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-rw-r--r--src/map/skill.c1530
1 files changed, 778 insertions, 752 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 3541f9f45..8a5969345 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -373,11 +373,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
switch( skill_id ) {
case BA_APPLEIDUN:
- #ifdef RENEWAL
+#ifdef RENEWAL
hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
- #else
+#else // not RENEWAL
hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
- #endif
+#endif // RENEWAL
if( sd )
hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
break;
@@ -390,15 +390,15 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
- #ifdef RENEWAL
- /**
- * Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
- **/
- hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
- #else
- hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
- #endif
+#ifdef RENEWAL
+ /**
+ * Renewal Heal Formula
+ * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
+ **/
+ hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
+#else // not RENEWAL
+ hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
+#endif // RENEWAL
if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill2_lv * 2 / 100;
else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
@@ -415,7 +415,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill2_lv/100;
- sc = iStatus->get_sc(target);
+ sc = status->get_sc(target);
if( sc && sc->count ) {
if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
@@ -430,15 +430,17 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
}
#ifdef RENEWAL
- // MATK part of the RE heal formula [malufett]
- // Note: in this part matk bonuses from items or skills are not applied
+ // MATK part of the RE heal formula [malufett]
+ // Note: in this part matk bonuses from items or skills are not applied
switch( skill_id ) {
- case BA_APPLEIDUN: case PR_SANCTUARY:
- case NPC_EVILLAND: break;
+ case BA_APPLEIDUN:
+ case PR_SANCTUARY:
+ case NPC_EVILLAND:
+ break;
default:
- hp += iStatus->get_matk(src, 3);
+ hp += status->get_matk(src, 3);
}
-#endif
+#endif // RENEWAL
return hp;
}
@@ -680,8 +682,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill
/*==========================================
*
*------------------------------------------*/
-int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
-{
+int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) {
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
struct status_data *sstatus, *tstatus;
@@ -703,10 +704,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
- sc = iStatus->get_sc(src);
- tsc = iStatus->get_sc(bl);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(bl);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(bl);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
@@ -739,13 +740,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
type = sd->addeff[i].id;
- temp = skill->get_time2(iStatus->sc2skill(type),7);
+ temp = skill->get_time2(status->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- iStatus->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
- iStatus->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
}
}
@@ -757,12 +758,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
- temp = skill->get_time2(iStatus->sc2skill(type),7);
+ temp = skill->get_time2(status->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
- iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
@@ -825,7 +826,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ status->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if((sce=sc->data[SC_EDP]))
@@ -837,7 +838,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case SM_BASH:
if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
- iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
+ status->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0);
break;
@@ -1006,7 +1007,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case NPC_PETRIFYATTACK:
- sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,
+ sc_start4(bl,status->skill2sc(skill_id),50+10*skill_lv,
skill_lv,0,0,skill->get_time(skill_id,skill_lv),
skill->get_time2(skill_id,skill_lv));
break;
@@ -1017,19 +1018,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_HELLPOWER:
- sc_start(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
- sc_start(bl,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
- { //Based on observations by Tharis, Mental Breaker should do SP damage
+ {
+ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
- rate = iStatus->get_matk(src, 2);
+ rate = status->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
@@ -1073,7 +1075,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case LK_JOINTBEAT:
if (tsc->jb_flag) {
- enum sc_type type = iStatus->skill2sc(skill_id);
+ enum sc_type type = status->skill2sc(skill_id);
sc_start4(bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
@@ -1126,7 +1128,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ status->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
@@ -1180,12 +1182,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
break;
case WL_EARTHSTRAIN:
- {
- // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
- const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
- skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10,
- skill_lv, skill->get_time2(skill_id,skill_lv));
- }
+ {
+ // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
+ const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
+ skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10,
+ skill_lv, skill->get_time2(skill_id,skill_lv));
+ }
break;
case WL_JACKFROST:
sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1240,7 +1242,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case LG_PINPOINTATTACK:
- rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->get_lv(src))) / 10);
+ rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status->get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
@@ -1282,7 +1284,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
break;
case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_EARTHSHAKER:
sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1365,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
- sc_start(bl,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
break;
case EL_TYPOON_MIS:
sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1397,15 +1399,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
src = sd?&sd->bl:src;
}
- if( attack_type&BF_WEAPON )
- { // Coma, Breaking Equipment
- if( sd && sd->special_state.bonus_coma )
- {
+ if( attack_type&BF_WEAPON ) {
+ // Coma, Breaking Equipment
+ if( sd && sd->special_state.bonus_coma ) {
rate = sd->weapon_coma_ele[tstatus->def_ele];
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
- iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
+ status->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
}
if( sd && battle_config.equip_self_break_rate )
{ // Self weapon breaking
@@ -1444,7 +1445,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
}
- if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){
+ if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) {
struct unit_data *ud = unit->bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
@@ -1473,8 +1474,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
// Autospell when attacking
- if( sd && !iStatus->isdead(bl) && sd->autospell[0].id )
- {
+ if( sd && !status->isdead(bl) && sd->autospell[0].id ) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_lv, type, notok;
@@ -1712,8 +1712,7 @@ static int skill_area_temp[8];
* type of skills, so not every instance of skill->additional_effect needs a call
* to this one.
*/
-int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
-{
+int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) {
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
@@ -1726,31 +1725,30 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
- if(dstsd && attack_type&BF_WEAPON)
- { //Counter effects.
+ if(dstsd && attack_type&BF_WEAPON) {
+ //Counter effects.
enum sc_type type;
int i, time;
- for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
- {
+ for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) {
rate = dstsd->addeff2[i].rate;
if (attack_type&BF_LONG)
rate+=dstsd->addeff2[i].arrow_rate;
if (!rate) continue;
- if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
- { //Trigger has range consideration.
+ if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
+ //Trigger has range consideration.
if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
- time = skill->get_time2(iStatus->sc2skill(type),7);
+ time = skill->get_time2(status->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
- iStatus->change_start(src,type,rate,7,0,0,0,time,0);
+ status->change_start(src,type,rate,7,0,0,0,time,0);
- if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl))
- iStatus->change_start(bl,type,rate,7,0,0,0,time,0);
+ if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl))
+ status->change_start(bl,type,rate,7,0,0,0,time,0);
}
}
@@ -1776,24 +1774,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
break;
}
- if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
+ && rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- if(sd && skill_id && attack_type&BF_MAGIC && iStatus->isdead(bl) &&
- !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
- (rate=pc->checkskill(sd,HW_SOULDRAIN))>0
- ){ //Soul Drain should only work on targetted spells [Skotlex]
+ if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl)
+ && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL))
+ && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0
+ ) {
+ //Soul Drain should only work on targetted spells [Skotlex]
if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id )
;
- else{
+ else {
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2);
+ status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2);
}
}
- if( sd && iStatus->isdead(bl) ) {
+ if( sd && status->isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&BF_WEAPON ) {
sp += sd->bonus.sp_gain_value;
@@ -1806,21 +1805,23 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
hp += sd->bonus.magic_hp_gain_value;
if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
- if( ( sc = iStatus->get_sc(src) ) ) {
- if(sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
- sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL)
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+ if( ( sc = status->get_sc(src) ) ) {
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
+ )
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
}
- if( hp || sp ) { // updated to force healing to allow healing through berserk
- iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
+ if( hp || sp ) {
+ // updated to force healing to allow healing through berserk
+ status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
+ if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_id, skill_lv, rate, type, notok;
@@ -1911,7 +1912,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
//Autobonus when attacked
- if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
+ if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
int i;
for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
if( rnd()%1000 >= dstsd->autobonus2[i].rate )
@@ -1938,7 +1939,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
int i,j;
TBL_PC *sd;
sd = BL_CAST(BL_PC, bl);
@@ -1980,7 +1981,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
else if (rnd()%10000 >= rate)
where&=~where_list[i];
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1));
+ sc_start(bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
@@ -2034,7 +2035,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
if (rnd()%100 >= rate)
return 0;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
return 0;
@@ -2108,7 +2109,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
@@ -2128,7 +2129,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
return 1;
- if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->get_lv(src) <= 80) )
+ if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) )
{// Kaite only works against non-players if they are low-level.
clif->specialeffect(bl, 438, AREA);
if( --sc->data[SC_KAITE]->val2 <= 0 )
@@ -2171,20 +2172,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
+ if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
return 0;
} else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (!iStatus->check_skilluse(src, bl, skill_id, 2))
+ if (!status->check_skilluse(src, bl, skill_id, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(bl);
- sc= iStatus->get_sc(bl);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
@@ -2212,10 +2213,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
}
- if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
- { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) )
- { //Magic reflection, switch caster/target
+ if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) {
+ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
+ if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) {
+ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
rmdamage = 1;
bl = src;
@@ -2223,7 +2224,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dsrc = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
@@ -2253,18 +2254,18 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (s_ele == -1) // the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
+ s_ele = status_get_attack_sc_element(src,status->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
if( sc && sc->data[SC_ENERGYCOAT] ) {
- struct status_data *st = iStatus->get_status_data(bl);
+ struct status_data *st = status->get_status_data(bl);
int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!iStatus->charge(bl, 0, (10+5*per)*st->max_sp/1000))
+ if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
@@ -2280,7 +2281,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skill_id == WZ_WATERBALL && skill_lv > 1)
sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- iStatus->heal(bl, 0, sp, 2);
+ status->heal(bl, 0, sp, 2);
}
}
@@ -2331,8 +2332,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sce->val1 = skill_id; //Update combo-skill
sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK);
break;
}
unit->cancel_combo(src); // Cancel combo wait
@@ -2623,7 +2624,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !iStatus->isdead(bl) && additional_effects )
+ if( !status->isdead(bl) && additional_effects )
skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
@@ -2637,7 +2638,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) {
+ if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) {
int8 dir = -1; // default
switch(skill_id) {//direction
case MG_FIREWALL:
@@ -2733,7 +2734,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
if( skill_id == RG_INTIMIDATE ) {
int rate = 50 + skill_lv * 5;
- rate = rate + (iStatus->get_lv(src) - iStatus->get_lv(bl));
+ rate = rate + (status->get_lv(src) - status->get_lv(bl));
if(rnd()%100 < rate)
skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
} else if( skill_id == SC_FATALMENACE )
@@ -2761,14 +2762,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case RK_CRUSHSTRIKE:
skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
- case GC_VENOMPRESSURE: {
- struct status_change *ssc = iStatus->get_sc(src);
- if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
- sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
- status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
+ case GC_VENOMPRESSURE:
+ {
+ struct status_change *ssc = status->get_sc(src);
+ if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
+ sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
+ status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
+ }
break;
case WM_METALICSOUND:
status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
@@ -2781,15 +2783,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill->onskillusage(sd, bl, skill_id, tick);
}
- if (!(flag&2) &&
- (
- skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
- ) &&
- (sc = iStatus->get_sc(src)) &&
- sc->data[SC_DOUBLECASTING] &&
- rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
- {
-// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
+ if (!(flag&2)
+ && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT)
+ && (sc = status->get_sc(src))
+ && sc->data[SC_DOUBLECASTING]
+ && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2
+ ) {
+ //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
}
@@ -2916,7 +2916,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
skill_id = va_arg(ap,int);
- if( iStatus->isdead(bl) && skill_id != AL_WARP )
+ if( status->isdead(bl) && skill_id != AL_WARP )
return 0;
if( skill_id == HP_BASILICA && bl->type == BL_PC )
@@ -2974,13 +2974,12 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
return 0;
nullpo_ret(bl);
- switch( bl->type )
- {
+ switch( bl->type ) {
case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
case BL_MER: sd = ((TBL_MER*)bl)->master; break;
}
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
@@ -3106,9 +3105,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break; // Target not on Map
if(src->m != target->m)
break; // Different Maps
- if(iStatus->isdead(src))
+ if(status->isdead(src))
break; // Caster is Dead
- if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
+ if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
@@ -3116,7 +3115,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
short x,y;
iMap->search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !iStatus->isdead(target))
+ if (target != src && !status->isdead(target))
unit->warp(target, -1, x, y, CLR_TELEPORT);
}
break;
@@ -3136,12 +3135,12 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case WZ_WATERBALL:
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if (!iStatus->isdead(target))
+ if (!status->isdead(target))
skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) {
+ if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) {
skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if(sc) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -3210,7 +3209,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
- if( iStatus->check_skilluse(src, target, skl->skill_id, 1) )
+ if( status->check_skilluse(src, target, skl->skill_id, 1) )
skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
else
clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(target), 0, 1, skl->skill_id, skl->skill_lv, skill->get_hit(skl->skill_id));
@@ -3243,15 +3242,16 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
}
break;
case CH_PALMSTRIKE:
- {
- struct status_change* tsc = iStatus->get_sc(target);
- struct status_change* sc = iStatus->get_sc(src);
- if( ( tsc && tsc->option&OPTION_HIDE ) ||
- ( sc && sc->option&OPTION_HIDE ) ){
- skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
- break;
- }
+ {
+ struct status_change* tsc = status->get_sc(target);
+ struct status_change* sc = status->get_sc(src);
+ if( (tsc && tsc->option&OPTION_HIDE)
+ || (sc && sc->option&OPTION_HIDE)
+ ) {
+ skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
+ break;
}
+ }
default:
skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
@@ -3365,8 +3365,7 @@ int skill_reveal_trap (struct block_list *bl, va_list ap) {
*
*
*------------------------------------------*/
-int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
-{
+int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) {
struct map_session_data *sd = NULL;
struct status_data *tstatus;
struct status_change *sc;
@@ -3384,23 +3383,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
sd = BL_CAST(BL_PC, src);
- if (iStatus->isdead(bl))
+ if (status->isdead(bl))
return 1;
- if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) {
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) {
//GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = iStatus->skill2sc(skill_id);
+ sc_type sct = status->skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
return 1;
}
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
- tstatus = iStatus->get_status_data(bl);
+ tstatus = status->get_status_data(bl);
iMap->freeblock_lock();
@@ -3546,7 +3545,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case 5: flag |= BREAK_NECK; break;
}
//TODO: is there really no cleaner way to do this?
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc) sc->jb_flag = flag;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3659,26 +3658,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if( skill_id == MO_EXTREMITYFIST )
- {
+ if( skill_id == MO_EXTREMITYFIST ) {
mbl = src;
i = 3; // for Asura(from caster)
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- #ifdef RENEWAL
+#ifdef RENEWAL
sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- #endif
- }else{
+#endif // RENEWAL
+ } else {
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
- iStatus->set_hp(src,
- #ifdef RENEWAL
- max(status_get_max_hp(src)/100, 1)
- #else
- 1
- #endif
- , 0);
+#ifdef RENEWAL
+ status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
+#else // not RENEWAL
+ status->set_hp(src, 1, 0);
+#endif // RENEWAL
}
dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = -i;
@@ -3764,7 +3760,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- iStatus->heal(src,heal,0,0);
+ status->heal(src,heal,0,0);
}
} else {
switch ( skill_id ) {
@@ -3920,7 +3916,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_MAGICALATTACK:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
@@ -3982,7 +3978,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4009,18 +4005,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
* Rune Knight
**/
case RK_DRAGONBREATH_WATER:
- case RK_DRAGONBREATH: {
- struct status_change *tsc = NULL;
- if( (tsc = iStatus->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- } else
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- }
+ case RK_DRAGONBREATH:
+ {
+ struct status_change *tsc = NULL;
+ if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ } else
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
break;
-
case NPC_SELFDESTRUCTION: {
struct status_change *tsc = NULL;
- if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] )
+ if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] )
break;
}
case HVAN_EXPLOSION:
@@ -4045,14 +4041,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
- {
- int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skill_id, skill_lv, tick, flag);
- if (heal > 0){
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- iStatus->heal(src, heal, 0, 0);
- }
+ {
+ int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skill_id, skill_lv, tick, flag);
+ if (heal > 0){
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status->heal(src, heal, 0, 0);
}
+ }
break;
case GS_BULLSEYE:
@@ -4124,9 +4120,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case GC_PHANTOMMENACE:
- if( flag&1 )
- { // Only Hits Invisible Targets
- struct status_change *tsc = iStatus->get_sc(bl);
+ if( flag&1 ) {
+ // Only Hits Invisible Targets
+ struct status_change *tsc = status->get_sc(bl);
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
@@ -4136,21 +4132,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
break;
case WL_DRAINLIFE:
- {
- int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- int rate = 70 + 5 * skill_lv;
+ {
+ int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ int rate = 70 + 5 * skill_lv;
- heal = heal * (5 + 5 * skill_lv) / 100;
+ heal = heal * (5 + 5 * skill_lv) / 100;
- if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
- heal = 0; // Don't absorb heal from Ice Walls or other skill units.
+ if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
+ heal = 0; // Don't absorb heal from Ice Walls or other skill units.
- if( heal && rnd()%100 < rate )
- {
- iStatus->heal(src, heal, 0, 0);
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- }
+ if( heal && rnd()%100 < rate ) {
+ status->heal(src, heal, 0, 0);
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
+ }
break;
case WL_TETRAVORTEX:
@@ -4283,7 +4278,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RA_SENSITIVEKEEN:
if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
- struct status_change * tsc = iStatus->get_sc(bl);
+ struct status_change * tsc = status->get_sc(bl);
if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
@@ -4356,10 +4351,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case LG_OVERBRAND:
- if( iStatus->check_skilluse(src, bl, skill_id, 1) )
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
- else
- clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
+ if( status->check_skilluse(src, bl, skill_id, 1) )
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+ else
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
break;
case LG_OVERBRAND_BRANDISH:
@@ -4409,15 +4404,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
- case SO_POISON_BUSTER: {
- struct status_change *tsc = iStatus->get_sc(bl);
- if( tsc && tsc->data[SC_POISON] ) {
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- }
- else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
+ case SO_POISON_BUSTER:
+ {
+ struct status_change *tsc = status->get_sc(bl);
+ if( tsc && tsc->data[SC_POISON] ) {
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ } else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ }
break;
case GN_SPORE_EXPLOSION:
@@ -4482,9 +4477,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ) {
struct elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *sc = iStatus->get_sc(&ele->bl);
- struct status_change *tsc = iStatus->get_sc(bl);
- sc_type type = iStatus->skill2sc(skill_id), type2;
+ struct status_change *sc = status->get_sc(&ele->bl);
+ struct status_change *tsc = status->get_sc(bl);
+ sc_type type = status->skill2sc(skill_id), type2;
type2 = type-1;
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
@@ -4635,7 +4630,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
do {
if(!target || target->prev==NULL) break;
- if(src->m != target->m || iStatus->isdead(src)) break;
+ if(src->m != target->m || status->isdead(src)) break;
switch (ud->skill_id) {
//These should become skill_castend_pos
@@ -4670,7 +4665,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
if( ud->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = iStatus->get_status_data(target);
+ struct status_data *tstatus = status->get_status_data(target);
if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
@@ -4680,9 +4675,8 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
- {
- sc = iStatus->get_sc(target);
+ if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) {
+ sc = status->get_sc(target);
if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
@@ -4727,16 +4721,18 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if(inf&BCT_ENEMY && (sc = iStatus->get_sc(target)) &&
- sc->data[SC_FOGWALL] &&
- rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
+ if( inf&BCT_ENEMY
+ && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL]
+ && rnd() % 100 < 75
+ ) {
+ //Fogwall makes all offensive-type targetted skills fail at 75%
+ if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
}
}
//Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1))
+ if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
@@ -4803,10 +4799,9 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
- if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
- {
+ if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) {
const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer);
- if( td && td->func == iStatus->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
@@ -4832,12 +4827,13 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
else
skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if(sc && sc->count) {
- if(sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
- sc->data[SC_SOULLINK]->val3 == ud->skill_id &&
- ud->skill_id != WZ_WATERBALL)
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == ud->skill_id
+ && ud->skill_id != WZ_WATERBALL
+ )
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
@@ -4857,11 +4853,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
} while(0);
//Skill failed.
- if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
- { //When Asura fails... (except when it fails from Fog of Wall)
+ if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) {
+ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
@@ -4937,10 +4933,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(bl->prev == NULL)
return 1;
- if(iStatus->isdead(src))
+ if(status->isdead(src))
return 1;
- if( src != bl && iStatus->isdead(bl) ) {
+ if( src != bl && status->isdead(bl) ) {
/**
* Skills that may be cast on dead targets
**/
@@ -4955,8 +4951,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}
- tstatus = iStatus->get_status_data(bl);
- sstatus = iStatus->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ sstatus = status->get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
@@ -5013,7 +5009,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ if( status->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
iMap->freeblock_unlock();
return 0;
@@ -5026,8 +5022,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
}
- type = iStatus->skill2sc(skill_id);
- tsc = iStatus->get_sc(bl);
+ type = status->skill2sc(skill_id);
+ tsc = status->get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
@@ -5051,7 +5047,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( skill_id == AB_HIGHNESSHEAL ) {
heal = heal * ( 15 + 5 * skill_lv ) / 10;
}
- if( iStatus->isimmune(bl) ||
+ if( status->isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
heal=0;
@@ -5077,7 +5073,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage (src, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
- heal_get_jobexp = iStatus->heal(bl,heal,0,0);
+ heal_get_jobexp = status->heal(bl,heal,0,0);
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
@@ -5110,10 +5106,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
- iStatus->set_hp(src, 1, 0);
- iStatus->set_sp(src, 0, 0);
+ status->set_hp(src, 1, 0);
+ status->set_sp(src, 0, 0);
break;
- } else if (iStatus->isdead(bl) && flag&1) { //Revive
+ } else if (status->isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
@@ -5125,7 +5121,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (!iStatus->isdead(bl))
+ if (!status->isdead(bl))
break;
{
int per = 0, sper = 0;
@@ -5143,7 +5139,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(dstsd && dstsd->special_state.restart_full_recover)
per = sper = 100;
- if (iStatus->revive(bl, per, sper))
+ if (status->revive(bl, per, sper))
{
clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
@@ -5168,12 +5164,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AL_DECAGI:
case MER_DECAGI:
clif->skill_nodamage (src, bl, skill_id, skill_lv,
- sc_start(bl, type, (40 + skill_lv * 2 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+ sc_start(bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
break;
case AL_CRUCIS:
if (flag&1)
- sc_start(bl,type, 23+skill_lv*4 +iStatus->get_lv(src) -iStatus->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
else {
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
@@ -5247,23 +5243,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FULLRECOVERY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (iStatus->isimmune(bl))
+ if (status->isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case NPC_ALLHEAL:
- {
- int heal;
- if( iStatus->isimmune(bl) )
- break;
- heal = status_percent_heal(bl, 100, 0);
- clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( dstmd )
- { // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
- }
+ {
+ int heal;
+ if( status->isimmune(bl) )
+ break;
+ heal = status_percent_heal(bl, 100, 0);
+ clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
+ if( dstmd ) {
+ // Reset Damage Logs
+ memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
+ dstmd->tdmg = 0;
}
+ }
break;
case SA_SUMMONMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5275,7 +5271,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- iStatus->set_hp(bl,1,0);
+ status->set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -5320,7 +5316,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FORTUNE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5345,7 +5341,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CG_MARIONETTE:
{
- struct status_change* sc = iStatus->get_sc(src);
+ struct status_change* sc = status->get_sc(src);
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
@@ -5694,13 +5690,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AC_CONCENTRATION:
- {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- iMap->foreachinrange( iStatus->change_timer_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src,NULL,type,tick);
- }
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ iMap->foreachinrange( status->change_timer_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src,NULL,type,tick);
+ }
break;
case SM_PROVOKE:
@@ -5713,7 +5709,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
- (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+ (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
@@ -5750,7 +5746,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 )
+ if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 )
lv = -lv;
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
@@ -5837,7 +5833,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
i = 2 * dstmd->level;
mob->target(dstmd,src,0);
}
- if (i) iStatus->heal(src, 0, i, 3);
+ if (i) status->heal(src, 0, i, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
@@ -5949,7 +5945,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src, skill_id, skill_lv, tick, flag|i,
skill->castend_damage_id);
iMap->addblock(src);
- iStatus->damage(src, src, sstatus->max_hp,0,0,1);
+ status->damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
@@ -6019,13 +6015,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
- (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) ||
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->status.char_id == sd->status.char_id ||
- dstsd->status.char_id == sd->status.partner_id ||
- dstsd->status.char_id == sd->status.child
- )) {
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER)
+ || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER
+ || dstsd->status.char_id == sd->status.char_id
+ || dstsd->status.char_id == sd->status.partner_id
+ || dstsd->status.char_id == sd->status.child
+ )
+ ) {
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6118,15 +6115,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case DC_WINKCHARM:
if( dstsd )
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
- else
- if( dstmd )
- {
- if( iStatus->get_lv(src) > iStatus->get_lv(bl)
- && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- && !(tstatus->mode&MD_BOSS) )
+ else if( dstmd ) {
+ if( status->get_lv(src) > status->get_lv(bl)
+ && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
+ && !(tstatus->mode&MD_BOSS)
+ ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
- else
- {
+ } else {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
@@ -6163,7 +6158,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc)
+ if(status->isimmune(bl) || !tsc)
break;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
@@ -6192,11 +6187,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NV_FIRSTAID:
clif->skill_nodamage(src,bl,skill_id,5,1);
- iStatus->heal(bl,5,0,0);
+ status->heal(bl,5,0,0);
break;
case AL_CURE:
- if(iStatus->isimmune(bl)) {
+ if(status->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6213,7 +6208,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case PR_STRECOVERY:
- if(iStatus->isimmune(bl)) {
+ if(status->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6226,10 +6221,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//Is this equation really right? It looks so... special.
if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
- iStatus->change_start(bl, SC_BLIND,
- 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
- 1,0,0,0,
- skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+ status->change_start(bl, SC_BLIND,
+ 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0,
+ skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(dstmd)
@@ -6267,10 +6261,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MER_SCAPEGOAT:
- if( mer && mer->master )
- {
- iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+ if( mer && mer->master ) {
+ status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
@@ -6576,7 +6569,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- iStatus->heal(bl,(int)hp,sp,0);
+ status->heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
@@ -6644,7 +6637,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc || !tsc->count)
+ if(status->isimmune(bl) || !tsc || !tsc->count)
break;
if( sd && dstsd && !map_flag_vs(sd->bl.m)
@@ -6654,12 +6647,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- for(i = 0; i < SC_MAX; i++)
- {
+ for(i = 0; i < SC_MAX; i++) {
if ( !tsc->data[i] )
continue;
- if( SC_COMMON_MAX < i ){
- if ( iStatus->get_sc_type(i)&SC_NO_DISPELL )
+ if( SC_COMMON_MAX < i ) {
+ if ( status->get_sc_type(i)&SC_NO_DISPELL )
continue;
}
switch (i) {
@@ -6747,7 +6739,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = skill->get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
- iStatus->heal(bl,0,sp,2);
+ status->heal(bl,0,sp,2);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit->bl2ud(bl);
@@ -6780,7 +6772,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
- iStatus->heal(src, hp, sp, 2);
+ status->heal(src, hp, sp, 2);
}
}
break;
@@ -7017,49 +7009,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case WE_MALE:
- {
- int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
- int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, gain_hp, 0, 0),1);
- }
+ {
+ int hp_rate = (!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
+ int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
+ }
break;
case WE_FEMALE:
- {
- int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
- int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1);
- }
+ {
+ int sp_rate = (!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
+ int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1);
+ }
break;
// parent-baby skills
case WE_BABY:
- if(sd){
+ if(sd) {
struct map_session_data *f_sd = pc->get_father(sd);
struct map_session_data *m_sd = pc->get_mother(sd);
// if neither was found
- if(!f_sd && !m_sd){
+ if(!f_sd && !m_sd) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
- iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ status->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
break;
case PF_HPCONVERSION:
- {
- int hp, sp;
- hp = sstatus->max_hp/10;
- sp = hp * 10 * skill_lv / 100;
- if (!iStatus->charge(src,hp,0)) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- iStatus->heal(bl,0,sp,2);
+ {
+ int hp, sp;
+ hp = sstatus->max_hp/10;
+ sp = hp * 10 * skill_lv / 100;
+ if (!status->charge(src,hp,0)) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
}
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ status->heal(bl,0,sp,2);
+ }
break;
case MA_REMOVETRAP:
@@ -7216,20 +7208,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
- iStatus->heal(src, 0, sp2, 2);
+ status->heal(src, 0, sp2, 2);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
sp1 = sstatus->sp;
sp2 = tstatus->sp;
- #ifdef RENEWAL
- sp1 = sp1 / 2;
- sp2 = sp2 / 2;
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp1 = tstatus->sp;
- #endif
- iStatus->set_sp(src, sp2, 3);
- iStatus->set_sp(bl, sp1, 3);
+#ifdef RENEWAL
+ sp1 = sp1 / 2;
+ sp2 = sp2 / 2;
+ if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+ sp1 = tstatus->sp;
+#endif // RENEWAL
+ status->set_sp(src, sp2, 3);
+ status->set_sp(bl, sp1, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7267,7 +7259,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- iStatus->heal(bl,hp,sp,0);
+ status->heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
@@ -7337,13 +7329,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 2: // all buffs removed
- iStatus->change_clear_buffs(bl,1);
+ status->change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,tick,0,0,1000,0,0,0);
- if( !iStatus->isdead(bl) ) {
+ if( !status->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
}
@@ -7353,7 +7345,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
- iStatus->heal(src, 2000, 0, 0);
+ status->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
@@ -7452,7 +7444,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7460,7 +7452,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -7471,42 +7463,42 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_REGENERATION:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_RESTORE:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
@@ -7518,7 +7510,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int j = 0;
struct guild *g;
// i don't know if it actually summons in a circle, but oh well. ;P
- g = sd ? sd->guild : guild->search(iStatus->get_guild_id(src));
+ g = sd ? sd->guild : guild->search(status->get_guild_id(src));
if (!g)
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -7636,7 +7628,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
//Eh? why double skill packet?
clif->skill_nodamage(src,bl,AL_HEAL,i,1);
clif->skill_nodamage(src,bl,skill_id,i,1);
- iStatus->heal(bl, i, 0, 0);
+ status->heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
@@ -7741,7 +7733,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case RK_ENCHANTBLADE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
- sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
+ sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
@@ -7768,23 +7760,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case RK_STONEHARDSKIN:
- if( sd )
- {
+ if( sd ) {
int heal = sstatus->hp / 4; // 25% HP
- if( iStatus->charge(bl,heal,0) )
+ if( status->charge(bl,heal,0) )
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case RK_REFRESH:
- {
- int heal = status_get_max_hp(bl) * 25 / 100;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- iStatus->heal(bl,heal,0,1);
- iStatus->change_clear_buffs(bl,4);
- }
+ {
+ int heal = status_get_max_hp(bl) * 25 / 100;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status->heal(bl,heal,0,1);
+ status->change_clear_buffs(bl,4);
+ }
break;
case RK_MILLENNIUMSHIELD:
@@ -7829,9 +7820,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}else if( skill_area_temp[5]&0x20 ){
i = status_get_max_hp(bl) * 25 / 100;
- iStatus->change_clear_buffs(bl,4);
+ status->change_clear_buffs(bl,4);
skill_area_temp[5] &= ~0x20;
- iStatus->heal(bl,i,0,1);
+ status->heal(bl,i,0,1);
type = SC_REFRESH;
}else if( skill_area_temp[5]&0x40 ){
skill_area_temp[5] &= ~0x40;
@@ -7839,7 +7830,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}else if( skill_area_temp[5]&0x80 ){
if( dstsd ){
i = sstatus->hp / 4;
- if( iStatus->charge(bl,i,0) )
+ if( status->charge(bl,i,0) )
type = SC_STONEHARDSKIN;
skill_area_temp[5] &= ~0x80;
}
@@ -7945,8 +7936,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
- if( !iStatus->charge(bl,heal,0) )
- {
+ if( !status->charge(bl,heal,0) ) {
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
@@ -7989,13 +7979,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true);
- if( (dstsd && pc_ismadogear(dstsd)) || iStatus->isimmune(bl))
+ if( (dstsd && pc_ismadogear(dstsd)) || status->isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
clif->skill_nodamage(bl, bl, skill_id, i, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && i )
i = ~i + 1;
- iStatus->heal(bl, i, 0, 0);
+ status->heal(bl, i, 0, 0);
}
}
else if( sd )
@@ -8051,23 +8041,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AB_CLEARANCE:
- if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 )
- { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
+ if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) {
+ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
- {
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) {
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc || !tsc->count)
+ if(status->isimmune(bl) || !tsc || !tsc->count)
break;
- for(i = 0; i < SC_MAX; i++)
- {
+ for(i = 0; i < SC_MAX; i++) {
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX > i )
- if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE )
+ if ( status->get_sc_type(i)&SC_NO_CLEARANCE )
continue;
switch (i) {
case SC_ASSUMPTIO:
@@ -8142,12 +8130,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_SIENNAEXECRATE:
if( flag&1 ) {
- if( iStatus->isimmune(bl) || !tsc )
+ if( status->isimmune(bl) || !tsc )
break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
+ status->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
} else {
int rate = 45 + 5 * skill_lv;
if( rnd()%100 < rate ){
@@ -8174,7 +8162,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_READING_SB:
if( sd ) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
@@ -8256,7 +8244,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
pc->setmadogear(sd, 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
}
break;
@@ -8284,10 +8272,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( dstsd && pc_ismadogear(dstsd) )
{
heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
- iStatus->heal(bl,heal,0,2);
+ status->heal(bl,heal,0,2);
} else {
heal = sd->status.max_hp * (3+3*skill_lv) / 100;
- iStatus->heal(src,heal,0,2);
+ status->heal(src,heal,0,2);
}
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -8354,8 +8342,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_WEAKNESS:
if( !(tsc && tsc->data[type]) ) {
//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status->get_lv(src)/10
+ - status->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
} else if( sd )
@@ -8364,16 +8352,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_IGNORANCE:
if( !(tsc && tsc->data[type]) ) {
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0)
+ + status->get_lv(src)/10 - status->get_lv(bl)/10 - tstatus->luk/10
+ - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
int sp = 200 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
- iStatus->heal(src,0,sp/2,3);
- }
- else if( sd ) clif->skill_fail(sd,skill_id,0,0);
+ status->heal(src,0,sp/2,3);
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,0,0);
} else if( sd )
clif->skill_fail(sd,skill_id,0,0);
break;
@@ -8484,16 +8473,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
val = 105 * it->refine / 10;
sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
break;
- case 2: case 3:
- if( rate < brate )
- {
+ case 2:
+ case 3:
+ if( rate < brate ) {
val = sstatus->max_hp * (11 + it->refine) / 100;
- iStatus->heal(bl, val, 0, 3);
+ status->heal(bl, val, 0, 3);
}
break;
- /*case 3:
- // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
- break;*/
+#if 0 // TODO: I need confirm what effect should be here. Moved to case 2 to until we got it.
+ case 3:
+ // Full protection.
+ break;
+#endif // 0
}
}
break;
@@ -8613,17 +8604,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int heal;
- if( iStatus->isimmune(bl) )
- {
+ if( status->isimmune(bl) ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) )
- {
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
@@ -8677,7 +8666,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_DEADHILLHERE:
if( bl->type == BL_PC ) {
- if( !iStatus->isdead(bl) )
+ if( !status->isdead(bl) )
break;
if( rnd()%100 < 88 + 2 * skill_lv ) {
@@ -8747,8 +8736,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_SONG_OF_MANA:
case WM_DANCE_WITH_WUG:
case WM_LERADS_DEW:
- if( flag&1 ) { // These affect to to all party members near the caster.
- struct status_change *sc = iStatus->get_sc(src);
+ if( flag&1 ) {
+ // These affect to to all party members near the caster.
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->data[type] ) {
sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
}
@@ -8874,13 +8864,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_LULLABY_DEEPSLEEP:
if( flag&1 ){
//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] %
- int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15;
+ int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status->get_lv(src) / 15;
if( bl != src )
sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
}else {
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
}
break;
@@ -8954,13 +8944,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int e_hp, e_sp;
if( !ed ) break;
- if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) {
+ if( !status->charge(&sd->bl,s_hp,s_sp) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
- iStatus->heal(&ed->bl,e_hp,e_sp,3);
+ status->heal(&ed->bl,e_hp,e_sp,3);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
@@ -8985,7 +8975,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GN_BLOOD_SUCKER:
{
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
@@ -9075,24 +9065,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case EL_WIND_CURTAIN:
case EL_SOLID_SKIN:
case EL_STONE_SHIELD:
- case EL_WIND_STEP: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- sc_type type2 = type-1;
- struct status_change *sc = iStatus->get_sc(&ele->bl);
-
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
- sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- }
+ case EL_WIND_STEP:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ sc_type type2 = type-1;
+ struct status_change *sc = status->get_sc(&ele->bl);
+
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
}
+ }
break;
case EL_FIRE_MANTLE:
@@ -9104,23 +9095,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
break;
- case EL_WATER_SCREEN: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- struct status_change *sc = iStatus->get_sc(&ele->bl);
- sc_type type2 = type-1;
+ case EL_WATER_SCREEN:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ struct status_change *sc = status->get_sc(&ele->bl);
+ sc_type type2 = type-1;
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- // This not heals at the end.
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
- }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ // This not heals at the end.
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
}
}
+ }
break;
case KO_KAHU_ENTEN:
@@ -9138,12 +9130,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case KO_ZANZOU:
- if(sd){
+ if(sd) {
struct mob_data *md;
- md = mob->once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
- if( md )
- {
+ md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ if( md ) {
md->master_id = src->id;
md->special_state.ai = AI_ZANZOU;
if( md->deletetimer != INVALID_TIMER )
@@ -9173,14 +9164,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case KO_JYUSATSU:
- if( dstsd && tsc && !tsc->data[type] &&
- rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){
+ if( dstsd && tsc && !tsc->data[type]
+ && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv))
+ ) {
clif->skill_nodamage(src, bl, skill_id, skill_lv,
- iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ status->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
- if( iStatus->get_lv(bl) <= iStatus->get_lv(src) )
- iStatus->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
- }else if( sd )
+ if( status->get_lv(bl) <= status->get_lv(src) )
+ status->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
+ } else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -9248,100 +9240,102 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
- case MH_SILENT_BREEZE: {
- struct status_change *ssc = iStatus->get_sc(src);
+ case MH_SILENT_BREEZE:
+ {
+ struct status_change *ssc = status->get_sc(src);
struct block_list *m_bl = battle->get_master(src);
- const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
- };
- int heal;
- if(tsc){
- for (i = 0; i < ARRAYLENGTH(scs); i++) {
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
- }
- if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
- iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ const enum sc_type scs[] = {
+ SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
+ };
+ int heal;
+ if(tsc){
+ for (i = 0; i < ARRAYLENGTH(scs); i++) {
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
+ if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
+ status->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
heal = status_get_matk_min(src)*4;
- iStatus->heal(bl, heal, 0, 7);
+ status->heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ status->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
if(m_bl){
- struct status_change *msc = iStatus->get_sc(m_bl);
- if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
- iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ struct status_change *msc = status->get_sc(m_bl);
+ if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
+ status->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_OVERED_BOOST:
- if (hd){
- struct block_list *s_bl = battle->get_master(src);
- if(hd->homunculus.hunger>50) //reduce hunger
- hd->homunculus.hunger = hd->homunculus.hunger/2;
- else
- hd->homunculus.hunger = min(1,hd->homunculus.hunger);
- if(s_bl && s_bl->type==BL_PC){
- iStatus->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
- clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
- sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
- }
- sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_GRANITIC_ARMOR:
- case MH_PYROCLASTIC: {
- struct block_list *s_bl = battle->get_master(src);
- if(s_bl)
- sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
- sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_OVERED_BOOST:
+ if (hd) {
+ struct block_list *s_bl = battle->get_master(src);
+ if(hd->homunculus.hunger>50) //reduce hunger
+ hd->homunculus.hunger = hd->homunculus.hunger/2;
+ else
+ hd->homunculus.hunger = min(1,hd->homunculus.hunger);
+ if(s_bl && s_bl->type==BL_PC) {
+ status->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
+ clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
+ sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
}
- break;
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_GRANITIC_ARMOR:
+ case MH_PYROCLASTIC:
+ {
+ struct block_list *s_bl = battle->get_master(src);
+ if(s_bl)
+ sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
+ sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
- case MH_LIGHT_OF_REGENE:
- if(hd){
+ case MH_LIGHT_OF_REGENE:
+ if(hd) {
hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
}
//don't break need to start status and start block timer
- case MH_MAGMA_FLOW:
- case MH_PAIN_KILLER:
- sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- break;
- case MH_SUMMON_LEGION:
- {
- int summons[5] = {1004, 1303, 1303, 1994, 1994};
- int qty[5] = {3 , 3 , 4 , 4 , 5};
- struct mob_data *md;
- int i, dummy = 0;
+ case MH_MAGMA_FLOW:
+ case MH_PAIN_KILLER:
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ break;
+ case MH_SUMMON_LEGION:
+ {
+ int summons[5] = {1004, 1303, 1303, 1994, 1994};
+ int qty[5] = {3 , 3 , 4 , 4 , 5};
+ struct mob_data *md;
+ int i, dummy = 0;
- i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
- if(i >= qty[skill_lv-1])
- break;
-
- for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- md = mob->once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
- if (md) {
- md->master_id = src->id;
- if (md->deletetimer != INVALID_TIMER)
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
- mob->spawn(md); //Now it is ready for spawning.
- sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
- }
- }
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
+ i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
+ if(i >= qty[skill_lv-1])
break;
+
+ for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+ md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+ if (md) {
+ md->master_id = src->id;
+ if (md->deletetimer != INVALID_TIMER)
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
+ mob->spawn(md); //Now it is ready for spawning.
+ sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
+ }
+ }
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -9349,8 +9343,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return 1;
}
- if(skill_id != SR_CURSEDCIRCLE){
- struct status_change *sc = iStatus->get_sc(src);
+ if(skill_id != SR_CURSEDCIRCLE) {
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
}
@@ -9411,7 +9405,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
ud->skilltimer = INVALID_TIMER;
do {
- if( iStatus->isdead(src) )
+ if( status->isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
@@ -9445,9 +9439,9 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
}
}
- if(tid != INVALID_TIMER)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1))
+ if(tid != INVALID_TIMER) {
+ //Avoid double checks on instant cast skills. [Skotlex]
+ if (!status->check_skilluse(src, NULL, ud->skill_id, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
@@ -9693,13 +9687,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
nullpo_ret(src);
- if(iStatus->isdead(src))
+ if(status->isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
- sc = iStatus->get_sc(src);
- type = iStatus->skill2sc(skill_id);
+ sc = status->get_sc(src);
+ type = status->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) { //Skill effect.
@@ -9744,7 +9738,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case HT_DETECTING:
i = skill->get_splash(skill_id, skill_lv);
- iMap->foreachinarea( iStatus->change_timer_sub,
+ iMap->foreachinarea( status->change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
if(battle_config.traps_setting&1)
@@ -9988,7 +9982,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
struct mob_data *md;
// Correct info, don't change any of this! [celest]
- md = mob->once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
@@ -10110,18 +10104,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF)
- {
+ if (sce && sce->val4 == BCT_SELF) {
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
return 0;
- }
- else
- {
+ } else {
sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- iStatus->change_clear_buffs(src,3);
+ status->change_clear_buffs(src,3);
sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
@@ -10221,9 +10212,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int class_ = 2042;
struct mob_data *md;
- md = mob->once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if( md )
- {
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if( md ) {
md->master_id = src->id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
@@ -10274,7 +10264,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case LG_RAYOFGENESIS:
- if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
i = skill->get_splash(skill_id,skill_lv);
iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
@@ -10522,8 +10512,8 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
}
sd = BL_CAST(BL_PC, src);
- st = iStatus->get_status_data(src);
- sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest
+ st = status->get_status_data(src);
+ sc = status->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case MH_STEINWAND:
@@ -11003,7 +10993,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
nullpo_ret(src);
nullpo_ret(bl);
- if(bl->prev==NULL || !src->alive || iStatus->isdead(bl))
+ if(bl->prev==NULL || !src->alive || status->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
@@ -11013,12 +11003,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
return 0; //AoE skills are ineffective. [Skotlex]
if( iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
return 0;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
- type = iStatus->skill2sc(sg->skill_id);
+ type = status->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
@@ -11029,7 +11019,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ if( status->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11111,7 +11101,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_HERMODE:
if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- iStatus->change_clear_buffs(bl,1); //Should dispell only allies.
+ status->change_clear_buffs(bl,1); //Should dispell only allies.
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
@@ -11142,8 +11132,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
else if (sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(tick+sg->limit, iStatus->change_timer, bl->id, type);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
}
break;
@@ -11217,19 +11207,19 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
nullpo_ret(src);
nullpo_ret(bl);
- if (bl->prev==NULL || !src->alive || iStatus->isdead(bl))
+ if (bl->prev==NULL || !src->alive || status->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
- tsc = iStatus->get_sc(bl);
+ tsc = status->get_sc(bl);
if ( tsc && tsc->data[SC_HOVERING] )
return 0; //Under hovering characters are immune to trap and ground target skills.
- tstatus = iStatus->get_status_data(bl);
- type = iStatus->skill2sc(sg->skill_id);
+ tstatus = status->get_status_data(bl);
+ type = status->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
if (sg->interval == -1) {
@@ -11268,8 +11258,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
//Take into account these hit more times than the timer interval can handle.
do
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
- while(--src->val2 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl));
+ while(--src->val2 && x == bl->x && y == bl->y
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl));
if (src->val2<=0)
skill->delunit(src);
@@ -11292,12 +11282,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( tstatus->hp >= tstatus->max_hp )
break;
- if( iStatus->isimmune(bl) )
+ if( status->isimmune(bl) )
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
if( diff >= 500 )
sg->val1--;
}
@@ -11307,18 +11297,18 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_EVILLAND:
//Will heal demon and undead element monsters, but not players.
- if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
- { //Damage enemies
+ if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) {
+ //Damage enemies
if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
} else {
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
if (tstatus->hp >= tstatus->max_hp)
break;
- if (iStatus->isimmune(bl))
+ if (status->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
}
break;
@@ -11329,8 +11319,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_DUMMYSKILL:
- switch (sg->skill_id)
- {
+ switch (sg->skill_id) {
case SG_SUN_WARM: //SG skills [Komurka]
case SG_MOON_WARM:
case SG_STAR_WARM:
@@ -11339,23 +11328,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
const int x = bl->x, y = bl->y;
//If target isn't knocked back it should hit every "interval" ms [Playtester]
- do
- {
+ do {
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
- else // mobs
- if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit
- {
+ else if( status->charge(ss, 0, 2) ) { // mobs
+ // costs 2 SP per hit
if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
- iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss
- }
- else
- { //should end when out of sp.
+ status->charge(ss, 0, 8); //costs additional 8 SP if miss
+ } else { // mobs
+ //should end when out of sp.
sg->limit = DIFF_TICK(tick,sg->tick);
break;
}
- } while( x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) );
+ } while( x == bl->x && y == bl->y
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) );
}
break;
/**
@@ -11402,7 +11388,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
+ if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11432,8 +11418,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
-
+ if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11446,7 +11431,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
@@ -11521,7 +11506,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
break;
}
@@ -11538,15 +11523,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
int heal;
int i = rnd()%13; // Positive buff count
int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration
- switch (i)
- {
+ switch (i) {
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- iStatus->heal(bl,heal,0,0);
+ status->heal(bl,heal,0,0);
break;
case 1: // End all negative status
- iStatus->change_clear_buffs(bl,2);
+ status->change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
@@ -11686,7 +11670,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
hp = tstatus->max_hp * hp / 100;
sp = tstatus->max_sp * sp / 100;
- iStatus->heal(bl, hp, sp, 2);
+ status->heal(bl, hp, sp, 2);
sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
@@ -11775,11 +11759,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -11791,21 +11775,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
- struct status_change *ssc = iStatus->get_sc(ss);
+ struct status_change *ssc = status->get_sc(ss);
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
if( tstatus->hp != tstatus->max_hp )
clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
- iStatus->heal(bl, hp, 0, 0);
+ status->heal(bl, hp, 0, 0);
sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
@@ -11819,14 +11803,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) {
int hp = tstatus->max_hp / 100; //+1% each 5s
if ((sg->val3) % 5) { //each 5s
- if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){
- iStatus->heal(bl, hp, 0, 2);
- } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
- ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
- ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
- ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
- ){
- iStatus->heal(bl, -hp, 0, 0);
+ if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) {
+ status->heal(bl, hp, 0, 2);
+ } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
+ || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
+ || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
+ || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
+ ) {
+ status->heal(bl, -hp, 0, 0);
}
}
sg->val3++; //timer
@@ -11904,7 +11888,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- iStatus->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
+ status->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
@@ -11925,12 +11909,13 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg=src->group);
- sc = iStatus->get_sc(bl);
- type = iStatus->skill2sc(sg->skill_id);
+ sc = status->get_sc(bl);
+ type = status->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
- if( bl->prev==NULL ||
- (iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
+ if( bl->prev == NULL
+ || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB)
+ ) //Need to delete the trap if the source died.
return 0;
switch(sg->unit_id){
@@ -11969,17 +11954,16 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
/*==========================================
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
*------------------------------------------*/
-static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
-{
+static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) {
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
- type = iStatus->skill2sc(skill_id);
+ type = status->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) {
@@ -12038,11 +12022,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
- timer->delete(sce->timer, iStatus->change_timer);
+ timer->delete(sce->timer, status->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = timer->add(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type);
+ sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
@@ -12052,8 +12036,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(30000+tick, iStatus->change_timer, bl->id, SC_BLIND);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND);
}
}
}
@@ -12250,13 +12234,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
- iStatus->charge(&tsd->bl, 0, 10);
+ status->charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
- iStatus->charge(&tsd->bl, 0, i);
+ status->charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
@@ -12404,22 +12388,51 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
- if( sc && sc->data[iStatus->skill2sc(skill_id)] )
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case RA_WUGDASH:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
return 1;
}
// Check the skills that can be used while mounted on a warg
if( pc_isridingwug(sd) ) {
switch( skill_id ) {
- case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
- case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
- case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
- case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
- case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_SPRINGTRAP:
+ case RA_DETONATOR:
+ case RA_CLUSTERBOMB:
+ case HT_TALKIEBOX:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case RA_WUGDASH:
+ case RA_WUGRIDER:
+ case RA_WUGSTRIKE:
break;
default: // in official there is no message.
return 0;
@@ -12428,14 +12441,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
if( pc_ismadogear(sd) ) {
switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
- case BS_REPAIRWEAPON: case WS_MELTDOWN:
- case BS_HAMMERFALL: case WS_CARTBOOST:
- case BS_ADRENALINE: case WS_WEAPONREFINE:
- case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
- case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
- case BS_MAXIMIZE:
- case BS_ADRENALINE2:
- case BS_UNFAIRLYTRICK:
+ case BS_REPAIRWEAPON:
+ case WS_MELTDOWN:
+ case BS_HAMMERFALL:
+ case WS_CARTBOOST:
+ case BS_ADRENALINE:
+ case WS_WEAPONREFINE:
+ case BS_WEAPONPERFECT:
+ case WS_CARTTERMINATION:
+ case BS_OVERTHRUST:
+ case WS_OVERTHRUSTMAX:
+ case BS_MAXIMIZE:
+ case BS_ADRENALINE2:
+ case BS_UNFAIRLYTRICK:
case BS_GREED:
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
@@ -13493,12 +13511,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
if( !sd )
return req;
- /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
-#if 0
+#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
if( sd->state.abra_flag )
-#else
+#else // not 0
if( sd->skillitem == skill_id )
-#endif
+#endif // 0
return req; // Hocus-Pocus don't have requirements.
sc = &sd->sc;
@@ -13506,11 +13523,26 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
sc = NULL;
switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
- if( sc && sc->data[iStatus->skill2sc(skill_id)] )
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
return req;
}
@@ -13806,9 +13838,8 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------*/
-int skill_castfix_sc (struct block_list *bl, int time)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+int skill_castfix_sc (struct block_list *bl, int time) {
+ struct status_change *sc = status->get_sc(bl);
if( time < 0 )
return 0;
@@ -13819,8 +13850,8 @@ int skill_castfix_sc (struct block_list *bl, int time)
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_NEEDLE_OF_PARALYZE])
- time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
if (sc->data[SC_SUFFRAGIUM]) {
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
@@ -13835,15 +13866,14 @@ int skill_castfix_sc (struct block_list *bl, int time)
if (sc->data[SC_IZAYOI])
time -= time * 50 / 100;
}
- time = max(time, 0);
+ time = max(time, 0);
-// ShowInfo("Castime castfix_sc = %d\n",time);
+ //ShowInfo("Castime castfix_sc = %d\n",time);
return time;
}
#ifdef RENEWAL_CAST
-int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) {
+ struct status_change *sc = status->get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
@@ -13935,7 +13965,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
if( sc->data[SC_SECRAMENT] )
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
- fixcast_r = max(fixcast_r, (status_get_int(bl) + iStatus->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
+ fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
// Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] )
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
@@ -13964,12 +13994,11 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
-int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
-{
+int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
int time = skill->get_delay(skill_id, skill_lv);
struct map_session_data *sd;
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
@@ -14322,7 +14351,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
return;
}
- per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+ per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
// Aegis leaked formula. [malufett]
if( sd->status.class_ == JOB_MECHANIC_T )
@@ -14452,8 +14481,8 @@ int skill_sit_in (struct block_list *bl, va_list ap) {
if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
- iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
- iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
@@ -14467,8 +14496,8 @@ int skill_sit_out (struct block_list *bl, va_list ap) {
sd->state.gangsterparadise=0;
if(sd->state.rest && type&2) {
sd->state.rest=0;
- iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
- iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
@@ -14527,7 +14556,7 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
if(!skill_lv) return 0;
tick=va_arg(ap,unsigned int);
- if (src == bl || iStatus->isdead(bl))
+ if (src == bl || status->isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
@@ -14558,13 +14587,12 @@ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill
/*==========================================
*
*------------------------------------------*/
-int skill_attack_area (struct block_list *bl, va_list ap)
-{
+int skill_attack_area (struct block_list *bl, va_list ap) {
struct block_list *src,*dsrc;
int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
- if(iStatus->isdead(bl))
+ if(status->isdead(bl))
return 0;
atk_type = va_arg(ap,int);
@@ -14580,8 +14608,8 @@ int skill_attack_area (struct block_list *bl, va_list ap)
if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- if(battle->check_target(dsrc,bl,type) <= 0 ||
- !iStatus->check_skilluse(NULL, bl, skill_id, 2))
+ if( battle->check_target(dsrc,bl,type) <= 0
+ || !status->check_skilluse(NULL, bl, skill_id, 2))
return 0;
@@ -14984,7 +15012,7 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
int sp = su->group->skill_lv * skill_lv;
if( src->type == BL_PC )
sp += ((TBL_PC*)src)->status.job_level / 5;
- iStatus->heal(src, 0, sp/2, 1);
+ status->heal(src, 0, sp/2, 1);
}
}
@@ -14994,13 +15022,12 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
/*==========================================
*
*------------------------------------------*/
-int skill_enchant_elemental_end (struct block_list *bl, int type)
-{
+int skill_enchant_elemental_end (struct block_list *bl, int type) {
struct status_change *sc;
const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK };
int i;
nullpo_ret(bl);
- nullpo_ret(sc= iStatus->get_sc(bl));
+ nullpo_ret(sc = status->get_sc(bl));
if (!sc->count) return 0;
@@ -15180,7 +15207,7 @@ int skill_delunit (struct skill_unit* su) {
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
- struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2));
+ struct status_change *tsc = status->get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
@@ -15260,26 +15287,26 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
i = MAX_SKILLUNITGROUP-1;
}
- group = ers_alloc(skill->unit_ers, struct skill_unit_group);
- group->src_id = src->id;
- group->party_id = iStatus->get_party_id(src);
- group->guild_id = iStatus->get_guild_id(src);
- group->bg_id = bg->team_get_id(src);
- group->group_id = skill_get_new_group_id();
- group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count = count;
+ group = ers_alloc(skill->unit_ers, struct skill_unit_group);
+ group->src_id = src->id;
+ group->party_id = status->get_party_id(src);
+ group->guild_id = status->get_guild_id(src);
+ group->bg_id = bg->team_get_id(src);
+ group->group_id = skill_get_new_group_id();
+ group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
+ group->unit_count = count;
group->alive_count = 0;
- group->val1 = 0;
- group->val2 = 0;
- group->val3 = 0;
- group->skill_id = skill_id;
- group->skill_lv = skill_lv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->limit = limit;
- group->interval = interval;
- group->tick = timer->gettick();
- group->valstr = NULL;
+ group->val1 = 0;
+ group->val2 = 0;
+ group->val3 = 0;
+ group->skill_id = skill_id;
+ group->skill_lv = skill_lv;
+ group->unit_id = unit_id;
+ group->map = src->m;
+ group->limit = limit;
+ group->interval = interval;
+ group->tick = timer->gettick();
+ group->valstr = NULL;
ud->skillunit[i] = group;
@@ -15312,7 +15339,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
@@ -15329,9 +15356,8 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
}
}
- if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
- {
- struct status_change* sc = iStatus->get_sc(src);
+ if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
+ struct status_change* sc = status->get_sc(src);
if (sc && sc->data[SC_DANCING])
{
sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
@@ -15342,7 +15368,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
// end Gospel's status change on 'src'
// (needs to be done when the group is deleted by other means than skill deactivation)
if (group->unit_id == UNT_GOSPEL) {
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if(sc && sc->data[SC_GOSPEL]) {
sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
@@ -15353,40 +15379,40 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
- sc->data[SC_WARM]->val4 = 0;
- status_change_end(src, SC_WARM, INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
+ sc->data[SC_WARM]->val4 = 0;
+ status_change_end(src, SC_WARM, INVALID_TIMER);
}
+ }
break;
case NC_NEUTRALBARRIER:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
- sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
- status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
+ sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
+ status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
}
+ }
break;
case NC_STEALTHFIELD:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
- sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
- status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
+ sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
+ status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
}
+ }
break;
case LG_BANDING:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) {
- sc->data[SC_BANDING]->val4 = 0;
- status_change_end(src,SC_BANDING,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) {
+ sc->data[SC_BANDING]->val4 = 0;
+ status_change_end(src,SC_BANDING,INVALID_TIMER);
}
+ }
break;
}
@@ -15631,7 +15657,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
- if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
+ if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
skill->delunit(su);
break;
}
@@ -16018,7 +16044,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
struct item_data* data;
nullpo_ret(sd);
- st = iStatus->get_status_data(&sd->bl);
+ st = status->get_status_data(&sd->bl);
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
@@ -16663,7 +16689,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
}
void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
// non-offensive and non-magic skills do not affect the status
if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
@@ -16674,7 +16700,7 @@ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
} else {
sc->data[SC_MAGICPOWER]->val4 = 1;
- status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER));
+ status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
@@ -16729,7 +16755,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
nullpo_ret(sd);
- sc = iStatus->get_sc(&sd->bl);
+ sc = status->get_sc(&sd->bl);
status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
@@ -17466,7 +17492,7 @@ void skill_init_unit_layout (void) {
int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
int inf = 0;
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
if( !sc || !bl || !skill_id )
return 0; // Can do it