diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 2661 |
1 files changed, 357 insertions, 2304 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index b42d3d898..8c2ff23be 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -14,6 +14,7 @@ #include "map.h" #include "clif.h" #include "pc.h" +#include "status.h" #include "pet.h" #include "mob.h" #include "battle.h" @@ -877,7 +878,7 @@ int skill_tree_get_max(int id, int b_class){ int skill_check_condition( struct map_session_data *sd,int type); int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); -int skill_status_change_timer_sub(struct block_list *bl, va_list ap ); +int status_change_timer_sub(struct block_list *bl, va_list ap ); int skill_attack_area(struct block_list *bl,va_list ap); int skill_abra_dataset(int skilllv); int skill_clear_element_field(struct block_list *bl); @@ -1064,16 +1065,16 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s } //?象の耐性 - luk = battle_get_luk(bl); - sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3); - sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3); - sc_def_int=100 - (3 + battle_get_int(bl) + luk/3); + luk = status_get_luk(bl); + sc_def_mdef=100 - (3 + status_get_mdef(bl) + luk/3); + sc_def_vit=100 - (3 + status_get_vit(bl) + luk/3); + sc_def_int=100 - (3 + status_get_int(bl) + luk/3); sc_def_luk=100 - (3 + luk); //自分の耐性 - luk = battle_get_luk(src); - sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3); - sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3); - sc_def_int2=100 - (3 + battle_get_int(src) + luk/3); + luk = status_get_luk(src); + sc_def_mdef2=100 - (3 + status_get_mdef(src) + luk/3); + sc_def_vit2=100 - (3 + status_get_vit(src) + luk/3); + sc_def_int2=100 - (3 + status_get_int(src) + luk/3); sc_def_luk2=100 - (3 + luk); if(bl->type==BL_PC) dstsd=(struct map_session_data *)bl; @@ -1120,8 +1121,8 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s } // エンチャントデットリ?ポイズン(猛毒?果) if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) { - int mhp = battle_get_max_hp(bl); - int hp = battle_get_hp(bl); + int mhp = status_get_max_hp(bl); + int hp = status_get_hp(bl); int lvl = sd->sc_data[SC_EDP].val1; int diff; // MHPの1/4以下にはならない @@ -1140,21 +1141,21 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s md->hp = mhp>>2; } } - skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0); + status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0); } break; case SM_BASH: /* バッシュ(急所攻?) */ if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){ if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); } break; case TF_POISON: /* インベナム */ case AS_SPLASHER: /* ベナムスプラッシャ? */ if(rand()%100< (2*skilllv+10)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else{ if(sd && skillid==TF_POISON) clif_skill_fail(sd,skillid,0,0); @@ -1163,128 +1164,128 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s case AS_SONICBLOW: /* ソニックブロ? */ if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ rate=skilllv*3+35; if(rand()%100 < rate*sc_def_mdef/100) - skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MG_FROSTDIVER: /* フロストダイバ? */ case WZ_FROSTNOVA: /* フロストノヴァ */ - rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15; + rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; rate=rate<=5?5:rate; if(rand()%100 < rate) - skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else if(sd && skillid==MG_FROSTDIVER) clif_skill_fail(sd,skillid,0,0); break; case WZ_STORMGUST: /* スト?ムガスト */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); if(sc_data) { sc_data[SC_FREEZE].val3++; if(sc_data[SC_FREEZE].val3 >= 3) - skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } } break; case HT_LANDMINE: /* ランドマイン */ if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ if(map[bl->m].flag.pvp && dstsd){ dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100; - pc_calcstatus(dstsd,0); + status_calc_pc(dstsd,0); } break; case HT_SANDMAN: /* サンドマン */ if( rand()%100 < (5*skilllv+30)*sc_def_int/100 ) - skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_SPRINKLESAND: /* 砂まき */ if( rand()%100 < 20*sc_def_int/100 ) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case TF_THROWSTONE: /* 石投げ */ if( rand()%100 < 7*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_HOLYCROSS: /* ホ?リ?クロス */ if( rand()%100 < 3*skilllv*sc_def_int/100 ) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_GRANDCROSS: /* グランドクロス */ case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ { - int race = battle_get_race(bl); - if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無? - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + int race = status_get_race(bl); + if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無? + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case AM_ACIDTERROR: if( rand()%100 < (skilllv*3)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case RG_RAID: /* サプライズアタック */ if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BA_FROSTJOKE: if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100) - skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case DC_SCREAM: if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case BD_LULLABY: /* 子守唄 */ if( rand()%100 < 15*sc_def_int/100 ) - skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; /* MOBの追加?果付きスキル */ case NPC_PETRIFYATTACK: if(rand()%100 < sc_def_mdef) - skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: if(rand()%100 < sc_def_vit && src->type!=BL_PET) - skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if(src->type==BL_PET) - skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); + status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); break; case NPC_CURSEATTACK: if(rand()%100 < sc_def_luk) - skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SLEEPATTACK: case NPC_BLINDATTACK: if(rand()%100 < sc_def_int) - skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_MENTALBREAKER: if(dstsd) { @@ -1298,45 +1299,45 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s // case WZ_METEOR: if(rand()%100 < sc_def_vit) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case WZ_VERMILION: if(rand()%100 < sc_def_int) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; // -- moonsoul (stun ability of new champion skill tigerfist) // case CH_TIGERFIST: if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) { - int sec = skill_get_time2 (skillid,skilllv) - battle_get_agi(bl)/10; - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0); + int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10; + status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0); } break; case LK_SPIRALPIERCE: if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case ST_REJECTSWORD: /* フリ?ジングトラップ */ if( rand()%100 < (skilllv*15) ) - skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_FOGWALL: /* ホ?リ?クロス */ if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 ) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ {//?件が良く分からないので適?に - int race=battle_get_race(bl); - if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + int race=status_get_race(bl); + if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) + status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; case LK_JOINTBEAT: /* ジョイントビ?ト */ //?件が良く分からないので適?に if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) - skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_SPIDERWEB: /* スパイダ?ウェッブ */ { @@ -1346,24 +1347,24 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s if(map[src->m].flag.pvp) //PvPでは拘束時間半減? sec = sec/2; battle_stopwalking(bl,1); - skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); + status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); } } break; case ASC_METEORASSAULT: /* メテオアサルト */ if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) - skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ //阿修羅を使うと5分間自然回復しないようになる - skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); + status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); break; case HW_NAPALMVULCAN: /* ナパ?ムバルカン */ // skilllv*5%の確率で呪い if (rand()%10000 < 5*skilllv*sc_def_luk) - skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0); + status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0); break; } @@ -1386,14 +1387,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); - skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } else { if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); - skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } //自分に?態異常 @@ -1410,14 +1411,14 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); - skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } else { if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){ if(battle_config.battle_log) printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); - skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); } } } @@ -1457,7 +1458,7 @@ int skill_blown( struct block_list *src, struct block_list *target,int count) dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0); } if(dx==0 && dy==0){ - int dir=battle_get_dir(target); + int dir=status_get_dir(target); if(dir>=0 && dir<8){ dx=-dirx[dir]; dy=-diry[dir]; @@ -1509,7 +1510,7 @@ int skill_blown( struct block_list *src, struct block_list *target,int count) if(su){ skill_unit_move_unit_group(su->group,target->m,dx,dy); }else{ -// struct status_change *sc_data=battle_get_sc_data(target); +// struct status_change *sc_data=status_get_sc_data(target); if(moveblock) map_delblock(target); target->x=nx; target->y=ny; @@ -1571,7 +1572,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds nullpo_retr(0, dsrc); nullpo_retr(0, bl); - sc_data = battle_get_sc_data(bl); + sc_data = status_get_sc_data(bl); //何もしない判定ここから if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない @@ -1635,7 +1636,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds //マジックロッド?理ここまで if(src->type==BL_PET) { // [Valaris] - dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) ); + dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) ); dmg.damage2=0; } @@ -1661,12 +1662,12 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds nullpo_retr(0, sd); //連打掌(MO_CHAINCOMBO)ここから if(skillid == MO_CHAINCOMBO) { - int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算 - if(damage < battle_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合 + int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算 + if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合 if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に + status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 @@ -1674,8 +1675,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds //連打掌(MO_CHAINCOMBO)ここまで //猛龍拳(MO_COMBOFINISH)ここから else if(skillid == MO_COMBOFINISH) { - int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); - if(damage < battle_get_hp(bl)) { + int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src); + if(damage < status_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms //伏虎拳(CH_TIGERFIST)取得時も+300ms if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) || @@ -1683,7 +1684,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に + status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 @@ -1691,12 +1692,12 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds //猛龍拳(MO_COMBOFINISH)ここまで //伏虎拳(CH_TIGERFIST)ここから else if(skillid == CH_TIGERFIST) { - int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); - if(damage < battle_get_hp(bl)) { + int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); + if(damage < status_get_hp(bl)) { if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に + status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 @@ -1704,13 +1705,13 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds //伏虎拳(CH_TIGERFIST)ここまで //連柱崩?(CH_CHAINCRUSH)ここから else if(skillid == CH_CHAINCRUSH) { - int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); - if(damage < battle_get_hp(bl)) { + int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); + if(damage < status_get_hp(bl)) { //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に + status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に } sd->attackabletime = sd->canmove_tick = tick + delay; clif_combo_delay(src,delay); //コンボディレイパケットの送信 @@ -1790,8 +1791,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds /* ?際にダメ?ジ?理を行う */ if(skillid || flag) battle_damage(src,bl,damage,0); - if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { - int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl); + if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { + int s_lv = status_get_lv(src),t_lv = status_get_lv(bl); int rate = 50 + skilllv * 5; rate = rate + (s_lv - t_lv); if(rand()%100 < rate) @@ -1875,7 +1876,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) { if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1); - skill_status_change_end(bl,SC_AUTOCOUNTER,-1); + status_change_end(bl,SC_AUTOCOUNTER,-1); } map_freeblock_unlock(); @@ -2303,7 +2304,7 @@ int skill_cleartimerskill(struct block_list *src) int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) { struct map_session_data *sd = NULL; - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); int i; if(skillid > 0 && skilllv <= 0) return 0; @@ -2391,9 +2392,9 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case PA_PRESSURE: /* プレッシャ? */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (rand()%100 < 50) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); else - skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); + status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); if (bl->type == BL_PC) { int sp; struct map_session_data *tsd = (struct map_session_data *)bl; @@ -2410,10 +2411,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s break; case MO_INVESTIGATE: /* ?勁 */ { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end(src,SC_BLADESTOP,-1); + status_change_end(src,SC_BLADESTOP,-1); } break; case SN_FALCONASSAULT: /* ファルコンアサルト */ @@ -2437,12 +2438,12 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s break; case RG_BACKSTAP: /* バックスタブ */ { - int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl); + int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl); int dist = distance(src->x,src->y,bl->x,bl->y); if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_HIDING].timer != -1) - skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 + status_change_end(src, SC_HIDING, -1); // ハイディング解除 skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] if (bl->type == BL_PC) @@ -2466,7 +2467,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s break; case MO_FINGEROFFENSIVE: /* 指? */ { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); if(!battle_config.finger_offensive_type) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); @@ -2479,15 +2480,15 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s } } if(sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end(src,SC_BLADESTOP,-1); + status_change_end(src,SC_BLADESTOP,-1); } break; case MO_CHAINCOMBO: /* 連打掌 */ { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end(src,SC_BLADESTOP,-1); + status_change_end(src,SC_BLADESTOP,-1); } break; case MO_COMBOFINISH: /* 猛龍拳 */ @@ -2498,7 +2499,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s break; case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); if(sd) { struct walkpath_data wpd; @@ -2530,13 +2531,13 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s if(sd->canact_tick < sd->canmove_tick) sd->canact_tick = sd->canmove_tick; pc_movepos(sd,sd->to_x,sd->to_y); - skill_status_change_end(&sd->bl,SC_COMBO,-1); + status_change_end(&sd->bl,SC_COMBO,-1); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1); + status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if(sc_data && sc_data[SC_BLADESTOP].timer != -1) - skill_status_change_end(src,SC_BLADESTOP,-1); + status_change_end(src,SC_BLADESTOP,-1); } break; /* 武器系範?攻?スキル */ @@ -2559,9 +2560,9 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500|dist ); if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); if (sc_data && sc_data[SC_SLOWDOWN].timer == -1) - skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0); + status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0); } } }else{ @@ -2591,7 +2592,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); if (skillid == SM_MAGNUM) // fire element for 10 seconds - skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0); + status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0); } break; @@ -2643,7 +2644,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case ALL_RESURRECTION: /* リザレクション */ case PR_TURNUNDEAD: /* タ?ンアンデッド */ - if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) + if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); else { map_freeblock_unlock(); @@ -2671,10 +2672,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case MG_FROSTDIVER: /* フロストダイバー */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); int sc_def_mdef, rate, damage; - sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3); - rate = (skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15; + sc_def_mdef = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); + rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; rate = rate<=5?5:rate; if (sc_data && sc_data[SC_FREEZE].timer != -1) { skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); @@ -2683,8 +2684,8 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s break; } damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - if (battle_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) { - skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) { + status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } else if (sd) { clif_skill_fail(sd,skillid,0,0); } @@ -2694,11 +2695,11 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case WZ_WATERBALL: /* ウォ?タ?ボ?ル */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if(skilllv>1) - skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0); + status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0); break; case PR_BENEDICTIO: /* 聖?降福 */ - if(battle_get_race(bl)==1 || battle_get_race(bl)==6) + if(status_get_race(bl)==1 || status_get_race(bl)==6) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; @@ -2779,7 +2780,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case WZ_SIGHTRASHER: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); - skill_status_change_end(src,SC_SIGHT,-1); + status_change_end(src,SC_SIGHT,-1); break; /* その他 */ @@ -2838,7 +2839,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s sd->status.sp = 0; clif_updatestatus(sd,SP_SP); } - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 ); } break; @@ -2858,7 +2859,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s struct mob_data *md; if((md=(struct mob_data *)src)){ skill_area_temp[1]=bl->id; - skill_area_temp[2]=battle_get_hp(src); + skill_area_temp[2]=status_get_hp(src); clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1); map_foreachinarea(skill_area_sub, bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0, @@ -2918,7 +2919,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s } if(sc_data) { if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了 - skill_status_change_end(src,SC_MAGICPOWER,-1); + status_change_end(src,SC_MAGICPOWER,-1); } map_freeblock_unlock(); @@ -2954,11 +2955,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int else if(src->type==BL_MOB) md=(struct mob_data *)src; - sc_dex=battle_get_mdef(bl); - sc_luk=battle_get_luk(bl); - sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); - //sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); - sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3); + sc_dex=status_get_mdef(bl); + sc_luk=status_get_luk(bl); + sc_def_vit = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + //sc_def_vit = 100 - (3 + status_get_vit(bl) + status_get_luk(bl)/3); + sc_def_mdef = 100 - (3 + status_get_mdef(bl) + status_get_luk(bl)/3); if(bl->type==BL_PC){ nullpo_retr(1, dstsd=(struct map_session_data *)bl); @@ -2980,7 +2981,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int return 1; if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION) return 1; - if(battle_get_class(bl) == 1288) + if(status_get_class(bl) == 1288) return 1; if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr] return 0; @@ -3067,20 +3068,20 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case AL_DECAGI: /* 速度減少 */ if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) { + if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) { clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; case AL_CRUCIS: if(flag&1) { - int race = battle_get_race(bl),ele = battle_get_elem_type(bl); + int race = status_get_race(bl),ele = status_get_elem_type(bl); if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) { - int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate; + int slv=status_get_lv(src),tlv=status_get_lv(bl),rate; rate = 25 + skilllv*2 + slv - tlv; if(rand()%100 < rate) - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); } } else { @@ -3095,14 +3096,14 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case PR_LEXDIVINA: /* レックスディビ?ナ */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(sc_data && sc_data[SC_DIVINA].timer != -1) - skill_status_change_end(bl,SC_DIVINA,-1); + status_change_end(bl,SC_DIVINA,-1); else if( rand()%100 < sc_def_vit ) { - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } } break; @@ -3141,7 +3142,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp); - if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl); + if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl); break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); @@ -3180,7 +3181,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) pc_getzeny(sd,battle_get_lv(bl)*100); + if(sd) pc_getzeny(sd,status_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); @@ -3204,15 +3205,15 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){ clif_skill_nodamage(src,bl,skillid,skilllv,1); }else{ - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case CG_MARIONETTE: /* マリオネットコントロ?ル */ if(sd && dstsd){ - struct status_change *sc_data = battle_get_sc_data(src); - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(src); + struct status_change *tsc_data = status_get_sc_data(bl); int sc = SkillStatusChangeTable[skillid]; int sc2 = SC_MARIONETTE2; @@ -3226,13 +3227,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } if(sc_data && tsc_data){ if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) { - skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0); - skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0); + status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0); + status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0); } else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 && sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) { - skill_status_change_end(src, sc, -1); - skill_status_change_end(bl, sc2, -1); + status_change_end(src, sc, -1); + status_change_end(bl, sc2, -1); } else { clif_skill_fail(sd,skillid,0,0); @@ -3273,7 +3274,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; } else { - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; @@ -3284,13 +3285,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; if(bl->type==BL_MOB) break; - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case PR_KYRIE: /* キリエエレイソン */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case KN_AUTOCOUNTER: /* オ?トカウンタ? */ case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */ @@ -3319,24 +3320,24 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case ASC_EDP: // [Celest] case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case SM_ENDURE: /* インデュア */ clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 ); break; case SM_AUTOBERSERK: // Celest { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) - skill_status_change_start(bl,sc,skilllv,0,0,0,0,0); + status_change_start(bl,sc,skilllv,0,0,0,0,0); else - skill_status_change_end(bl, sc, -1); + status_change_end(bl, sc, -1); } } break; @@ -3353,17 +3354,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } } clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case LK_TENSIONRELAX: /* テンションリラックス */ clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_setsit(sd); clif_sitting(sd); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case LK_BERSERK: /* バ?サ?ク */ clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); //sd->status.hp = sd->status.max_hp * 3; break; case MC_CHANGECART: @@ -3373,25 +3374,25 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int { int range = 1; clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - map_foreachinarea( skill_status_change_timer_sub, + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + map_foreachinarea( status_change_timer_sub, src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, src,SkillStatusChangeTable[skillid],tick); } break; case SM_PROVOKE: /* プロボック */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); /* MVPmobと不死には?かない */ - if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない + if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); @@ -3401,17 +3402,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) - skill_status_change_end(bl,SC_FREEZE,-1); + status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) - skill_status_change_end(bl,SC_STONE,-1); + status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) - skill_status_change_end(bl,SC_SLEEP,-1); + status_change_end(bl,SC_SLEEP,-1); } if(dstmd) { int range = skill_get_range(skillid,skilllv); if(range < 0) - range = battle_get_range(src) - (range + 1); + range = status_get_range(src) - (range + 1); dstmd->state.provoke_flag = src->id; mob_target(dstmd,src,range); } @@ -3449,7 +3450,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_devotion(sd,bl->id); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); } else clif_skill_fail(sd,skillid,0,0); break; @@ -3468,7 +3469,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; case MO_BLADESTOP: // 白刃取り clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case MO_ABSORBSPIRITS: // ?奪 i=0; @@ -3536,7 +3537,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage ) break; if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) { - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); } break; @@ -3552,7 +3553,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } - skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 + status_change_end(src, SC_HIDING, -1); // ハイディング解除 break; case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ @@ -3615,7 +3616,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int clif_skill_nodamage(bl,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } else{ /* パ?ティ全?への?理 */ @@ -3631,7 +3632,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(sd == NULL || sd->status.party_id==0 || (flag&1) ){ /* 個別の?理 */ clif_skill_nodamage(bl,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); } else{ /* パ?ティ全?への?理 */ @@ -3648,60 +3649,60 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case CR_DEFENDER: /* ディフェンダ? */ case CR_AUTOGUARD: /* オ?トガ?ド */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if( tsc_data ){ if( tsc_data[sc].timer==-1 ) /* 付加する */ - skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); else /* 解除する */ - skill_status_change_end(bl, sc, -1); + status_change_end(bl, sc, -1); } } break; case TF_HIDING: /* ハイディング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if(tsc_data && tsc_data[sc].timer!=-1 ) /* 解除する */ - skill_status_change_end(bl, sc, -1); + status_change_end(bl, sc, -1); else /* 付加する */ - skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; case AS_CLOAKING: /* クロ?キング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[sc].timer!=-1 ) /* 解除する */ - skill_status_change_end(bl, sc, -1); + status_change_end(bl, sc, -1); else /* 付加する */ - skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); //skill_check_cloaking(bl); } break; case ST_CHASEWALK: /* ハイディング */ { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int sc=SkillStatusChangeTable[skillid]; clif_skill_nodamage(src,bl,skillid,-1,1); if(tsc_data && tsc_data[sc].timer!=-1 ) /* 解除する */ - skill_status_change_end(bl, sc, -1); + status_change_end(bl, sc, -1); else /* 付加する */ - skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); } break; @@ -3732,20 +3733,20 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case HP_BASILICA: /* バジリカ */ { // cancel Basilica if already in effect - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_BASILICA].timer != -1){ struct skill_unit *su; if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) { struct skill_unit_group *sg; if ((sg = su->group) && sg->src_id == sd->bl.id) { - skill_status_change_end(src,SC_BASILICA,-1); + status_change_end(src,SC_BASILICA,-1); skill_delunitgroup (sg); break; } } } else { // otherwise allow casting - skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); skill_clear_unitgroup(src); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); @@ -3757,12 +3758,12 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skill_clear_unitgroup(src); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); - skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0); + status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0); break; case BD_ADAPTATION: /* アドリブ */ { - struct status_change *sc_data = battle_get_sc_data(src); + struct status_change *sc_data = status_get_sc_data(src); if(sc_data && sc_data[SC_DANCING].timer!=-1){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_stop_dancing(src,0); @@ -3790,7 +3791,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(pc_steal_coin(sd,bl)) { int range = skill_get_range(skillid,skilllv); if(range < 0) - range = battle_get_range(src) - (range + 1); + range = status_get_range(src) - (range + 1); clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_target((struct mob_data *)bl,src,range); } @@ -3801,10 +3802,10 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case MG_STONECURSE: /* スト?ンカ?ス */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); // Level 6-10 doesn't consume a red gem if it fails [celest] int i, gem_flag = 1; - if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) { + if (bl->type==BL_MOB && status_get_mode(bl)&0x20) { clif_skill_fail(sd,sd->skillid,0,0); break; } @@ -3812,12 +3813,12 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if (sc_data && sc_data[SC_STONE].timer != -1) { - skill_status_change_end(bl,SC_STONE,-1); + status_change_end(bl,SC_STONE,-1); if (sd) clif_skill_fail(sd,skillid,0,0); } - else if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) - skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) + status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); else if(sd) { if (skilllv > 5) gem_flag = 0; clif_skill_fail(sd,skillid,0,0); @@ -3843,18 +3844,18 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_end(bl, SC_SILENCE , -1 ); - skill_status_change_end(bl, SC_BLIND , -1 ); - skill_status_change_end(bl, SC_CONFUSION, -1 ); - if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果 - skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); + status_change_end(bl, SC_SILENCE , -1 ); + status_change_end(bl, SC_BLIND , -1 ); + status_change_end(bl, SC_CONFUSION, -1 ); + if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 + status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); } break; case TF_DETOXIFY: /* 解毒 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_end(bl, SC_POISON , -1 ); - skill_status_change_end(bl, SC_DPOISON , -1 ); + status_change_end(bl, SC_POISON , -1 ); + status_change_end(bl, SC_DPOISON , -1 ); break; case PR_STRECOVERY: /* リカバリ? */ @@ -3862,16 +3863,16 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_end(bl, SC_FREEZE , -1 ); - skill_status_change_end(bl, SC_STONE , -1 ); - skill_status_change_end(bl, SC_SLEEP , -1 ); - skill_status_change_end(bl, SC_STAN , -1 ); - if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果 + status_change_end(bl, SC_FREEZE , -1 ); + status_change_end(bl, SC_STONE , -1 ); + status_change_end(bl, SC_SLEEP , -1 ); + status_change_end(bl, SC_STAN , -1 ); + if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 int blind_time; - //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15; - blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100; - if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10))) - skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0); + //blind_time=30-status_get_vit(bl)/10-status_get_int/15; + blind_time=30*(100-(status_get_int(bl)+status_get_vit(bl))/2)/100; + if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10))) + status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0); } if(dstmd){ dstmd->attacked_id=0; @@ -3975,7 +3976,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case RG_STRIPHELM: /* ストリップヘルム */ case ST_FULLSTRIP: // Celest { - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); int scid, equip, strip_fix, strip_num = 0; scid = SkillStatusChangeTable[skillid]; switch (skillid) { @@ -4002,7 +4003,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if (tsc_data && tsc_data[scid].timer != -1) break; - strip_fix = battle_get_dex(src) - battle_get_dex(bl); + strip_fix = status_get_dex(src) - status_get_dex(bl); if(strip_fix < 0) strip_fix=0; strip_per = 5+2*skilllv+strip_fix/5; @@ -4022,7 +4023,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } clif_skill_nodamage(src,bl,skillid,skilllv,1); strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; - skill_status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 ); + status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 ); break; } @@ -4055,7 +4056,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int pc_delitem(sd,i,skill_db[skillid].amount[x],0); sd->state.potionpitcher_flag = 0; if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) { - hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100; + hp = status_get_max_hp(bl) * sd->potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; if(dstsd) { sp = dstsd->status.max_sp * sd->potion_per_sp / 100; @@ -4065,13 +4066,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int else { if(sd->potion_hp > 0) { hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; + hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if(sd->potion_sp > 0) { sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - sp = sp * (100 + (battle_get_int(bl)<<1)) / 100; + sp = sp * (100 + (status_get_int(bl)<<1)) / 100; if(dstsd) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } @@ -4079,7 +4080,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } else { hp = (1 + rand()%400) * (100 + skilllv*10) / 100; - hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; + hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } @@ -4101,11 +4102,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case AM_CP_HELM: { int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON); - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(tsc_data && tsc_data[scid].timer != -1) - skill_status_change_end(bl, SC_STRIPWEAPON, -1 ); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_end(bl, SC_STRIPWEAPON, -1 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); } break; @@ -4121,7 +4122,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM || i==SC_COMBO) continue; - skill_status_change_end(bl,i,-1); + status_change_end(bl,i,-1); } } break; @@ -4150,7 +4151,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; case SA_SPELLBREAKER: // スペルブレイカ? { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); int sp; if(sc_data && sc_data[SC_MAGICROD].timer != -1) { if(dstsd) { @@ -4215,7 +4216,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case SA_MAGICROD: if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case SA_AUTOSPELL: /* オ?トスペル */ clif_skill_nodamage(src,bl,skillid,skilllv,1); @@ -4246,7 +4247,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int maxlv = 3; } if(spellid > 0) - skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, + status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv),0); } break; @@ -4281,7 +4282,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); break; case NPC_KEEPING: @@ -4289,7 +4290,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int { int skill_time = skill_get_time(skillid,skilllv); clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); if (src->type == BL_MOB) mob_changestate((struct mob_data *)src,MS_DELAY,skill_time); else if (src->type == BL_PC) @@ -4299,15 +4300,15 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case NPC_DARKBLESSING: { - int sc_def = 100 - battle_get_mdef(bl); + int sc_def = 100 - status_get_mdef(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; - if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6) + if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6) break; if(rand()%100 < sc_def*(50+skilllv*5)/100) { if(dstsd) { - int hp = battle_get_hp(bl)-1; + int hp = status_get_hp(bl)-1; pc_heal(dstsd,-hp,0); } else if(dstmd) @@ -4318,7 +4319,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case NPC_SELFDESTRUCTION: /* 自爆 */ case NPC_SELFDESTRUCTION2: /* 自爆2 */ - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); break; case NPC_LICK: clif_skill_nodamage(src,bl,skillid,skilllv,1); @@ -4327,7 +4328,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(dstsd) pc_heal(dstsd,0,-100); if(rand()%100 < (skilllv*5)*sc_def_vit/100) - skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case NPC_SUICIDE: /* 自決 */ @@ -4470,7 +4471,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(su->group->unit_id == 0x91 && su->group->val2){ struct block_list *target=map_id2bl(su->group->val2); if(target && (target->type == BL_PC || target->type == BL_MOB)) - skill_status_change_end(target,SC_ANKLE,-1); + status_change_end(target,SC_ANKLE,-1); } skill_delunit(su); } @@ -4506,25 +4507,25 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int break; case AS_SPLASHER: /* ベナムスプラッシャ? */ - if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上?っていたら失敗 + if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) //HPが2/3以上?っていたら失敗 return 1; clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 ); break; case PF_MINDBREAKER: /* プロボック */ { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); /* MVPmobと不死には?かない */ - if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない + if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 skill_castcancel(bl,0); @@ -4534,17 +4535,17 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(sc_data){ if(sc_data[SC_FREEZE].timer!=-1) - skill_status_change_end(bl,SC_FREEZE,-1); + status_change_end(bl,SC_FREEZE,-1); if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) - skill_status_change_end(bl,SC_STONE,-1); + status_change_end(bl,SC_STONE,-1); if(sc_data[SC_SLEEP].timer!=-1) - skill_status_change_end(bl,SC_SLEEP,-1); + status_change_end(bl,SC_SLEEP,-1); } if(bl->type==BL_MOB) { int range = skill_get_range(skillid,skilllv); if(range < 0) - range = battle_get_range(src) - (range + 1); + range = status_get_range(src) - (range + 1); mob_target((struct mob_data *)bl,src,range); } } @@ -4594,7 +4595,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if (sd && flag&1) { struct block_list tbl; int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - hp = hp * (100 + (battle_get_vit(bl)<<1))/100; + hp = hp * (100 + (status_get_vit(bl)<<1))/100; if (dstsd) { hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; } @@ -4611,13 +4612,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case CR_FULLPROTECTION: { int i, skilltime; - struct status_change *tsc_data = battle_get_sc_data(bl); + struct status_change *tsc_data = status_get_sc_data(bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); skilltime = skill_get_time(skillid,skilllv); for (i=0; i<4; i++) { if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1) - skill_status_change_end(bl, SC_STRIPWEAPON + i, -1 ); - skill_status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 ); + status_change_end(bl, SC_STRIPWEAPON + i, -1 ); + status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 ); } } break; @@ -4638,9 +4639,9 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int case ST_PRESERVE: if (sd){ if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1) - skill_status_change_end(src, SC_PRESERVE, -1 ); + status_change_end(src, SC_PRESERVE, -1 ); else - skill_status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 ); + status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 ); clif_skill_nodamage(src,src,skillid,skilllv,1); } break; @@ -4657,7 +4658,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } if(flag&1) { if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { - skill_status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 ); + status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 ); } } else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && @@ -4667,7 +4668,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); } } break; @@ -4682,7 +4683,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int } if(flag&1) { if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { - skill_status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 ); + status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 ); } } else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && @@ -4692,7 +4693,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); } } break; @@ -4722,7 +4723,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, src,skillid,skilllv,tick, flag|BCT_ALL|1, skill_castend_nodamage_id); - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); } } break; @@ -4751,7 +4752,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2); } } - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 ); } } break; @@ -4804,7 +4805,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) } if(sd->skillid == PR_LEXAETERNA) { - struct status_change *sc_data = battle_get_sc_data(bl); + struct status_change *sc_data = status_get_sc_data(bl); if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) { clif_skill_fail(sd,sd->skillid,0,0); sd->canact_tick = tick; @@ -4814,7 +4815,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) } } else if(sd->skillid == RG_BACKSTAP) { - int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl); + int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl); int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) { clif_skill_fail(sd,sd->skillid,0,0); @@ -4837,7 +4838,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) int fail_flag = 1; if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0) fail_flag = 0; - if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl)) + if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl)) fail_flag = 0; if(fail_flag) { clif_skill_fail(sd,sd->skillid,0,0); @@ -4850,7 +4851,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) - range = battle_get_range(&sd->bl) - (range + 1); + range = status_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || @@ -4893,7 +4894,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); break; case 1:/* 支援系 */ - if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) + if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); else skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); @@ -4960,7 +4961,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil x+=(src->x-x>0)?-range:range; if(src->y!=y) y+=(src->y-y>0)?-range:range; - map_foreachinarea( skill_status_change_timer_sub, + map_foreachinarea( status_change_timer_sub, src->m, x-range, y-range, x+range,y+range,0, src,SC_SIGHT,tick); } @@ -5060,7 +5061,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil pc_movepos(sd,x,y); }else if( src->type==BL_MOB ) mob_warp((struct mob_data *)src,-1,x,y,0); - skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 ); + status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 ); break; case AM_CANNIBALIZE: // バイオプラント if(sd){ @@ -5250,7 +5251,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, nullpo_retr(0, src); - sc_data = battle_get_sc_data(src); // for firewall and fogwall - celest + sc_data = status_get_sc_data(src); // for firewall and fogwall - celest switch(skillid){ /* 設定 */ @@ -5460,8 +5461,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; - val2 = ((battle_get_agi(src)/10)&0xffff)<<16; - val2 |= (battle_get_luk(src)/10)&0xffff; + val2 = ((status_get_agi(src)/10)&0xffff)<<16; + val2 |= (status_get_luk(src)/10)&0xffff; break; case DC_HUMMING: /* ハミング */ count=49; @@ -5470,7 +5471,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = battle_get_dex(src)/10; + val2 = status_get_dex(src)/10; break; case BA_DISSONANCE: /* 不協和音 */ @@ -5488,8 +5489,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_ENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = ((battle_get_str(src)/20)&0xffff)<<16; - val2 |= (battle_get_agi(src)/10)&0xffff; + val2 = ((status_get_str(src)/20)&0xffff)<<16; + val2 |= (status_get_agi(src)/10)&0xffff; break; case BA_POEMBRAGI: /* ブラギの詩 */ count=49; @@ -5498,8 +5499,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_NOENEMY; if(src->type == BL_PC) val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON); - val2 = ((battle_get_dex(src)/10)&0xffff)<<16; - val2 |= (battle_get_int(src)/5)&0xffff; + val2 = ((status_get_dex(src)/10)&0xffff)<<16; + val2 |= (status_get_int(src)/5)&0xffff; break; case BA_APPLEIDUN: /* イドゥンの林檎 */ count=49; @@ -5510,7 +5511,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16; else val1 = 0; - val1 |= (battle_get_vit(src))&0xffff; + val1 |= (status_get_vit(src))&0xffff; val2 = 0;//回復用タイムカウンタ(6秒?に1?加) break; case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */ @@ -5520,7 +5521,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_PARTY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = battle_get_int(src)/10; + val2 = status_get_int(src)/10; break; case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ count=49; @@ -5529,7 +5530,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; - val2 = battle_get_agi(src)/20; + val2 = status_get_agi(src)/20; break; case DC_FORTUNEKISS: /* 幸運のキス */ count=49; @@ -5538,7 +5539,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, target=BCT_NOENEMY; if(src->type == BL_PC) val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = battle_get_luk(src)/10; + val2 = status_get_luk(src)/10; break; case AM_DEMONSTRATION: /* デモンストレ?ション */ @@ -5559,7 +5560,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid, range=3; //Fix to prevent the priest from walking while Basilica is up. battle_stopwalking(src,1); - //skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0); + //status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0); //sd->canmove_tick = gettick() + limit; // added later [celest] break; @@ -5928,10 +5929,10 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int switch(sg->unit_id){ case 0x83: /* サンクチュアリ */ { - int race=battle_get_race(bl); - int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; + int race=status_get_race(bl); + int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0; - if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag) + if( status_get_hp(bl)>=status_get_max_hp(bl) && !damage_flag) break; if((sg->val1--)<=0){ @@ -5955,8 +5956,8 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x84: /* マグヌスエクソシズム */ { - int race=battle_get_race(bl); - int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; + int race=status_get_race(bl); + int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0; if(!damage_flag) return 0; @@ -5967,14 +5968,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x85: /* ニュ?マ */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SC_PNEUMA; if(sc_data) { if (sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if(DIFF_TICK(sg->tick,unit2->group->tick)>0 ) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); ts->tick-=sg->interval; } } @@ -5983,14 +5984,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x7e: /* セイフティウォ?ル */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SC_SAFETYWALL; if(sc_data) { if (sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if(sg->val1 < unit2->group->val1 ) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); ts->tick-=sg->interval; } } @@ -6060,14 +6061,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x91: /* アンクルスネア */ { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){ int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); - int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - battle_get_agi(bl)/10; - if(battle_get_mode(bl)&0x20) + int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)/10; + if(status_get_mode(bl)&0x20) sec = sec/5; battle_stopwalking(bl,1); - skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); + status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); if(moveblock) map_delblock(bl); bl->x = src->bl.x; @@ -6109,20 +6110,20 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x8e: /* クァグマイア */ { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) break; if(sc_data && sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); } break; case 0x92: /* ベノムダスト */ { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sc_data && sc_data[type].timer==-1 ) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); } break; case 0x9a: /* ボルケ?ノ */ @@ -6130,14 +6131,14 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0x9c: /* バイオレントゲイル */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sc_data) { if (sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) - skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } } @@ -6164,17 +6165,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int // case 0xb6: /* フォグウォ?ル */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sg->src_id == bl->id) break; if(sc_data) { if (sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) - skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } @@ -6184,17 +6185,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0xaa: /* イドゥンの林檎 */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sg->src_id == bl->id) break; if(sc_data) { if (sc_data[type].timer==-1) - skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, + status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) - skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, + status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); ts->tick-=sg->interval; } @@ -6204,17 +6205,17 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0xb6: /* フォグウォ?ル */ { struct skill_unit *unit2; - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type=SkillStatusChangeTable[sg->skill_id]; if(sc_data) { if (sc_data[type].timer==-1) { - skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); } else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) { - skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); } @@ -6273,7 +6274,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int sd->status.guild_id == srcsd->status.guild_id && sd != srcsd) { sd->state.leadership_flag = (int)src; - pc_calcstatus (sd, 0); + status_calc_pc (sd, 0); } } break; @@ -6284,7 +6285,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int sd->status.guild_id == srcsd->status.guild_id && sd != srcsd) { sd->state.glorywounds_flag = (int)src; - pc_calcstatus (sd, 0); + status_calc_pc (sd, 0); } } break; @@ -6295,7 +6296,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int sd->status.guild_id == srcsd->status.guild_id && sd != srcsd) { sd->state.soulcold_flag = (int)src; - pc_calcstatus (sd, 0); + status_calc_pc (sd, 0); } } break; @@ -6306,7 +6307,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int sd->status.guild_id == srcsd->status.guild_id && sd != srcsd) { sd->state.hawkeyes_flag = (int)src; - pc_calcstatus (sd, 0); + status_calc_pc (sd, 0); } } break; @@ -6355,14 +6356,14 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t case 0x85: /* ニュ?マ */ case 0x8e: /* クァグマイア */ { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); int type= (sg->unit_id==0x85)?SC_PNEUMA: ((sg->unit_id==0x7e)?SC_SAFETYWALL: SC_QUAGMIRE); if((type != SC_QUAGMIRE || bl->type != BL_MOB) && sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){ - skill_status_change_end(bl,type,-1); + status_change_end(bl,type,-1); } } break; @@ -6370,7 +6371,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t { struct block_list *target=map_id2bl(sg->val2); if( target && target==bl ){ - skill_status_change_end(bl,SC_ANKLE,-1); + status_change_end(bl,SC_ANKLE,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } } @@ -6380,19 +6381,19 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t { struct block_list *target=map_id2bl(sg->val2); if( target==bl ) - skill_status_change_end(bl,SC_SPIDERWEB,-1); + status_change_end(bl,SC_SPIDERWEB,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; case 0xb6: { struct block_list *target=map_id2bl(sg->val2); - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); if( target==bl ) { - skill_status_change_end(bl,SC_FOGWALL,-1); + status_change_end(bl,SC_FOGWALL,-1); if (sc_data && sc_data[SC_BLIND].timer!=-1) sc_data[SC_BLIND].timer = add_timer( - gettick() + 30000, skill_status_change_timer, bl->id, 0); + gettick() + 30000, status_change_timer, bl->id, 0); } //sg->limit=DIFF_TICK(tick,sg->tick)+1000; } @@ -6401,11 +6402,11 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t case 0x9b: /* デリュ?ジ */ case 0x9c: /* バイオレントゲイル */ { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); struct skill_unit *su; int type=SkillStatusChangeTable[sg->skill_id]; if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){ - skill_status_change_end(bl,type,-1); + status_change_end(bl,type,-1); } } break; @@ -6430,11 +6431,11 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t case 0xaf: /* サ?ビスフォ?ユ? */ case 0xb4: { - struct status_change *sc_data=battle_get_sc_data(bl); + struct status_change *sc_data=status_get_sc_data(bl); struct skill_unit *su; int type=SkillStatusChangeTable[sg->skill_id]; if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){ - skill_status_change_end(bl,type,-1); + status_change_end(bl,type,-1); } } break; @@ -6442,7 +6443,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t { struct block_list *target=map_id2bl(sg->val2); if( target && target==bl ) - skill_status_change_end(bl,SC_SPIDERWEB,-1); + status_change_end(bl,SC_SPIDERWEB,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; @@ -6769,7 +6770,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data ) if(sd->skilllv <= 0) return 0; range = skill_get_range(sd->skillid,sd->skilllv); if(range < 0) - range = battle_get_range(&sd->bl) - (range + 1); + range = status_get_range(&sd->bl) - (range + 1); range += battle_config.pc_skill_add_range; if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { @@ -6905,7 +6906,7 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){ sd->status.sp -= 10; - pc_calcstatus(sd,0); + status_calc_pc(sd,0); (*c)++; } break; @@ -6930,7 +6931,7 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) ){ ssd->sc_data[SC_DANCING].val4=bl->id; clif_skill_nodamage(bl,src,skillid,skilllv,1); - skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); + status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); sd->skillid_dance=sd->skillid=skillid; sd->skilllv_dance=sd->skilllv=skilllv; (*c)++; @@ -7400,7 +7401,7 @@ int skill_castfix( struct block_list *bl, int time ) if(lv <= 0) return 0; - sc_data = battle_get_sc_data(bl); + sc_data = status_get_sc_data(bl); if (skill > MAX_SKILL_DB || skill < 0) return 0; @@ -7408,14 +7409,14 @@ int skill_castfix( struct block_list *bl, int time ) /* サフラギウム */ if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ) time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100; - skill_status_change_end( bl, SC_SUFFRAGIUM, -1); + status_change_end( bl, SC_SUFFRAGIUM, -1); if(time==0) return 0; if (sd) { if(!skill_get_castnodex(skill, lv) > 0) { castrate=((struct map_session_data *)bl)->castrate; - time=time*castrate*(battle_config.castrate_dex_scale - battle_get_dex(bl))/(battle_config.castrate_dex_scale * 100); + time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100); time=time*battle_config.cast_rate/100; } } @@ -7448,7 +7449,7 @@ int skill_delayfix( struct block_list *bl, int time ) if(lv <= 0) return 0; - sc_data = battle_get_sc_data(bl); + sc_data = status_get_sc_data(bl); if(sd) { delayrate=((struct map_session_data *)bl)->delayrate; @@ -7456,15 +7457,15 @@ int skill_delayfix( struct block_list *bl, int time ) // instant cast attack skills depend on aspd as delay [celest] if (time == 0) { if (skill_db[skill].skill_type == BF_WEAPON) - time = battle_get_adelay (bl)/2; + time = status_get_adelay (bl)/2; else time = 300; // default delay, according to official servers } else if (time < 0) - time = abs(time) + battle_get_adelay (bl)/2; // if set to <0, the aspd delay will be added + time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added if(battle_config.delay_dependon_dex && /* dexの影響を計算する */ !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex - time = time * (battle_config.castrate_dex_scale - battle_get_dex(bl)) / (battle_config.castrate_dex_scale); + time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale); time = time * delayrate * battle_config.delay_rate / 10000; @@ -7552,7 +7553,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, struct skill_unit_group *sg; // if caster is the owner of basilica if ((sg = su->group) && sg->src_id == sd->bl.id) { - // skill_status_change_end(&sd->bl,SC_BASILICA,-1); + // status_change_end(&sd->bl,SC_BASILICA,-1); // skill_delunitgroup (sg); if (skill_num != HP_BASILICA) return 0; } // otherwise... @@ -7669,7 +7670,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, /* 射程と障害物チェック */ range = skill_get_range(skill_num,skill_lv); if(range < 0) - range = battle_get_range(&sd->bl) - (range + 1); + range = status_get_range(&sd->bl) - (range + 1); // be lenient if the skill was cast before we have moved to the correct position [Celest] if (sd->walktimer != -1) range += battle_config.skill_range_leniency; @@ -7706,11 +7707,11 @@ int skill_use_id( struct map_session_data *sd, int target_id, switch(skill_num){ /* 何か特殊な?理が必要 */ // case AL_HEAL: /* ヒ?ル */ -// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) +// if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */ // break; case ALL_RESURRECTION: /* リザレクション */ - if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */ + if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* 敵がアンデッドなら */ forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */ casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); } @@ -7759,7 +7760,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, //rangeをもう1回?査 range = skill_get_range(skill_num,skill_lv); if(range < 0) - range = battle_get_range(&sd->bl) - (range + 1); + range = status_get_range(&sd->bl) - (range + 1); if(!battle_check_range(&sd->bl,&p_sd->bl,range)) return 0; } @@ -7767,7 +7768,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, // removed on 12/14's patch [celest] //case AS_SPLASHER: /* ベナムスプラッシャ? */ /* { - struct status_change *t_sc_data = battle_get_sc_data(bl); + struct status_change *t_sc_data = status_get_sc_data(bl); if(t_sc_data && t_sc_data[SC_POISON].timer==-1){ clif_skill_fail(sd,skill_num,0,10); return 0; @@ -7792,7 +7793,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/2; if((--sc_data[SC_MEMORIZE].val2)<=0) - skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); + status_change_end(&sd->bl, SC_MEMORIZE, -1); } if(battle_config.pc_skill_log) @@ -7824,7 +7825,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING) - skill_status_change_end(&sd->bl,SC_CLOAKING,-1); + status_change_end(&sd->bl,SC_CLOAKING,-1); if(casttime > 0) { sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 ); if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { @@ -7893,7 +7894,7 @@ int skill_use_pos( struct map_session_data *sd, struct skill_unit_group *sg; // if caster is the owner of basilica if ((sg = su->group) && sg->src_id == sd->bl.id) { - // skill_status_change_end(&sd->bl,SC_BASILICA,-1); + // status_change_end(&sd->bl,SC_BASILICA,-1); // skill_delunitgroup (sg); if (skill_num != HP_BASILICA) return 0; } // otherwise... @@ -7926,7 +7927,7 @@ int skill_use_pos( struct map_session_data *sd, bl.y = skill_y; range = skill_get_range(skill_num,skill_lv); if(range < 0) - range = battle_get_range(&sd->bl) - (range + 1); + range = status_get_range(&sd->bl) - (range + 1); // be lenient if the skill was cast before we have moved to the correct position [Celest] if (sd->walktimer != -1) range += battle_config.skill_range_leniency; @@ -7948,7 +7949,7 @@ int skill_use_pos( struct map_session_data *sd, if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/3; if((--sc_data[SC_MEMORIZE].val2)<=0) - skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); + status_change_end(&sd->bl, SC_MEMORIZE, -1); } if( casttime>0 ) /* 詠唱が必要 */ @@ -7964,7 +7965,7 @@ int skill_use_pos( struct map_session_data *sd, sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1) - skill_status_change_end(&sd->bl,SC_CLOAKING,-1); + status_change_end(&sd->bl,SC_CLOAKING,-1); if(casttime > 0) { sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 ); if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { @@ -7981,7 +7982,7 @@ int skill_use_pos( struct map_session_data *sd, } //マジックパワ?の?果終了 if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER) - skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); + status_change_end(&sd->bl,SC_MAGICPOWER,-1); return 0; } @@ -8246,7 +8247,7 @@ void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd, md->dev.val1[target]=md->dev.val2[target]=0; if(sd && sd->sc_data){ - // skill_status_change_end(sd->bl,SC_DEVOTION,-1); + // status_change_end(sd->bl,SC_DEVOTION,-1); sd->sc_data[SC_DEVOTION].val1=0; sd->sc_data[SC_DEVOTION].val2=0; clif_status_change(&sd->bl,SC_DEVOTION,0); @@ -8288,7 +8289,7 @@ int skill_autospell(struct map_session_data *sd,int skillid) if(maxlv > (lv=pc_checkskill(sd,skillid))) maxlv = lv; - skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv + status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い???? return 0; } @@ -8664,994 +8665,6 @@ int skill_trap_splash(struct block_list *bl, va_list ap ) return 0; } -/*---------------------------------------------------------------------------- - * ステ?タス異常 - *---------------------------------------------------------------------------- - */ - -/*========================================== - * ステ?タス異常タイマ?範??理 - *------------------------------------------ - */ -int skill_status_change_timer_sub(struct block_list *bl, va_list ap ) -{ - struct block_list *src; - int type; - unsigned int tick; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, src=va_arg(ap,struct block_list*)); - type=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - - if(bl->type!=BL_PC && bl->type!=BL_MOB) - return 0; - - switch( type ){ - case SC_SIGHT: /* サイト */ - case SC_CONCENTRATE: - if( (*battle_get_option(bl))&6 ){ - skill_status_change_end( bl, SC_HIDING, -1); - skill_status_change_end( bl, SC_CLOAKING, -1); - } - break; - case SC_RUWACH: /* ルアフ */ - if( (*battle_get_option(bl))&6 ){ - if(battle_check_target( src,bl, BCT_ENEMY ) > 0) { - struct status_change *sc_data = battle_get_sc_data(bl); // check whether the target is hiding/cloaking [celest] - if (sc_data && (sc_data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother - sc_data[SC_CLOAKING].timer != -1)) { - skill_status_change_end( bl, SC_HIDING, -1); - skill_status_change_end( bl, SC_CLOAKING, -1); - skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); - } - } - } - break; - } - return 0; -} - -/*========================================== - * ステ?タス異常終了 - *------------------------------------------ - */ -int skill_status_change_end(struct block_list* bl, int type, int tid) -{ - struct status_change* sc_data; - int opt_flag=0, calc_flag = 0; - short *sc_count, *option, *opt1, *opt2, *opt3; - - nullpo_retr(0, bl); - if(bl->type!=BL_PC && bl->type!=BL_MOB) { - if(battle_config.error_log) - printf("skill_status_change_end: neither MOB nor PC !\n"); - return 0; - } - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); - nullpo_retr(0, sc_count = battle_get_sc_count(bl)); - nullpo_retr(0, option = battle_get_option(bl)); - nullpo_retr(0, opt1 = battle_get_opt1(bl)); - nullpo_retr(0, opt2 = battle_get_opt2(bl)); - nullpo_retr(0, opt3 = battle_get_opt3(bl)); - - if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { - - if (tid == -1) // タイマから呼ばれていないならタイマ削除をする - delete_timer(sc_data[type].timer,skill_status_change_timer); - - /* 該?の異常を正常に?す */ - sc_data[type].timer=-1; - (*sc_count)--; - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - case SC_ENDURE: // celest - case SC_CONCENTRATE: /* 集中力向上 */ - case SC_BLESSING: /* ブレッシング */ - case SC_ANGELUS: /* アンゼルス */ - case SC_INCREASEAGI: /* 速度上昇 */ - case SC_DECREASEAGI: /* 速度減少 */ - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - case SC_HIDING: - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_ADRENALINE: /* アドレナリンラッシュ */ - case SC_ENCPOISON: /* エンチャントポイズン */ - case SC_IMPOSITIO: /* インポシティオマヌス */ - case SC_GLORIA: /* グロリア */ - case SC_LOUD: /* ラウドボイス */ - case SC_QUAGMIRE: /* クァグマイア */ - case SC_PROVIDENCE: /* プロヴィデンス */ - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - case SC_VOLCANO: - case SC_DELUGE: - case SC_VIOLENTGALE: - case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - case SC_DRUMBATTLE: /* ?太鼓の響き */ - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case SC_WHISTLE: /* 口笛 */ - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - case SC_HUMMING: /* ハミング */ - case SC_DONTFORGETME: /* 私を忘れないで */ - case SC_FORTUNE: /* 幸運のキス */ - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - case SC_STEELBODY: // 金剛 - case SC_DEFENDER: - case SC_SPEEDPOTION0: /* ?速ポ?ション */ - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - case SC_SPEEDPOTION3: - case SC_APPLEIDUN: /* イドゥンの林檎 */ - case SC_RIDING: - case SC_BLADESTOP_WAIT: - case SC_AURABLADE: /* オ?ラブレ?ド */ - case SC_PARRYING: /* パリイング */ - case SC_CONCENTRATION: /* コンセントレ?ション */ - case SC_TENSIONRELAX: /* テンションリラックス */ - case SC_ASSUMPTIO: /* アシャンプティオ */ - case SC_WINDWALK: /* ウインドウォ?ク */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - case SC_MAGICPOWER: /* 魔法力?幅 */ - case SC_CHASEWALK: - case SC_ATKPOT: /* attack potion [Valaris] */ - case SC_MATKPOT: /* magic attack potion [Valaris] */ - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - case SC_MELTDOWN: /* メルトダウン */ - // Celest - case SC_EDP: - case SC_SLOWDOWN: - case SC_SPEEDUP0: -/* case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES:*/ - case SC_BATTLEORDERS: - case SC_REGENERATION: - calc_flag = 1; - break; - case SC_AUTOBERSERK: - if (sc_data[SC_PROVOKE].timer != -1) - skill_status_change_end(bl,SC_PROVOKE,-1); - break; - case SC_BERSERK: /* バ?サ?ク */ - calc_flag = 1; - clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ - break; - case SC_DEVOTION: /* ディボ?ション */ - { - struct map_session_data *md = map_id2sd(sc_data[type].val1); - sc_data[type].val1=sc_data[type].val2=0; - skill_devotion(md,bl->id); - calc_flag = 1; - } - break; - case SC_BLADESTOP: - { - struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4); - //片方が切れたので相手の白刃?態が切れてないのなら解除 - if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) - skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); - - if(sc_data[type].val2==2) - clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); - } - break; - case SC_DANCING: - { - struct map_session_data *dsd; - struct status_change *d_sc_data; - if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ - d_sc_data = dsd->sc_data; - //合奏で相手がいる場合相手のval4を0にする - if(d_sc_data && d_sc_data[type].timer!=-1) - d_sc_data[type].val4=0; - } - } - calc_flag = 1; - break; - case SC_GRAFFITI: - { - struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id - if(sg) - skill_delunitgroup(sg); - } - break; - case SC_NOCHAT: //チャット禁止?態 - { - struct map_session_data *sd=NULL; - if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ - if (sd->status.manner >= 0) // weeee ^^ [celest] - sd->status.manner = 0; - clif_updatestatus(sd,SP_MANNER); - } - } - break; - case SC_SPLASHER: /* ベナムスプラッシャ? */ - { - struct block_list *src=map_id2bl(sc_data[type].val3); - if(src && tid!=-1){ - //自分にダメ?ジ&周?3*3にダメ?ジ - skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - { - //自分のダメ?ジは0にして - struct mob_data *md=NULL; - if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) - skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); - } - break; - /* option1 */ - case SC_FREEZE: - sc_data[type].val3 = 0; - break; - - /* option2 */ - case SC_POISON: /* 毒 */ - case SC_BLIND: /* 暗? */ - case SC_CURSE: - calc_flag = 1; - break; - - // celest - case SC_CONFUSION: - { - struct map_session_data *sd=NULL; - if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ - sd->next_walktime = -1; - } - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: /// Marionette target - { - // check for partner and end their marionette status as well - int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; - struct block_list *pbl = map_id2bl(sc_data[type].val3); - if (pbl) { - struct status_change* sc_data; - if (*battle_get_sc_count(pbl) > 0 && - (sc_data = battle_get_sc_data(pbl)) && - sc_data[type2].timer != -1) - skill_status_change_end(pbl, type2, -1); - } - calc_flag = 1; - } - break; - } - - if(bl->type==BL_PC && - (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS)) - clif_status_change(bl,type,0); /* アイコン消去 */ - - switch(type){ /* 正常に?るときなにか?理が必要 */ - case SC_STONE: - case SC_FREEZE: - case SC_STAN: - case SC_SLEEP: - *opt1 = 0; - opt_flag = 1; - break; - - case SC_POISON: - if (sc_data[SC_DPOISON].timer != -1) // - break; // DPOISON用のオプション - *opt2 &= ~1; // が?用に用意された場合には - opt_flag = 1; // ここは削除する - break; // - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - *opt2 &= ~(1<<(type-SC_POISON)); - opt_flag = 1; - break; - case SC_DPOISON: - if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが - break; // 用意されたら削除 - *opt2 &= ~1; // 毒?態解除 - opt_flag = 1; - break; - case SC_SIGNUMCRUCIS: - *opt2 &= ~0x40; - opt_flag = 1; - break; - - case SC_HIDING: - case SC_CLOAKING: - *option &= ~((type == SC_HIDING) ? 2 : 4); - calc_flag = 1; // orn - opt_flag = 1 ; - break; - - case SC_CHASEWALK: - *option &= ~16388; - opt_flag = 1 ; - break; - - case SC_SIGHT: - *option &= ~1; - opt_flag = 1; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - *option &= ~4096; - opt_flag = 1; - break; - case SC_RUWACH: - *option &= ~8192; - opt_flag = 1; - break; - - //opt3 - case SC_TWOHANDQUICKEN: /* 2HQ */ - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - case SC_CONCENTRATION: /* コンセントレ?ション */ - *opt3 &= ~1; - break; - case SC_OVERTHRUST: /* オ?バ?スラスト */ - *opt3 &= ~2; - break; - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - *opt3 &= ~4; - break; - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - *opt3 &= ~8; - break; - case SC_STEELBODY: // 金剛 - *opt3 &= ~16; - break; - case SC_BLADESTOP: /* 白刃取り */ - *opt3 &= ~32; - break; - case SC_BERSERK: /* バ?サ?ク */ - *opt3 &= ~128; - break; - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - *opt3 &= ~1024; - break; - case SC_ASSUMPTIO: /* アスムプティオ */ - *opt3 &= ~2048; - break; - } - - if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor] - !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest] - *opt2 |= STATE_BLIND; - opt_flag = 1; - } - - if(opt_flag) /* optionの?更を?える */ - clif_changeoption(bl); - - if (bl->type == BL_PC && calc_flag) - pc_calcstatus((struct map_session_data *)bl,0); /* ステ?タス再計算 */ - } - - return 0; -} -/*========================================== - * ステ?タス異常終了タイマ? - *------------------------------------------ - */ -int skill_status_change_timer(int tid, unsigned int tick, int id, int data) -{ - int type=data; - struct block_list *bl; - struct map_session_data *sd=NULL; - struct status_change *sc_data; - //short *sc_count; //使ってない? - - nullpo_retr(0, bl=map_id2bl(id)); - nullpo_retr(0, sc_data=battle_get_sc_data(bl)); - - if(bl->type==BL_PC) - nullpo_retr(0, sd=(struct map_session_data *)bl); - - //sc_count=battle_get_sc_count(bl); //使ってない? - - if(sc_data[type].timer != tid) { - if(battle_config.error_log) - printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer); - return 0; - } - - switch(type){ /* 特殊な?理になる場合 */ - case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ - case SC_CLOAKING: - if(sd){ - if( sd->status.sp > 0 ){ /* SP切れるまで持? */ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - sc_data[type].val2+tick, skill_status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_CHASEWALK: - if(sd){ - int sp = 10+sc_data[SC_CHASEWALK].val1*2; - if (map[sd->bl.m].flag.gvg) sp *= 5; - if( sd->status.sp > sp){ - sd->status.sp -= sp; // update sp cost [Celest] - clif_updatestatus(sd,SP_SP); - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - sc_data[type].val2+tick, skill_status_change_timer, bl->id, data); - sc_data[SC_CHASEWALK].val4++; - if (sc_data[SC_CHASEWALK].val4 > 3) - sc_data[SC_CHASEWALK].val4 = 0; - pc_calcstatus (sd, 0); - return 0; - } - } - break; - - case SC_HIDING: /* ハイディング */ - if(sd){ /* SPがあって、時間制限の間は持? */ - if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ - if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_SIGHT: /* サイト */ - case SC_RUWACH: /* ルアフ */ - { - int range = 5; - if ( type == SC_SIGHT ) range = 7; - map_foreachinarea( skill_status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, - bl,type,tick); - - if( (--sc_data[type].val2)>0 ){ - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 250+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - { - int race = battle_get_race(bl); - if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) { - sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data ); - return 0; - } - } - break; - - case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */ - if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ - if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ - break; - sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_WATERBALL: /* ウォ?タ?ボ?ル */ - { - struct block_list *target=map_id2bl(sc_data[type].val2); - nullpo_retb(target); - nullpo_retb(target->prev); - skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); - if((--sc_data[type].val3)>0) { - sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data ); - return 0; - } - } - break; - - case SC_ENDURE: /* インデュア */ - case SC_AUTOBERSERK: // Celest - if(sd && sd->special_state.infinite_endure) { -#ifdef TWILIGHT - sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); -#else - sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data ); -#endif - //sc_data[type].val2=1; - return 0; - } - break; - - case SC_DISSONANCE: /* 不協和音 */ - if( (--sc_data[type].val2)>0){ - struct skill_unit *unit= - (struct skill_unit *)sc_data[type].val4; - struct block_list *src; - /*if(!unit || !unit->group) - break; - src=map_id2bl(unit->group->src_id); - if(!src) - break;*/ - nullpo_retb(unit); - nullpo_retb(unit->group); - nullpo_retr(0, src=map_id2bl(unit->group->src_id)); - skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); - sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, - skill_status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_LULLABY: /* 子守唄 */ - if( (--sc_data[type].val2)>0){ - struct skill_unit *unit= - (struct skill_unit *)sc_data[type].val4; - nullpo_retb(unit); - nullpo_retb(unit->group); - if(unit->group->src_id == bl->id) - break; - skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); - if (unit->group != 0) - sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, - skill_status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_STONE: - if(sc_data[type].val2 != 0) { - short *opt1 = battle_get_opt1(bl); - sc_data[type].val2 = 0; - sc_data[type].val4 = 0; - battle_stopwalking(bl,1); - if(opt1) { - *opt1 = 1; - clif_changeoption(bl); - } - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - return 0; - } - else if( (--sc_data[type].val3) > 0) { - int hp = battle_get_max_hp(bl); - if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) { - hp = hp/100; - if(hp < 1) hp = 1; - if(sd) - pc_heal(sd,-hp,0); - else if(bl->type == BL_MOB){ - struct mob_data *md; - if((md=((struct mob_data *)bl)) == NULL) - break; - md->hp -= hp; - } - } - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - return 0; - } - break; - case SC_POISON: - if(sc_data[SC_SLOWPOISON].timer == -1) { - if( (--sc_data[type].val3) > 0) { - int hp = battle_get_max_hp(bl); - if(battle_get_hp(bl) > hp>>2) { - if(bl->type == BL_PC) { - hp = 3 + hp*3/200; - pc_heal((struct map_session_data *)bl,-hp,0); - } - else if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/200; - md->hp -= hp; - } - } - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - } - } - else - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - break; - case SC_DPOISON: - if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) { - int hp = battle_get_max_hp(bl); - if (battle_get_hp(bl) > hp>>2) { - if(sd) { - hp = 3 + hp/50; - pc_heal(sd, -hp, 0); - } else if (bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if ((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/100; - md->hp -= hp; - } - } - } - if (sc_data[type].val3 > 0) - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - if(sd){ /* SPがあって、HPが?タンでなければ?? */ - if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ -/* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ - sd->status.sp -= 12; - clif_updatestatus(sd,SP_SP); - } */ - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 10000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - if(sd->status.max_hp <= sd->status.hp) - skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1); - } - break; - case SC_HEADCRUSH: // temporary damage [celest] -// case SC_BLEEDING: - if((--sc_data[type].val3) > 0) { - int hp = battle_get_max_hp(bl); - if(sd) { - hp = 3 + hp*3/200; - pc_heal(sd,-hp,0); - } - else if(bl->type == BL_MOB) { - struct mob_data *md; - nullpo_retr(0, md=(struct mob_data *)bl); - /*if((md=((struct mob_data *)bl)) == NULL) - break;*/ - hp = 3 + hp/200; - md->hp -= hp; - } - sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); - } - break; - - /* 時間切れ無し?? */ - case SC_AETERNA: - case SC_TRICKDEAD: - case SC_RIDING: - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_MAGICPOWER: /* 魔法力?幅 */ - case SC_REJECTSWORD: /* リジェクトソ?ド */ - case SC_MEMORIZE: /* メモライズ */ - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - case SC_SACRIFICE: -// if(sc_data[type].timer==tid) - sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); - return 0; - - case SC_DANCING: //ダンススキルの時間SP消費 - { - int s=0; - if(sd){ - if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ - switch(sc_data[type].val1){ - case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ - case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ - case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ - s=3; - break; - case BD_LULLABY: /* 子守歌 4秒にSP1 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ - case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ - case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ - s=4; - break; - case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ - case BA_WHISTLE: /* 口笛 5秒でSP1 */ - case DC_HUMMING: /* ハミング 5秒でSP1 */ - case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ - case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ - s=5; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ - s=6; - break; - case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ - s=10; - break; - } - if(s && ((sc_data[type].val3 % s) == 0)){ - sd->status.sp--; - clif_updatestatus(sd,SP_SP); - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - } - break; - case SC_BERSERK: /* バ?サ?ク */ - if(sd){ /* HPが100以上なら?? */ - if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] - sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] - clif_updatestatus(sd,SP_HP); - sc_data[type].timer = add_timer( /* タイマ?再設定 */ - 10000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - if(sd){ - time_t timer; - if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので?? - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 10000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_NOCHAT: //チャット禁止?態 - if(sd && battle_config.muting_players){ - time_t timer; - if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので?? - clif_updatestatus(sd,SP_MANNER); - sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */ - 60000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_SELFDESTRUCTION: /* 自爆 */ - if(--sc_data[type].val3>0){ - struct mob_data *md; - if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ - md->speed -= 250; - md->next_walktime=tick; - } - sc_data[type].timer=add_timer( /* タイマ?再設定 */ - 1000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_SPLASHER: - if (sc_data[type].val4 % 1000 == 0) { - char timer[2]; - sprintf (timer, "%d", sc_data[type].val4/1000); - clif_message(bl, timer); - } - if((sc_data[type].val4 -= 500) > 0) { - sc_data[type].timer = add_timer( - 500 + tick, skill_status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - { - struct block_list *pbl = map_id2bl(sc_data[type].val3); - if (pbl && battle_check_range(bl, pbl, 7) && - (sc_data[type].val2 -= 1000)>0) { - sc_data[type].timer = add_timer( - 1000 + tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - -/* case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - if (sd) { - sc_data[type].timer = add_timer( - 1000+tick, skill_status_change_timer, - bl->id, data); - } - break;*/ - - // Celest - case SC_CONFUSION: - { - int i = 3000; - //struct mob_data *md; - if (sd) { - pc_randomwalk (sd, gettick()); - sd->next_walktime = tick + (i=1000 + rand()%1000); - } /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) { - md->state.state=MS_WALK; - if( DIFF_TICK(md->next_walktime,tick) > + 7000 && - (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ) - md->next_walktime = tick + 3000*rand()%2000; - mob_randomwalk(md,tick); - }*/ - if ((sc_data[type].val2 -= 1000) > 0) { - sc_data[type].timer = add_timer( - i + tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_GOSPEL: - { - int calc_flag = 0; - if (sc_data[type].val3 > 0) { - sc_data[type].val3 = 0; - calc_flag = 1; - } - if(sd && sc_data[type].val4 == BCT_SELF){ - int hp, sp; - hp = (sc_data[type].val1 > 5) ? 45 : 30; - sp = (sc_data[type].val1 > 5) ? 35 : 20; - if(sd->status.hp - hp > 0 && - sd->status.sp - sp > 0){ - sd->status.hp -= hp; - sd->status.sp -= sp; - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - if ((sc_data[type].val2 -= 10000) > 0) { - sc_data[type].timer = add_timer( - 10000+tick, skill_status_change_timer, - bl->id, data); - return 0; - } - } - } else if (sd && sc_data[type].val4 == BCT_PARTY) { - int i; - switch ((i = rand() % 12)) { - case 1: // heal between 100-1000 - { - struct block_list tbl; - int heal = rand() % 900 + 100; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1); - battle_heal(NULL,bl,heal,0,0); - } - break; - case 2: // end negative status - { - int j; - for (j=0; j<4; j++) - if(sc_data[i + SC_POISON].timer!=-1) { - skill_status_change_end(bl,j,-1); - break; - } - } - break; - case 3: // +25% resistance to negative status - case 4: // +25% max hp - case 5: // +25% max sp - case 6: // +2 to all stats - case 11: // +25% armor and vit def - case 12: // +8% atk - case 13: // +5% flee - case 14: // +5% hit - sc_data[type].val3 = i; - if (i == 6 || - (i >= 11 && i <= 14)) - calc_flag = 1; - break; - case 7: // level 5 bless - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1); - skill_status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 ); - } - break; - case 8: // level 5 increase agility - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1); - skill_status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 ); - } - break; - case 9: // holy element to weapon - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1); - skill_status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 ); - } - break; - case 10: // holy element to armour - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1); - skill_status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 ); - } - break; - default: - break; - } - } else if (sc_data[type].val4 == BCT_ENEMY) { - int i; - switch ((i = rand() % 8)) { - case 1: // damage between 300-800 - case 2: // damage between 150-550 (ignore def) - battle_damage(NULL, bl, rand() % 500,0); // temporary damage - break; - case 3: // random status effect - { - int effect[3] = { - SC_CURSE, - SC_BLIND, - SC_POISON }; - skill_status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 ); - } - break; - case 4: // level 10 provoke - { - struct block_list tbl; - tbl.id = 0; - tbl.m = bl->m; - tbl.x = bl->x; - tbl.y = bl->y; - clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1); - skill_status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 ); - } - break; - case 5: // 0 def - case 6: // 0 atk - case 7: // 0 flee - case 8: // -75% move speed and aspd - sc_data[type].val3 = i; - calc_flag = 1; - break; - default: - break; - } - } - if (sd && calc_flag) - pc_calcstatus (sd, 0); - } - break; - } - - return skill_status_change_end( bl,type,tid ); -} /*========================================== * ステ?タス異常終了 @@ -9662,979 +8675,20 @@ int skill_encchant_eremental_end(struct block_list *bl,int type) struct status_change *sc_data; nullpo_retr(0, bl); - nullpo_retr(0, sc_data=battle_get_sc_data(bl)); + nullpo_retr(0, sc_data=status_get_sc_data(bl)); if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */ - skill_status_change_end(bl,SC_ENCPOISON,-1); + status_change_end(bl,SC_ENCPOISON,-1); if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */ - skill_status_change_end(bl,SC_ASPERSIO,-1); + status_change_end(bl,SC_ASPERSIO,-1); if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */ - skill_status_change_end(bl,SC_FLAMELAUNCHER,-1); + status_change_end(bl,SC_FLAMELAUNCHER,-1); if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */ - skill_status_change_end(bl,SC_FROSTWEAPON,-1); + status_change_end(bl,SC_FROSTWEAPON,-1); if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */ - skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1); + status_change_end(bl,SC_LIGHTNINGLOADER,-1); if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */ - skill_status_change_end(bl,SC_SEISMICWEAPON,-1); - - return 0; -} -/*========================================== - * ステ?タス異常開始 - *------------------------------------------ - */ -int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) -{ - struct map_session_data *sd = NULL; - struct status_change* sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag; - int scdef=0; - - nullpo_retr(0, bl); - if(bl->type == BL_SKILL) - return 0; - nullpo_retr(0, sc_data=battle_get_sc_data(bl)); - nullpo_retr(0, sc_count=battle_get_sc_count(bl)); - nullpo_retr(0, option=battle_get_option(bl)); - nullpo_retr(0, opt1=battle_get_opt1(bl)); - nullpo_retr(0, opt2=battle_get_opt2(bl)); - nullpo_retr(0, opt3=battle_get_opt3(bl)); - - - race=battle_get_race(bl); - mode=battle_get_mode(bl); - elem=battle_get_elem_type(bl); - undead_flag=battle_check_undead(race,elem); - - if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) - return 0; - - switch(type){ - case SC_STONE: - case SC_FREEZE: - scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3; - break; - case SC_STAN: - case SC_SILENCE: - case SC_POISON: - case SC_DPOISON: - scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3; - break; - case SC_SLEEP: - case SC_BLIND: - scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3; - break; - case SC_CURSE: - scdef=3+battle_get_luk(bl); - break; - -// case SC_CONFUSION: - default: - scdef=0; - } - if(scdef>=100) - return 0; - if(bl->type==BL_PC){ - sd=(struct map_session_data *)bl; - if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon))) - return 0; - - if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */ - if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){ - if(battle_config.battle_log) - printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id); - return 0; - } - } - } - else if(bl->type == BL_MOB) { - } - else { - if(battle_config.error_log) - printf("skill_status_change_start: neither MOB nor PC !\n"); - return 0; - } - - if(type==SC_FREEZE && undead_flag && !(flag&1)) - return 0; - - if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && - sc_data[type].timer != -1 && sc_data[type].val2 && !val2) - return 0; - - if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || - type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || - (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ - /* ボスには?かない(ただしカ?ドによる?果は適用される) */ - return 0; - } - if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) - battle_stopwalking(bl,1); - - if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ - if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && - type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3 - && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] - return 0; - if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON) - return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */ - if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる - skill_status_change_end(bl,type,-1); - } else { - (*sc_count)--; - delete_timer(sc_data[type].timer, skill_status_change_timer); - sc_data[type].timer = -1; - } - } - - switch(type){ /* 異常の種類ごとの?理 */ - case SC_PROVOKE: /* プロボック */ - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - break; - case SC_ENDURE: /* インデュア */ - if(tick <= 0) tick = 1000 * 60; - calc_flag = 1; // for updating mdef - val2 = 7; // [Celest] - break; - case SC_AUTOBERSERK: - { - tick = 60*1000; - if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 && - (sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0)) - skill_status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0); - } - break; - case SC_CONCENTRATE: /* 集中力向上 */ - calc_flag = 1; - break; - case SC_BLESSING: /* ブレッシング */ - { - if(bl->type == BL_PC || (!undead_flag && race != 6)) { - if(sc_data[SC_CURSE].timer!=-1 ) - skill_status_change_end(bl,SC_CURSE,-1); - if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) - skill_status_change_end(bl,SC_STONE,-1); - } - calc_flag = 1; - } - break; - case SC_ANGELUS: /* アンゼルス */ - calc_flag = 1; - break; - case SC_INCREASEAGI: /* 速度上昇 */ - calc_flag = 1; - if(sc_data[SC_DECREASEAGI].timer!=-1 ) - skill_status_change_end(bl,SC_DECREASEAGI,-1); - // the effect will still remain [celest] -// if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ -// skill_status_change_end(bl,SC_WINDWALK,-1); - break; - case SC_DECREASEAGI: /* 速度減少 */ - if (bl->type == BL_PC) // Celest - tick>>=1; - calc_flag = 1; - if(sc_data[SC_INCREASEAGI].timer!=-1 ) - skill_status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - skill_status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); - break; - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - calc_flag = 1; -// val2 = 14 + val1; - val2 = 10 + val1*2; - tick = 600*1000; - clif_emotion(bl,4); - break; - case SC_SLOWPOISON: - if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1) - return 0; - break; - case SC_TWOHANDQUICKEN: /* 2HQ */ - if(sc_data[SC_DECREASEAGI].timer!=-1) - return 0; - *opt3 |= 1; - calc_flag = 1; - break; - case SC_ADRENALINE: /* アドレナリンラッシュ */ - if(sc_data[SC_DECREASEAGI].timer!=-1) - return 0; - calc_flag = 1; - break; - case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ - // Lasting time penalties have been removed on sakray as of 12/14 [celest] - //if(battle_config.party_skill_penalty && !val2) tick /= 5; - break; - case SC_OVERTHRUST: /* オ?バ?スラスト */ - *opt3 |= 2; - // Lasting time penalties have been removed on sakray as of 12/14 [celest] - //if(battle_config.party_skill_penalty && !val2) tick /= 10; - break; - case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ - if(bl->type == BL_PC) - val2 = tick; - else - tick = 5000*val1; - break; - case SC_ENCPOISON: /* エンチャントポイズン */ - calc_flag = 1; - val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ - skill_encchant_eremental_end(bl,SC_ENCPOISON); - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; /* 猛毒付?確率(%) */ - calc_flag = 1; - break; - case SC_POISONREACT: /* ポイズンリアクト */ - val2=val1/2 + val1%2; // [Celest] - break; - case SC_IMPOSITIO: /* インポシティオマヌス */ - calc_flag = 1; - break; - case SC_ASPERSIO: /* アスペルシオ */ - skill_encchant_eremental_end(bl,SC_ASPERSIO); - break; - case SC_SUFFRAGIUM: /* サフラギム */ - case SC_BENEDICTIO: /* 聖? */ - case SC_MAGNIFICAT: /* マグニフィカ?ト */ - case SC_AETERNA: /* エ?テルナ */ - break; - case SC_ENERGYCOAT: /* エナジ?コ?ト */ - *opt3 |= 4; - break; - case SC_MAGICROD: - val2 = val1*20; - break; - case SC_KYRIE: /* キリエエレイソン */ - val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ - val3 = (val1 / 2 + 5); /* 回? */ -// -- moonsoul (added to undo assumptio status if target has it) - if(sc_data[SC_ASSUMPTIO].timer!=-1 ) - skill_status_change_end(bl,SC_ASSUMPTIO,-1); - break; - case SC_MINDBREAKER: - calc_flag = 1; - if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ - case SC_GLORIA: /* グロリア */ - calc_flag = 1; - break; - case SC_LOUD: /* ラウドボイス */ - calc_flag = 1; - break; - case SC_TRICKDEAD: /* 死んだふり */ - if (bl->type == BL_PC) { - pc_stopattack((struct map_session_data *)sd); - } - break; - case SC_QUAGMIRE: /* クァグマイア */ - calc_flag = 1; - if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ - skill_status_change_end(bl,SC_CONCENTRATE,-1); - if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ - skill_status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - skill_status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_LOUD].timer!=-1 ) - skill_status_change_end(bl,SC_LOUD,-1); - if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ - skill_status_change_end(bl,SC_TRUESIGHT,-1); - if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ - skill_status_change_end(bl,SC_WINDWALK,-1); - if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ - skill_status_change_end(bl,SC_CARTBOOST,-1); - break; - case SC_MAGICPOWER: - calc_flag = 1; - val2 = 1; - break; - case SC_SACRIFICE: - val2 = 5; - break; - case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */ - skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); - break; - case SC_FROSTWEAPON: /* フロストウェポン */ - skill_encchant_eremental_end(bl,SC_FROSTWEAPON); - break; - case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */ - skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); - break; - case SC_SEISMICWEAPON: /* サイズミックウェポン */ - skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); - break; - case SC_DEVOTION: /* ディボ?ション */ - calc_flag = 1; - break; - case SC_PROVIDENCE: /* プロヴィデンス */ - calc_flag = 1; - val2=val1*5; - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; - break; - case SC_STRIPWEAPON: - if (val2==0) val2=90; - break; - case SC_STRIPSHIELD: - if (val2==0) val2=85; - break; - case SC_STRIPARMOR: - case SC_STRIPHELM: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - break; - - case SC_AUTOSPELL: /* オ?トスペル */ - val4 = 5 + val1*2; - break; - - case SC_VOLCANO: - calc_flag = 1; - val3 = val1*10; - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - case SC_DELUGE: - calc_flag = 1; - val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - case SC_VIOLENTGALE: - calc_flag = 1; - val3 = val1*3; - val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); - break; - - case SC_SPEARSQUICKEN: /* スピアクイッケン */ - calc_flag = 1; - val2 = 20+val1; - *opt3 |= 1; - break; - case SC_COMBO: - break; - case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ - break; - case SC_BLADESTOP: /* 白刃取り */ - if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); - *opt3 |= 32; - break; - - case SC_LULLABY: /* 子守唄 */ - val2 = 11; - break; - case SC_RICHMANKIM: - break; - case SC_ETERNALCHAOS: /* エタ?ナルカオス */ - calc_flag = 1; - break; - case SC_DRUMBATTLE: /* ?太鼓の響き */ - calc_flag = 1; - val2 = (val1+1)*25; - val3 = (val1+1)*2; - break; - case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ - calc_flag = 1; - //val2 = (val1+2)*50; - val3 = (val1+2)*25; - break; - case SC_ROKISWEIL: /* ロキの叫び */ - break; - case SC_INTOABYSS: /* 深淵の中に */ - break; - case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - calc_flag = 1; - val2 = 55 + val1*5; - val3 = val1*10; - break; - case SC_DISSONANCE: /* 不協和音 */ - val2 = 10; - break; - case SC_WHISTLE: /* 口笛 */ - calc_flag = 1; - break; - case SC_ASSNCROS: /* 夕陽のアサシンクロス */ - calc_flag = 1; - break; - case SC_POEMBRAGI: /* ブラギの詩 */ - break; - case SC_APPLEIDUN: /* イドゥンの林檎 */ - calc_flag = 1; - break; - case SC_UGLYDANCE: /* 自分勝手なダンス */ - val2 = 10; - break; - case SC_HUMMING: /* ハミング */ - calc_flag = 1; - break; - case SC_DONTFORGETME: /* 私を忘れないで */ - calc_flag = 1; - if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ - skill_status_change_end(bl,SC_INCREASEAGI,-1); - if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) - skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); - if(sc_data[SC_ADRENALINE].timer!=-1 ) - skill_status_change_end(bl,SC_ADRENALINE,-1); - if(sc_data[SC_ASSNCROS].timer!=-1 ) - skill_status_change_end(bl,SC_ASSNCROS,-1); - if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */ - skill_status_change_end(bl,SC_TRUESIGHT,-1); - if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */ - skill_status_change_end(bl,SC_WINDWALK,-1); - if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */ - skill_status_change_end(bl,SC_CARTBOOST,-1); - break; - case SC_FORTUNE: /* 幸運のキス */ - calc_flag = 1; - break; - case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ - calc_flag = 1; - break; - case SC_MOONLIT: - val2 = bl->id; - break; - case SC_DANCING: /* ダンス/演奏中 */ - calc_flag = 1; - val3= tick / 1000; - tick = 1000; - break; - - case SC_EXPLOSIONSPIRITS: // 爆裂波動 - calc_flag = 1; - val2 = 75 + 25*val1; - *opt3 |= 8; - break; - case SC_STEELBODY: // 金剛 - calc_flag = 1; - *opt3 |= 16; - break; - case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - break; - case SC_AUTOCOUNTER: - val3 = val4 = 0; - break; - - case SC_SPEEDPOTION0: /* ?速ポ?ション */ - case SC_SPEEDPOTION1: - case SC_SPEEDPOTION2: - case SC_SPEEDPOTION3: - calc_flag = 1; - tick = 1000 * tick; - val2 = 5*(2+type-SC_SPEEDPOTION0); - break; - - /* atk & matk potions [Valaris] */ - case SC_ATKPOT: - case SC_MATKPOT: - calc_flag = 1; - tick = 1000 * tick; - break; - case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) - { - time_t timer; - - calc_flag = 1; - tick = 10000; - if(!val2) - val2 = time(&timer); - } - break; - case SC_NOCHAT: //チャット禁止?態 - { - time_t timer; - - if(!battle_config.muting_players) - break; - - tick = 60000; - if(!val2) - val2 = time(&timer); - updateflag = SP_MANNER; - save_flag = 1; // celest - } - break; - case SC_SELFDESTRUCTION: //自爆 - clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); - val3 = tick / 1000; - tick = 1000; - break; - - /* option1 */ - case SC_STONE: /* 石化 */ - if(!(flag&2)) { - int sc_def = battle_get_mdef(bl)*200; - tick = tick - sc_def; - } - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 5000; - val2 = 1; - break; - case SC_SLEEP: /* 睡眠 */ - if(!(flag&2)) { -// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3); -// tick = tick * sc_def / 100; -// if(tick < 1000) tick = 1000; - tick = 30000;//睡眠はステ?タス耐性に?わらず30秒 - } - break; - case SC_FREEZE: /* 凍結 */ - if(!(flag&2)) { - int sc_def = 100 - battle_get_mdef(bl); - tick = tick * sc_def / 100; - } - break; - case SC_STAN: /* スタン(val2にミリ秒セット) */ - if(!(flag&2)) { - int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3); - tick = tick * sc_def / 100; - } - break; - - /* option2 */ - case SC_DPOISON: /* 猛毒 */ - { - int mhp = battle_get_max_hp(bl); - int hp = battle_get_hp(bl); - // MHP?1/4???????? - if (hp > mhp>>2) { - if(bl->type == BL_PC) { - int diff = mhp*10/100; - if (hp - diff < mhp>>2) - hp = hp - (mhp>>2); - pc_heal((struct map_session_data *)bl, -hp, 0); - } else if(bl->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)bl; - hp -= mhp*15/100; - if (hp > mhp>>2) - md->hp = hp; - else - md->hp = mhp>>2; - } - } - } // fall through - case SC_POISON: /* 毒 */ - calc_flag = 1; - if(!(flag&2)) { - int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5); - tick = tick * sc_def / 100; - } - val3 = tick/1000; - if(val3 < 1) val3 = 1; - tick = 1000; - break; - case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ - if(!(flag&2)) { - int sc_def = 100 - battle_get_vit(bl); - tick = tick * sc_def / 100; - } - break; - case SC_CONFUSION: - val2 = tick; - tick = 100; - clif_emotion(bl,1); - if (sd) { - pc_stop_walking (sd, 0); - } - break; - case SC_BLIND: /* 暗? */ - calc_flag = 1; - if(!(flag&2)) { - int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15; - tick = 30000 - sc_def; - } - break; - case SC_CURSE: - calc_flag = 1; - if(!(flag&2)) { - int sc_def = 100 - battle_get_vit(bl); - tick = tick * sc_def / 100; - } - break; - - /* option */ - case SC_HIDING: /* ハイディング */ - calc_flag = 1; - if(bl->type == BL_PC) { - val2 = tick / 1000; /* 持?時間 */ - tick = 1000; - } - break; - case SC_CHASEWALK: - case SC_CLOAKING: /* クロ?キング */ - if(bl->type == BL_PC) { - calc_flag = 1; // [Celest] - val2 = tick; - val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; - } - else - tick = 5000*val1; - break; - case SC_SIGHT: /* サイト/ルアフ */ - case SC_RUWACH: - val2 = tick/250; - tick = 10; - break; - - /* セ?フティウォ?ル、ニュ?マ */ - case SC_SAFETYWALL: case SC_PNEUMA: - tick=((struct skill_unit *)val2)->group->limit; - break; - - /* アンクル */ - case SC_ANKLE: - break; - - /* ウォ?タ?ボ?ル */ - case SC_WATERBALL: - tick=150; - if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1) - val3=5*5-1; - else - val3= (val1|1)*(val1|1)-1; - break; - - /* スキルじゃない/時間に?係しない */ - case SC_RIDING: - calc_flag = 1; - tick = 600*1000; - break; - case SC_FALCON: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_BROKNWEAPON: - case SC_BROKNARMOR: - tick=600*1000; - break; - - case SC_AUTOGUARD: - { - int i,t; - for(i=val2=0;i<val1;i++) { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; - } - } - break; - - case SC_DEFENDER: - calc_flag = 1; - val2 = 5 + val1*15; - break; - - case SC_KEEPING: - case SC_BARRIER: - calc_flag = 1; - - case SC_HALLUCINATION: - break; - - case SC_CONCENTRATION: /* コンセントレ?ション */ - *opt3 |= 1; - calc_flag = 1; - break; - - case SC_TENSIONRELAX: /* テンションリラックス */ - calc_flag = 1; - if(bl->type == BL_PC) { - tick = 10000; - } - break; - - case SC_AURABLADE: /* オ?ラブレ?ド */ - case SC_PARRYING: /* パリイング */ -// case SC_ASSUMPTIO: /* */ - case SC_HEADCRUSH: /* ヘッドクラッシュ */ - case SC_JOINTBEAT: /* ジョイントビ?ト */ -// case SC_MARIONETTE: /* マリオネットコントロ?ル */ - - //とりあえず手?き - break; - -// -- moonsoul (for new upper class related skill status effects) -/* - case SC_AURABLADE: - val2 = val1*10; - break; - case SC_PARRYING: - val2=val1*3; - break; - case SC_CONCENTRATION: - calc_flag=1; - val2=val1*10; - val3=val1*5; - break; - case SC_TENSIONRELAX: -// val2 = 10; -// val3 = 15; - break; - case SC_BERSERK: - calc_flag=1; - break; - case SC_ASSUMPTIO: - if(sc_data[SC_KYRIE].timer!=-1 ) - skill_status_change_end(bl,SC_KYRIE,-1); - break;*/ - - case SC_WINDWALK: /* ウインドウォ?ク */ - calc_flag = 1; - val2 = (val1 / 2); //Flee上昇率 - break; - - case SC_BERSERK: /* バ?サ?ク */ - if(sd){ - sd->status.hp = sd->status.max_hp * 3; - sd->status.sp = 0; - clif_updatestatus(sd,SP_HP); - clif_updatestatus(sd,SP_SP); - clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ - sd->canregen_tick = gettick() + 300000; - } - *opt3 |= 128; - tick = 10000; - calc_flag = 1; - break; - - case SC_ASSUMPTIO: /* アスムプティオ */ - if(sc_data[SC_KYRIE].timer!=-1 ) - skill_status_change_end(bl,SC_KYRIE,-1); - break; - *opt3 |= 2048; - break; - - case SC_BASILICA: // [celest] - break; - - case SC_GOSPEL: - if (val4 == BCT_SELF) { // self effect - int i; - if (sd) { - sd->canact_tick += tick; - sd->canmove_tick += tick; - } - val2 = tick; - tick = 1000; - for (i=0; i<=26; i++) { - if(sc_data[i].timer!=-1) - skill_status_change_end(bl,i,-1); - } - for (i=58; i<=62; i++) { - if(sc_data[i].timer!=-1) - skill_status_change_end(bl,i,-1); - } - for (i=132; i<=136; i++) { - if(sc_data[i].timer!=-1) - skill_status_change_end(bl,i,-1); - } - } - break; - - case SC_MARIONETTE: /* マリオネットコントロ?ル */ - case SC_MARIONETTE2: - val2 = tick; - if (!val3) - return 0; - tick = 1000; - calc_flag = 1; - *opt3 |= 1024; - break; - - case SC_MELTDOWN: /* メルトダウン */ - case SC_CARTBOOST: /* カ?トブ?スト */ - case SC_TRUESIGHT: /* トゥル?サイト */ - case SC_SPIDERWEB: /* スパイダ?ウェッブ */ - calc_flag = 1; - break; - - case SC_REJECTSWORD: /* リジェクトソ?ド */ - val2 = 3; //3回攻?を跳ね返す - break; - - case SC_MEMORIZE: /* メモライズ */ - val2 = 3; //3回詠唱を1/3にする - break; - - case SC_GRAFFITI: /* グラフィティ */ - { - struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); - if(sg) - val4 = (int)sg; - } - break; - - case SC_SPLASHER: /* ベナムスプラッシャ? */ - break; - - case SC_FOGWALL: - val2 = 75; - // calc_flag = 1; // not sure of effects yet [celest] - break; - - case SC_PRESERVE: - break; - - case SC_BLOCKSKILL: - if (!tick) tick = 60000; - if (!val3) val3 = -1; - break; - - case SC_SLOWDOWN: - case SC_SPEEDUP0: - calc_flag = 1; - break; - - case SC_REGENERATION: - val1 = 2; - case SC_BATTLEORDERS: - tick = 60000; // 1 minute - calc_flag = 1; - break; - - default: - if(battle_config.error_log) - printf("UnknownStatusChange [%d]\n", type); - return 0; - } - - if(bl->type==BL_PC && - (type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS)) - clif_status_change(bl,type,1); /* アイコン表示 */ - - /* optionの?更 */ - switch(type){ - case SC_STONE: - case SC_FREEZE: - case SC_STAN: - case SC_SLEEP: - battle_stopattack(bl); /* 攻?停止 */ - skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */ - { /* 同時に掛からないステ?タス異常を解除 */ - int i; - for(i = SC_STONE; i <= SC_SLEEP; i++){ - if(sc_data[i].timer != -1){ - (*sc_count)--; - delete_timer(sc_data[i].timer, skill_status_change_timer); - sc_data[i].timer = -1; - } - } - } - if(type == SC_STONE) - *opt1 = 6; - else - *opt1 = type - SC_STONE + 1; - opt_flag = 1; - break; - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - *opt2 |= 1<<(type-SC_POISON); - opt_flag = 1; - break; - case SC_DPOISON: // 暫定で毒のエフェクトを使用 - *opt2 |= 1; - opt_flag = 1; - break; - case SC_SIGNUMCRUCIS: - *opt2 |= 0x40; - opt_flag = 1; - break; - case SC_HIDING: - case SC_CLOAKING: - battle_stopattack(bl); /* 攻?停止 */ - *option |= ((type==SC_HIDING)?2:4); - opt_flag =1 ; - break; - case SC_CHASEWALK: - battle_stopattack(bl); /* 攻?停止 */ - *option |= 16388; - opt_flag =1 ; - break; - case SC_SIGHT: - *option |= 1; - opt_flag = 1; - break; - case SC_RUWACH: - *option |= 8192; - opt_flag = 1; - break; - case SC_WEDDING: - *option |= 4096; - opt_flag = 1; - } - - if(opt_flag) /* optionの?更 */ - clif_changeoption(bl); - - (*sc_count)++; /* ステ?タス異常の? */ - - sc_data[type].val1 = val1; - sc_data[type].val2 = val2; - sc_data[type].val3 = val3; - sc_data[type].val4 = val4; - /* タイマ?設定 */ - sc_data[type].timer = add_timer( - gettick() + tick, skill_status_change_timer, bl->id, type); - - if(bl->type==BL_PC && calc_flag) - pc_calcstatus(sd,0); /* ステ?タス再計算 */ - - if(bl->type==BL_PC && save_flag) - chrif_save(sd); // save the player status - - if(bl->type==BL_PC && updateflag) - clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ - - return 0; -} -/*========================================== - * ステ?タス異常全解除 - *------------------------------------------ - */ -int skill_status_change_clear(struct block_list *bl, int type) -{ - struct status_change* sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; - int i; - - nullpo_retr(0, bl); - nullpo_retr(0, sc_data = battle_get_sc_data(bl)); - nullpo_retr(0, sc_count = battle_get_sc_count(bl)); - nullpo_retr(0, option = battle_get_option(bl)); - nullpo_retr(0, opt1 = battle_get_opt1(bl)); - nullpo_retr(0, opt2 = battle_get_opt2(bl)); - nullpo_retr(0, opt3 = battle_get_opt3(bl)); - - if (*sc_count == 0) - return 0; - for(i = 0; i < MAX_STATUSCHANGE; i++){ - if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */ - skill_status_change_end(bl, i, -1); - } - } - *sc_count = 0; - *opt1 = 0; - *opt2 = 0; - *opt3 = 0; - *option &= OPTION_MASK; - - if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor] - !map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest] - *opt2 |= STATE_BLIND; - - if(!type || type&2) - clif_changeoption(bl); + status_change_end(bl,SC_SEISMICWEAPON,-1); return 0; } @@ -10663,18 +8717,18 @@ int skill_check_cloaking(struct block_list *bl) } if(end){ if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) { - skill_status_change_end(bl, SC_CLOAKING, -1); - *battle_get_option(bl)&=~4; /* 念のための?理 */ + status_change_end(bl, SC_CLOAKING, -1); + *status_get_option(bl)&=~4; /* 念のための?理 */ } else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) { sd->sc_data[SC_CLOAKING].val3 = 130; - pc_calcspeed (sd); + status_calc_speed (sd); } } else { if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) { sd->sc_data[SC_CLOAKING].val3 = 103; - pc_calcspeed (sd); + status_calc_speed (sd); } } return end; @@ -10760,8 +8814,8 @@ void skill_stop_dancing(struct block_list *src, int flag) short* sc_count; nullpo_retv(src); - nullpo_retv(sc_data = battle_get_sc_data(src)); - nullpo_retv(sc_count = battle_get_sc_count(src)); + nullpo_retv(sc_data = status_get_sc_data(src)); + nullpo_retv(sc_count = status_get_sc_count(src)); if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) { group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる @@ -10780,15 +8834,15 @@ void skill_stop_dancing(struct block_list *src, int flag) if(flag&2) //ハエ飛びなど return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり } - skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる + status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる //そしてグル?プは消さない&消さないのでステ?タス計算もいらない? return; }else{ if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める - skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる + status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる } if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない) - skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる + status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる } } } @@ -10799,7 +8853,7 @@ void skill_stop_dancing(struct block_list *src, int flag) } skill_delunitgroup(group); if(src->type==BL_PC) - pc_calcstatus((struct map_session_data *)src,0); + status_calc_pc((struct map_session_data *)src,0); } } @@ -10917,8 +8971,8 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src, } group->src_id=src->id; - group->party_id=battle_get_party_id(src); - group->guild_id=battle_get_guild_id(src); + group->party_id=status_get_party_id(src); + group->guild_id=status_get_guild_id(src); group->group_id=skill_unit_group_newid++; if(skill_unit_group_newid<=0) skill_unit_group_newid=10; @@ -10941,7 +8995,7 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src, sd->skillid_dance=skillid; sd->skilllv_dance=skilllv; } - skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); + status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); switch(skillid){ //合奏スキルは相方をダンス?態にする case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ @@ -10983,7 +9037,7 @@ int skill_delunitgroup(struct skill_unit_group *group) src=map_id2bl(group->src_id); if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する if(src) - skill_status_change_end(src,SC_DANCING,-1); + status_change_end(src,SC_DANCING,-1); } group->alive_count=0; @@ -12382,7 +10436,6 @@ int do_init_skill(void) add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); - add_timer_func_list(skill_status_change_timer,"skill_status_change_timer"); add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); return 0; |