 506, 1;
+ mes "[Daowen]";
+ mes "Drink it, and your internal organs will increase enough to be a Monk.";
+ mes "Okay...Then, Go to Wuhai - the first one you meet here.";
+ set JOB_MONK_Q, 10;
+ close;
+Part2:
+ mes "[Daowen]";
+ mes "Go to Wuhai - the first one you meet here.";
+ close;
+}
+
+monk_test.gat,88,91,4 script Test Assistant 52,{
+ mes "[Test Assistant]";
+ mes "Are you ready for training of evil disperse?";
+ next;
+ mes "[Test Assistant]";
+ mes "The test area is a maze with walls invisable.";
+ mes "The exiting point is on the opposite side of the starting point.";
+ next;
+ mes "[Test Assistant]";
+ mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
+ mes "Good lucy! May God be with you.";
+ next;
+ if(getareausers("monk_test.gat",126,161,165,199) > 0) goto L_WAIT;
+ killmonster "monk_test.gat","monk_mob1";
+ enablenpc "monk_mob1_1";
+ enablenpc "monk_mob1_2";
+ enablenpc "monk_mob1_3";
+ enablenpc "monk_mob1_3";
+ warp "monk_test.gat",127,179;
+ end;
+L_WAIT:
+ mes "[Test Assistant]";
+ mes "There is someone taking the test. Please wait a minute.";
+ close;
+}
+monk_test.gat,129,180,4 script monk_mob1_1 139,0,19,{
+ monster "monk_test.gat",130,183,"--ja--",1015,1,"monk_mob1";
+ monster "monk_test.gat",130,177,"--ja--",1015,1,"monk_mob1";
+//~ disablenpc "monk_mob1_1";
+ end;
+}
+monk_test.gat,133,180,4 script monk_mob1_2 139,0,19,{
+ monster "monk_test.gat",134,183,"--ja--",1015,1,"monk_mob1";
+ monster "monk_test.gat",134,177,"--ja--",1015,1,"monk_mob1";
+//~ disablenpc "monk_mob1_2";
+ end;
+}
+monk_test.gat,145,180,4 script monk_mob1_3 139,0,19,{
+ monster "monk_test.gat",145,180,"--ja--",1041,1,"monk_mob1";
+//~ disablenpc "monk_mob1_3";
+ end;
+}
+monk_test.gat,155,180,4 script monk_mob1_4 139,0,19,{
+ monster "monk_test.gat",157,183,"--ja--",1015,1,"monk_mob1";
+ monster "monk_test.gat",157,177,"--ja--",1015,1,"monk_mob1";
+//~ disablenpc "monk_mob1_4";
+ end;
+}
+monk_test.gat,165,179,4 script monk_mob3_warp 45,1,1,{
+ set JOB_MONK_Q, 9;
+ mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
+ killmonster "monk_test.gat","monk_mob1";
+ warp "monk_test.gat",317,142;
+ end;
+}
+
+monk_test.gat,1,1,1 script monk_mob1 -1,{
+ end;
+}
+
+monk_test.gat,95,85,4 script Test Assistant 79,{
+ mes "[Test Assistant]";
+ mes "Are you ready for training of evil disperse?";
+ next;
+ mes "[Test Assistant]";
+ mes "The test area is a maze with walls invisable.";
+ mes "The exiting point is on the opposite side of the starting point.";
+ next;
+ mes "[Test Assistant]";
+ mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
+ mes "Good lucy! May God be with you.";
+ next;
+ if(getareausers("monk_test.gat",126,262,165,300) > 0) goto L_WAIT;
+ killmonster "monk_test.gat","monk_mob2";
+ enablenpc "monk_mob2_1";
+ enablenpc "monk_mob2_2";
+ enablenpc "monk_mob2_3";
+ enablenpc "monk_mob2_4";
+ warp "monk_test.gat",127,278;
+ end;
+
+L_WAIT:
+ mes "[Test Assistant]";
+ mes "There is someone taking the test. Please wait a minute.";
+ close;
+
+}
+monk_test.gat,129,281,4 script monk_mob2_1 139,0,19,{
+ monster "monk_test.gat",130,278,"--ja--",1015,1,"monk_mob2";
+ monster "monk_test.gat",130,284,"--ja--",1015,1,"monk_mob2";
+//~ disablenpc "monk_mob2_1";
+ end;
+}
+monk_test.gat,136,281,4 script monk_mob2_2 139,0,19,{
+ monster "monk_test.gat",139,278,"--ja--",1015,1,"monk_mob2";
+ monster "monk_test.gat",139,284,"--ja--",1015,1,"monk_mob2";
+//~ disablenpc "monk_mob2_2";
+ end;
+}
+monk_test.gat,144,281,4 script monk_mob2_3 139,0,19,{
+ monster "monk_test.gat",145,281,"--ja--",1041,1,"monk_mob2";
+//~ disablenpc "monk_mob2_3";
+ end;
+}
+monk_test.gat,153,281,4 script monk_mob2_4 139,0,19,{
+ monster "monk_test.gat",155,278,"--ja--",1015,1,"monk_mob2";
+ monster "monk_test.gat",155,284,"--ja--",1015,1,"monk_mob2";
+//~ disablenpc "monk_mob2_4";
+ end;
+}
+monk_test.gat,165,278,4 script monk_mob2_warp 45,1,1,{
+ set JOB_MONK_Q, 9;
+ mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
+ killmonster "monk_test.gat","monk_mob2";
+ warp "monk_test.gat",317,142;
+ end;
+}
+
+monk_test.gat,1,1,1 script monk_mob2 -1,{
+ end;
+}
+
+monk_test.gat,82,85,4 script Test Assistant 95,{
+ mes "[Test Assistant]";
+ mes "Are you ready for training of evil disperse?";
+ next;
+ mes "[Test Assistant]";
+ mes "The test area is a maze with walls invisable.";
+ mes "The exiting point is on the opposite side of the starting point.";
+ next;
+ mes "[Test Assistant]";
+ mes "Of course, there will be some monster spawn in the maze. You'll have to fight with them.";
+ mes "Good lucy! May God be with you.";
+ next;
+ if(getareausers("monk_test.gat",233,262,269,300) > 0) goto L_WAIT;
+ killmonster "monk_test.gat","monk_mob3";
+ enablenpc "monk_mob3_1";
+ enablenpc "monk_mob3_2";
+ enablenpc "monk_mob3_3";
+ enablenpc "monk_mob3_4";
+ warp "monk_test.gat",231,279;
+ end;
+
+L_WAIT:
+ mes "[Test Assistant]";
+ mes "There is someone taking the test. Please wait a minute.";
+ close;
+}
+
+monk_test.gat,234,281,4 script monk_mob3_1 139,0,19,{
+ monster "monk_test.gat",235,277,"--ja--",1015,1,"monk_mob3";
+ monster "monk_test.gat",235,284,"--ja--",1015,1,"monk_mob3";
+//~ disablenpc "monk_mob3_1";
+ end;
+}
+monk_test.gat,239,281,4 script monk_mob3_2 139,0,19,{
+ monster "monk_test.gat",240,277,"--ja--",1015,1,"monk_mob3";
+ monster "monk_test.gat",240,284,"--ja--",1015,1,"monk_mob3";
+//~ disablenpc "monk_mob3_2";
+ end;
+}
+monk_test.gat,248,281,4 script monk_mob3_3 139,0,19,{
+ monster "monk_test.gat",249,281,"--ja--",1041,1,"monk_mob3";
+//~ disablenpc "monk_mob3_3";
+ end;
+}
+monk_test.gat,260,281,4 script monk_mob3_4 139,0,19,{
+ monster "monk_test.gat",261,277,"--ja--",1015,1,"monk_mob3";
+ monster "monk_test.gat",261,284,"--ja--",1015,1,"monk_mob3";
+//~ disablenpc "monk_mob3_4";
+ end;
+}
+monk_test.gat,269,279,4 script monk_mob3_warp 45,1,1,{
+ set JOB_MONK_Q, 9;
+ mapannounce "monk_test.gat","Congratulations!!" + strcharinfo(0)+ " Pass!! Please go to [Daowen], he is in the deep of the building.",8;
+ killmonster "monk_test.gat","monk_mob3";
+ warp "monk_test.gat",317,142;
+ end;
+}
+
+monk_test.gat,1,1,1 script monk_mob3 -1,{
+ end;
+}
+
+
+
+//==============================================================================
+// Monsters of Mushroom Collecting
+//==============================================================================
+job_monk.gat,0,0,0,0 monster Thief Mushroom 1182,170,0,0,0
+job_monk.gat,0,0,0,0 monster Thief Bug Larva 1051,120,0,0,0
+
+//==============================================================================
+// warps
+//==============================================================================
+prt_monk.gat,192,172,0 warp monk15 1,1,monk_test.gat,329,50
+monk_test.gat,329,47,0 warp monk16 1,1,prt_monk.gat,193,166
+monk_test.gat,329,76,0 warp monk17 1,1,monk_test.gat,259,118
+monk_test.gat,259,115,0 warp monk18 1,1,monk_test.gat,329,71
+monk_test.gat,272,125,0 warp monk19 1,1,monk_test.gat,301,127
+monk_test.gat,298,127,0 warp monk20 1,1,monk_test.gat,268,125
+
+//==============================================================================
+// mapflag
+//==============================================================================
+monk_test.gat mapflag nomemo dummy
+monk_test.gat mapflag noteleport dummy
+monk_test.gat mapflag nosave SavePoint
+monk_test.gat mapflag nopenalty dummy
+monk_test.gat mapflag nobranch dummy
diff --git a/npc/sample/npc_test_npctimer2.txt b/npc/sample/npc_test_npctimer2.txt
index de9895f3c..d426e1e81 100644
--- a/npc/sample/npc_test_npctimer2.txt
+++ b/npc/sample/npc_test_npctimer2.txt
@@ -1,16 +1,16 @@
-prontera.gat,156,183,0 script NPCtimerテスト::npctimerX0000 116,{
-L_INIT:
- mes "What would you like to know?";
- menu "Tell me my level",L_WAIT;
-
-L_WAIT:
- mes "I need time to think...";
- initnpctimer;
- attachnpctimer;
- close;
-
-OnTimer5000:
- mes "Ah, your level is " + readparam(11);
- detachnpctimer;
- close;
+prontera.gat,156,183,0 script NPCtimerテスト::npctimerX0000 116,{
+L_INIT:
+ mes "What would you like to know?";
+ menu "Tell me my level",L_WAIT;
+
+L_WAIT:
+ mes "I need time to think...";
+ initnpctimer;
+ attachnpctimer;
+ close;
+
+OnTimer5000:
+ mes "Ah, your level is " + readparam(11);
+ detachnpctimer;
+ close;
} \ No newline at end of file
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