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-rw-r--r--src/map/status.c406
1 files changed, 214 insertions, 192 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 4b31b9486..e2eede490 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -245,7 +245,7 @@ void initChangeTables(void) {
set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
add_sc( NPC_DEFENDER , SC_ARMOR );
add_sc( NPC_LICK , SC_STUN );
- set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
+ set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
add_sc( NPC_REBIRTH , SC_REBIRTH );
add_sc( RG_RAID , SC_STUN );
#ifdef RENEWAL
@@ -469,8 +469,8 @@ void initChangeTables(void) {
set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
// Homunculus S
- set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE );
- set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
+ set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE );
+ set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
add_sc(MH_STAHL_HORN, SC_STUN);
set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
@@ -529,14 +529,14 @@ void initChangeTables(void) {
set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
add_sc( RK_DRAGONBREATH , SC_BURNING );
- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
- set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
/**
* GC Guillotine Cross
@@ -724,25 +724,25 @@ void initChangeTables(void) {
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
- add_sc( KO_YAMIKUMO , SC_HIDING );
- set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
- add_sc( KO_MAKIBISHI , SC_STUN );
- set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
- set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( KO_JYUSATSU , SC_CURSE );
- set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
- set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
- set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
- set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
- set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
- set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
- set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
- set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
-
- set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
-
- add_sc( ALL_REVERSEORCISH , SC_ORCISH );
- set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
+ add_sc( KO_YAMIKUMO , SC_HIDING );
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ add_sc( KO_MAKIBISHI , SC_STUN );
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( KO_JYUSATSU , SC_CURSE );
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
+ set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
+ set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
+ set_sc_with_vfx( OB_AKAITSUKI, SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
+ set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
+
+ set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+
+ add_sc( ALL_REVERSEORCISH , SC_ORCISH );
+ set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR );
add_sc( NPC_WIDEBODYBURNNING , SC_BURNING );
@@ -750,7 +750,7 @@ void initChangeTables(void) {
add_sc( NPC_WIDECOLD , SC_COLD );
add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP );
add_sc( NPC_WIDESIREN , SC_SIREN );
-
+
set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
// Storing the target job rather than simply SC_SOULLINK simplifies code later on.
@@ -1022,32 +1022,32 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
/* status->DisplayType Table [Ind/Hercules] */
- status->DisplayType[SC_ALL_RIDING] = true;
- status->DisplayType[SC_PUSH_CART] = true;
- status->DisplayType[SC_SUMMON1] = true;
- status->DisplayType[SC_SUMMON2] = true;
- status->DisplayType[SC_SUMMON3] = true;
- status->DisplayType[SC_SUMMON4] = true;
- status->DisplayType[SC_SUMMON5] = true;
- status->DisplayType[SC_CAMOUFLAGE] = true;
- status->DisplayType[SC_DUPLELIGHT] = true;
- status->DisplayType[SC_ORATIO] = true;
- status->DisplayType[SC_FROSTMISTY] = true;
- status->DisplayType[SC_VENOMIMPRESS] = true;
- status->DisplayType[SC_HALLUCINATIONWALK] = true;
- status->DisplayType[SC_ROLLINGCUTTER] = true;
- status->DisplayType[SC_BANDING] = true;
- status->DisplayType[SC_COLD] = true;
- status->DisplayType[SC_DEEP_SLEEP] = true;
- status->DisplayType[SC_CURSEDCIRCLE_ATKER]= true;
- status->DisplayType[SC_CURSEDCIRCLE_TARGET]= true;
- status->DisplayType[SC_BLOOD_SUCKER] = true;
- status->DisplayType[SC__SHADOWFORM] = true;
- status->DisplayType[SC_MONSTER_TRANSFORM] = true;
- status->DisplayType[SC_MOONSTAR] = true;
- status->DisplayType[SC_SUPER_STAR] = true;
- status->DisplayType[SC_STRANGELIGHTS] = true;
- status->DisplayType[SC_DECORATION_OF_MUSIC] = true;
+ status->DisplayType[SC_ALL_RIDING] = true;
+ status->DisplayType[SC_PUSH_CART] = true;
+ status->DisplayType[SC_SUMMON1] = true;
+ status->DisplayType[SC_SUMMON2] = true;
+ status->DisplayType[SC_SUMMON3] = true;
+ status->DisplayType[SC_SUMMON4] = true;
+ status->DisplayType[SC_SUMMON5] = true;
+ status->DisplayType[SC_CAMOUFLAGE] = true;
+ status->DisplayType[SC_DUPLELIGHT] = true;
+ status->DisplayType[SC_ORATIO] = true;
+ status->DisplayType[SC_FROSTMISTY] = true;
+ status->DisplayType[SC_VENOMIMPRESS] = true;
+ status->DisplayType[SC_HALLUCINATIONWALK] = true;
+ status->DisplayType[SC_ROLLINGCUTTER] = true;
+ status->DisplayType[SC_BANDING] = true;
+ status->DisplayType[SC_COLD] = true;
+ status->DisplayType[SC_DEEP_SLEEP] = true;
+ status->DisplayType[SC_CURSEDCIRCLE_ATKER] = true;
+ status->DisplayType[SC_CURSEDCIRCLE_TARGET] = true;
+ status->DisplayType[SC_BLOOD_SUCKER] = true;
+ status->DisplayType[SC__SHADOWFORM] = true;
+ status->DisplayType[SC_MONSTER_TRANSFORM] = true;
+ status->DisplayType[SC_MOONSTAR] = true;
+ status->DisplayType[SC_SUPER_STAR] = true;
+ status->DisplayType[SC_STRANGELIGHTS] = true;
+ status->DisplayType[SC_DECORATION_OF_MUSIC] = true;
#ifdef RENEWAL_EDP
// renewal EDP increases your weapon atk
@@ -1141,7 +1141,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
/* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
-
+
if(sp && !(target->type&BL_CONSUME))
sp = 0; //Not a valid SP target.
@@ -1178,10 +1178,12 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if( !st->hp )
flag |= 8;
+#if 0
// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
- // if (!target->prev && !(flag&2))
- // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+ if (!target->prev && !(flag&2))
+ return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+#endif // 0
sc = status->get_sc(target);
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
@@ -1190,11 +1192,11 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
-
+
#ifdef DEVOTION_REFLECT_DAMAGE
if(src && (sce = sc->data[SC_DEVOTION])) {
struct block_list *d_bl = map->id2bl(sce->val1);
-
+
if(d_bl &&((d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == target->id)
|| (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == target->id)) && check_distance_bl(target, d_bl, sce->val3)) {
clif->damage(d_bl, d_bl, 0, 0, hp, 0, 0, 0);
@@ -1204,7 +1206,6 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
status_change_end(target, SC_DEVOTION, INVALID_TIMER);
}
#endif
-
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target, SC_STONE, INVALID_TIMER);
status_change_end(target, SC_FREEZE, INVALID_TIMER);
@@ -1268,8 +1269,8 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
unit->stop_walking( target, 1 );
}
- if( st->hp || (flag&8) )
- { //Still lives or has been dead before this damage.
+ if (st->hp || (flag&8)) {
+ //Still lives or has been dead before this damage.
if (walkdelay)
unit->set_walkdelay(target, timer->gettick(), walkdelay, 0);
return (int)(hp+sp);
@@ -1287,7 +1288,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
case BL_MER: flag = mercenary->dead((TBL_MER*)target); break;
case BL_ELEM: flag = elemental->dead((TBL_ELEM*)target); break;
- default: //Unhandled case, do nothing to object.
+ default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
@@ -1373,7 +1374,7 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) {
/* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
-
+
sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
@@ -1517,13 +1518,12 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
if (bl->prev) //Animation only if character is already on a map.
clif->resurrection(bl, 1);
-
+
switch (bl->type) {
case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break;
case BL_MOB: mob->revive((TBL_MOB*)bl, hp); break;
case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break;
}
-
return 1;
}
@@ -1543,7 +1543,7 @@ int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int
hp = st->max_hp - st->hp;
else if (per_hp && !hp)
hp = 1;
-
+
if(sp > st->max_sp - st->sp)
sp = st->max_sp - st->sp;
else if (per_sp && !sp)
@@ -1566,9 +1566,9 @@ int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag:
-* 0 - Trying to use skill on target.
-* 1 - Cast bar is done.
-* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+* 0 - Trying to use skill on target.
+* 1 - Cast bar is done.
+* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
@@ -1701,12 +1701,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
}
}
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
- return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_id && //Do not block item-casted skills.
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
- ) { //Skills blocked through status changes...
+ ) {
+ //Skills blocked through status changes...
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
sc->data[SC_SILENCE] ||
sc->data[SC_STEELBODY] ||
@@ -1822,7 +1823,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
}
}
break;
- case BL_ITEM: //Allow targeting of items to pick'em up (or in the case of mobs, to loot them).
+ case BL_ITEM:
+ //Allow targeting of items to pick'em up (or in the case of mobs, to loot them).
//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
if (st->mode&MD_LOOTER)
return 1;
@@ -1853,7 +1855,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
int status_check_visibility(struct block_list *src, struct block_list *target) {
int view_range;
struct status_change *tsc = NULL;
-
+
switch (src->type) {
case BL_MOB:
view_range = ((TBL_MOB*)src)->min_chase;
@@ -1870,7 +1872,7 @@ int status_check_visibility(struct block_list *src, struct block_list *target) {
if( src->type == BL_NPC ) /* NPCs don't care for the rest */
return 1;
-
+
if( ( tsc = status->get_sc(target) ) ) {
struct status_data *st = status->get_status_data(src);
@@ -1899,11 +1901,14 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
short mod = -1;
switch( sd->weapontype2 ){ // adjustment for dual wielding
- case W_DAGGER: mod = 0; break; // 0, 1, 1
+ case W_DAGGER:
+ mod = 0;
+ break; // 0, 1, 1
case W_1HSWORD:
- case W_1HAXE: mod = 1;
+ case W_1HAXE:
+ mod = 1;
if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
- mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2;
}
amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
@@ -1926,14 +1931,13 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
// percentual delay reduction from stats
amotion -= amotion * (4*st->agi + st->dex)/1000;
#endif
-
// raw delay adjustment from bAspd bonus
amotion += sd->bonus.aspd_add;
/* angra manyu disregards aspd_base and similar */
if( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
return 0;
-
+
return amotion;
}
@@ -2215,8 +2219,8 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
status->calc_misc(&md->bl, mstatus, md->level);
- if(flag&4)
- { // Strengthen Guardians - custom value +10% / lv
+ if (flag&4) {
+ // Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
gc=guild->mapname2gc(map->list[md->bl.m].name);
if (!gc)
@@ -2297,7 +2301,7 @@ int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
status->calc_misc(&pd->bl, &pd->status, lv);
- if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
+ if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
clif->send_petstatus(sd);
}
} else if ( opt&SCO_FIRST ) {
@@ -2396,7 +2400,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
b_max_weight = sd->max_weight;
b_cart_weight_max = sd->cart_weight_max;
- pc->calc_skilltree(sd); // SkillTree calculation
+ pc->calc_skilltree(sd); // SkillTree calculation
sd->max_weight = status->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
@@ -2472,7 +2476,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
memset(&sd->special_state,0,sizeof(sd->special_state));
-
+
if (!sd->state.permanent_speed) {
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = DEFAULT_WALK_SPEED;
@@ -2481,7 +2485,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = pSpeed;
}
-
+
//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
//Give them all modes except these (useful for clones)
bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
@@ -2569,8 +2573,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
bstatus->def += sd->inventory_data[index]->def;
- if(opt&SCO_FIRST && sd->inventory_data[index]->equip_script)
- { //Execute equip-script on login
+ if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script) {
+ //Execute equip-script on login
script->run(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
@@ -2620,8 +2624,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
return 1;
}
- if(sd->status.inventory[index].card[0]==CARD0_FORGE)
- { // Forged weapon
+ if (sd->status.inventory[index].card[0]==CARD0_FORGE) {
+ // Forged weapon
wd->star += (sd->status.inventory[index].card[1]>>8);
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
@@ -2649,7 +2653,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if(sd->equip_index[EQI_AMMO] >= 0){
index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]){ // Arrows
+ if (sd->inventory_data[index]) {
+ // Arrows
sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
sd->state.lr_flag = 2;
if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
@@ -2664,7 +2669,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
for( i = 0; i < sd->combo_count; i++ ) {
struct item_combo *combo = itemdb->id2combo(sd->combos[i].id);
unsigned char j;
-
+
/**
* ensure combo usage is allowed at this location
**/
@@ -2677,10 +2682,10 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
if( k != map->list[sd->bl.m].zone->disabled_items_count )
break;
}
-
+
if( j != combo->count )
continue;
-
+
script->run(sd->combos[i].bonus,0,sd->bl.id,0);
if (!calculating) //Abort, script->run retriggered this.
return 1;
@@ -3191,7 +3196,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
- if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist.
+ if(sc->data[SC_ARMORPROPERTY]) {
+ //This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
@@ -3333,7 +3339,7 @@ int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) {
homun->calc_skilltree(hd, 0);
if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0)
- hstatus->def += skill_lv * 4;
+ hstatus->def += skill_lv * 4;
if((skill_lv = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
hstatus->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5;
@@ -3578,8 +3584,8 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|| sc->data[SC_MAGICMUSHROOM]
|| sc->data[SC_RAISINGDRAGON]
|| sc->data[SC_SATURDAY_NIGHT_FEVER]
- ) //No regen
- regen->flag = 0;
+ )
+ regen->flag = 0; //No regen
if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
|| ( bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK
@@ -3868,9 +3874,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
// No status changes alter these yet.
- // if(flag&SCB_SIZE)
- // if(flag&SCB_RACE)
- // if(flag&SCB_RANGE)
+ //if(flag&SCB_SIZE)
+ //if(flag&SCB_RACE)
+ //if(flag&SCB_RANGE)
if(flag&SCB_MAXHP) {
if( bl->type&BL_PC ) {
@@ -3944,7 +3950,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
amotion = (1000 - 2*st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
#else
amotion = (1000 - 4*st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
-#endif
+#endif
st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
if(st->aspd_rate != 1000)
@@ -4013,7 +4019,7 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca
return;
}
}
-
+
// remember previous values
st = status->get_status_data(bl);
memcpy(&bst, st, sizeof(struct status_data));
@@ -4270,7 +4276,7 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_INC_AGI])
agi += sc->data[SC_INC_AGI]->val2;
if(sc->data[SC_GS_ACCURACY])
- agi += 4; // added based on skill updates [Reddozen]
+ agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DEC_AGI])
agi -= sc->data[SC_DEC_AGI]->val2;
if(sc->data[SC_QUAGMIRE])
@@ -4446,7 +4452,7 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
dex >>= 1;
}
if(sc->data[SC_GS_ACCURACY])
- dex += 4; // added based on skill updates [Reddozen]
+ dex += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE_MASTER])
dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
if(sc->data[SC_MARIONETTE])
@@ -4578,9 +4584,10 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
batk -= batk * 25/100;
if( sc->data[SC_ZANGETSU] )
batk += sc->data[SC_ZANGETSU]->val2;
- //Curse shouldn't effect on this? <- Curse OR Bleeding??
- // if(sc->data[SC_BLOODING])
- // batk -= batk * 25/100;
+#if 0 //Curse shouldn't effect on this? <- Curse OR Bleeding??
+ if(sc->data[SC_BLOODING])
+ batk -= batk * 25/100;
+#endif // 0
if(sc->data[SC_HLIF_FLEET])
batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC__ENERVATION])
@@ -4838,7 +4845,7 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
hit /= 2;
if(sc->data[SC_ILLUSIONDOPING])
hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom
-
+
return (short)cap_value(hit,1,SHRT_MAX);
}
@@ -4923,7 +4930,7 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
if(status_get_element(bl) == ELE_WATER) //water type
flee /= 2;
}
-
+
if( sc->data[SC_OVERED_BOOST] ) // should be final and unmodifiable by any means
flee = sc->data[SC_OVERED_BOOST]->val2;
@@ -4981,7 +4988,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
if(sc->data[SC_STEELBODY])
return 90;
#endif
-
+
if(sc->data[SC_STONEHARDSKIN])
def += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_DRUMBATTLE])
@@ -4989,7 +4996,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
if(sc->data[SC_STONESKIN])
def += sc->data[SC_STONESKIN]->val2;
- if(sc->data[SC_HAMI_DEFENCE]) //[orn]
+ if(sc->data[SC_HAMI_DEFENCE]) //[orn]
def += sc->data[SC_HAMI_DEFENCE]->val2;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
@@ -5307,7 +5314,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC__GROOMY] )
val = max( val, sc->data[SC__GROOMY]->val2);
if( sc->data[SC_GLOOMYDAY] )
- val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
+ val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
if( sc->data[SC_STEALTHFIELD_MASTER] )
val = max( val, 30 );
if( sc->data[SC_BANDING_DEFENCE] )
@@ -5517,7 +5524,7 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl
skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
if( sc->data[SC_STAR_COMFORT] )
skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
-
+
return ( flag&1? (skills1 + pots) : skills2 );
#else
return 0;
@@ -5899,8 +5906,8 @@ const char* status_get_name(struct block_list *bl) {
/*==========================================
* Get the class of the current bl
* return
-* 0 = fail
-* class_id = success
+* 0 = fail
+* class_id = success
*------------------------------------------*/
int status_get_class(struct block_list *bl) {
nullpo_ret(bl);
@@ -5918,8 +5925,8 @@ int status_get_class(struct block_list *bl) {
/*==========================================
* Get the base level of the current bl
* return
-* 1 = fail
-* level = success
+* 1 = fail
+* level = success
*------------------------------------------*/
int status_get_lv(struct block_list *bl) {
nullpo_ret(bl);
@@ -6093,7 +6100,7 @@ int status_get_emblem_id(struct block_list *bl) {
case BL_MOB: {
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
+ if (md->guardian_data) //Guardian's guild [Skotlex]
return (md->guardian_data->g) ? md->guardian_data->g->emblem_id:0;
if (md->special_state.ai && (msd = map->id2sd(md->master_id)) != NULL)
return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
@@ -6195,7 +6202,8 @@ void status_set_viewdata(struct block_list *bl, int class_)
TBL_PC* sd = (TBL_PC*)bl;
if (pcdb_checkid(class_)) {
if (pc_isridingpeco(sd)) {
- switch (class_) { //Adapt class to a Mounted one.
+ switch (class_) {
+ //Adapt class to a Mounted one.
case JOB_KNIGHT:
class_ = JOB_KNIGHT2;
break;
@@ -6280,7 +6288,7 @@ void status_set_viewdata(struct block_list *bl, int class_)
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
}
break;
- case BL_HOM: //[blackhole89]
+ case BL_HOM: //[blackhole89]
{
struct homun_data *hd = (struct homun_data*)bl;
if (vd)
@@ -6350,7 +6358,7 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
struct map_session_data *sd;
nullpo_ret(bl);
-
+
if(!src)
return tick ? tick : 1; // If no source, it can't be resisted (NPC given)
@@ -6692,19 +6700,19 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
struct sc_display_entry *entry;
int i;
-
+
for( i = 0; i < sd->sc_display_count; i++ ) {
if( sd->sc_display[i]->type == type )
break;
}
-
+
if( i != sd->sc_display_count ) {
sd->sc_display[i]->val1 = dval1;
sd->sc_display[i]->val2 = dval2;
sd->sc_display[i]->val3 = dval3;
return;
}
-
+
entry = ers_alloc(pc->sc_display_ers, struct sc_display_entry);
entry->type = type;
@@ -6791,8 +6799,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
struct mob_data *md = BL_CAST(BL_MOB,bl);
if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
return 0; //Emperium/BG Monsters can't be afflicted by status changes
- //if(md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
- // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+#if 0
+ if(md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
+ return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+#endif // 0
}
if( sc->data[SC_REFRESH] ) {
@@ -7146,7 +7156,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
{ // it doesn't stack or even renewed
int i = SC_TOXIN;
for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
+ if(sc->data[i]) return 0;
}
break;
case SC_MAGNETICFIELD:
@@ -7296,8 +7306,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS])
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) {
+ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
return 0;
@@ -7599,7 +7609,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = val2 = tick>0?tick:60000;
tick = -1; // duration sent to the client should be infinite
break;
- case SC_EDP: // [Celest]
+ case SC_EDP: // [Celest]
val2 = val1 + 2; //Chance to Poison enemies.
val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#ifdef RENEWAL_EDP
@@ -7639,7 +7649,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick = -1;
break;
case SC_ENCHANTPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
case SC_PROPERTYFIRE:
case SC_PROPERTYWATER:
@@ -7888,12 +7898,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
//val4&1 signals the presence of a wall.
//val4&2 makes cloak not end on normal attacks [Skotlex]
//val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
break;
- case SC_SIGHT: /* splash status */
+ case SC_SIGHT: /* splash status */
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
@@ -8167,7 +8177,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_KAAHI:
val2 = 200*val1; //HP heal
val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
+ val4 = INVALID_TIMER; //Kaahi Timer.
break;
case SC_BLESSING:
if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
@@ -8303,7 +8313,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
//2. Set restore point (val3 -> return map, val4 return coords
val3 = map_index;
val4 = pos;
- } else if (!val3
+ } else if (!val3
|| val3 == sd->mapindex
|| !sd->sc.data[SC_JAILED] // If player is being jailed and is already in jail (issue: 8206)
) { //Use save point.
@@ -8357,11 +8367,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_STONESKIN:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
+ if (val2 == NPC_ANTIMAGIC) {
+ //Boost mdef
val2 =-20;
val3 = 20;
- } else { //Boost def
+ } else {
+ //Boost def
val2 = 20;
val3 =-20;
}
@@ -8825,7 +8836,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_HEATER_OPTION:
val2 = 120; // Watk. TODO: Renewal (Atk2)
val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
- val4 = 3; // Change into fire element.
+ val4 = 3; // Change into fire element.
break;
case SC_TROPIC_OPTION:
val2 = 180; // Watk. TODO: Renewal (Atk2)
@@ -8835,16 +8846,16 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val2 = 40;
break;
case SC_COOLER_OPTION:
- val2 = 80; // Bonus Matk
+ val2 = 80; // Bonus Matk
val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
- val4 = 1; // Change into water elemet
+ val4 = 1; // Change into water elemet
break;
case SC_CHILLY_AIR_OPTION:
val2 = 120; // Matk. TODO: Renewal (Matk1)
val3 = MG_COLDBOLT;
break;
case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
+ val2 = 50; // % Increase speed and flee.
break;
case SC_BLAST_OPTION:
val2 = (sd ? sd->status.job_level : 0); // % Increase damage
@@ -8876,7 +8887,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
case SC_WATER_DROP_OPTION:
case SC_WIND_CURTAIN_OPTION:
case SC_STONE_SHIELD_OPTION:
- val2 = 100; // Elemental modifier.
+ val2 = 100; // Elemental modifier.
break;
case SC_TROPIC:
case SC_CHILLY_AIR:
@@ -8908,10 +8919,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = val3;
break;
case SC_WATER_BARRIER:
- val3 = 20; // Reductions. Atk2, Flee1
+ val3 = 20; // Reductions. Atk2, Flee1
break;
case SC_ZEPHYR:
- val2 = 25; // Flee.
+ val2 = 25; // Flee.
break;
case SC_TIDAL_WEAPON:
val2 = 20; // Increase Elemental's attack.
@@ -8926,7 +8937,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val1 = 15;
break;
case SC_STOMACHACHE:
- val2 = 8; // SP consume.
+ val2 = 8; // SP consume.
val4 = tick / 10000;
tick_time = 10000; // [GodLesZ] tick time
break;
@@ -9061,8 +9072,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val2 = 20+(20*val1);
break;
default:
- if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
+ if (calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0) {
+ //Status change with no calc, no icon, and no skill associated...?
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
@@ -9213,7 +9224,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
val_flag |= 1;
break;
}
-
+
/* [Ind/Hercules] */
if( sd && status->DisplayType[type] ) {
int dval1 = 0, dval2 = 0, dval3 = 0;
@@ -9317,13 +9328,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
opt_flag = 1;
switch(type) {
//OPT1
- case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
//OPT2
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
@@ -9349,7 +9360,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
break;
case SC_OVERTHRUSTMAX:
case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= OPT3_OVERTHRUST;
opt_flag = 0;
break;
@@ -9385,10 +9396,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
opt_flag = 0;
sc->opt3 |= OPT3_BERSERK;
break;
-// case ???: // doesn't seem to do anything
-// sc->opt3 |= OPT3_LIGHTBLADE;
-// opt_flag = 0;
-// break;
+#if 0
+ case ???: // doesn't seem to do anything
+ sc->opt3 |= OPT3_LIGHTBLADE;
+ opt_flag = 0;
+ break;
+#endif // 0
case SC_DANCING:
if ((val1&0xFFFF) == CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
@@ -9423,10 +9436,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
-// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
-// sc->opt3 |= OPT3_CONTRACT;
-// opt_flag = 0;
-// break;
+#if 0
+ case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ sc->opt3 |= OPT3_CONTRACT;
+ opt_flag = 0;
+ break;
+#endif // 0
//OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
@@ -9492,7 +9507,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
}
}
- if (calc_flag&SCB_DYE) { //Reset DYE color
+ if (calc_flag&SCB_DYE) {
+ //Reset DYE color
if (vd && vd->cloth_color) {
val4 = vd->cloth_color;
clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
@@ -9694,7 +9710,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
#ifdef ANTI_MAYAP_CHEAT
bool invisible = false;
#endif
-
+
nullpo_ret(bl);
sc = status->get_sc(bl);
@@ -9710,7 +9726,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if( sd && sce->timer == INVALID_TIMER && !sd->state.loggingout )
chrif->del_scdata_single(sd->status.account_id,sd->status.char_id,type);
-
+
if (tid == INVALID_TIMER) {
if (type == SC_ENDURE && sce->val4)
//Do not end infinite endure.
@@ -10333,10 +10349,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
opt_flag = 0;
sc->opt3 &= ~OPT3_BERSERK;
break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 &= ~OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
+#if 0
+ case ???: // doesn't seem to do anything
+ sc->opt3 &= ~OPT3_LIGHTBLADE;
+ opt_flag = 0;
+ break;
+#endif // 0
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
@@ -10371,10 +10389,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 &= ~OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
+#if 0
+ case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ sc->opt3 &= ~OPT3_CONTRACT;
+ opt_flag = 0;
+ break;
+#endif // 0
default:
opt_flag = 0;
}
@@ -10608,10 +10628,11 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_KNOWLEDGE:
if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { //Timeout will be handled by pc->setpos
+ if (bl->m == sd->feel_map[0].m
+ || bl->m == sd->feel_map[1].m
+ || bl->m == sd->feel_map[2].m
+ ) {
+ //Timeout will be handled by pc->setpos
sce->timer = INVALID_TIMER;
return 0;
}
@@ -10741,12 +10762,13 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC_SPLASHER:
- // custom Venom Splasher countdown timer
- //if (sce->val4 % 1000 == 0) {
- // char counter[10];
- // snprintf (counter, 10, "%d", sce->val4/1000);
- // clif->message(bl, counter);
- //}
+#if 0 // custom Venom Splasher countdown timer
+ if (sce->val4 % 1000 == 0) {
+ char counter[10];
+ snprintf (counter, 10, "%d", sce->val4/1000);
+ clif->message(bl, counter);
+ }
+#endif // 0
if((sce->val4 -= 500) > 0) {
sc_timer_next(500 + tick, status->change_timer, bl->id, data);
return 0;
@@ -11163,7 +11185,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
if(--(sce->val4) >= 0) {
// 1% SP Upkeep Cost
int sp = st->max_sp / 100;
-
+
if( st->sp <= sp )
status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
@@ -11423,9 +11445,9 @@ unsigned short status_get_rand_matk( unsigned short matk_max, unsigned short mat
/**
* Get bl's matk_max and matk_min values depending on flag
* @param flag
- * 0 - Get MATK
- * 1 - Get MATK w/o SC bonuses
- * 3 - Get MATK w/o EATK & SC bonuses
+ * 0 - Get MATK
+ * 1 - Get MATK w/o SC bonuses
+ * 3 - Get MATK w/o EATK & SC bonuses
**/
void status_get_matk_sub( struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min ) {
struct status_data *st;
@@ -11496,9 +11518,9 @@ void status_get_matk_sub( struct block_list *bl, int flag, unsigned short *matk_
/**
* Get bl's matk value depending on flag
* @param flag [malufett]
- * 1 - Get MATK w/o SC bonuses
- * 2 - Get modified MATK
- * 3 - Get MATK w/o eATK & SC bonuses
+ * 1 - Get MATK w/o SC bonuses
+ * 2 - Get modified MATK
+ * 3 - Get MATK w/o eATK & SC bonuses
* @retval 1 failure
* @retval MATK success
*
@@ -12231,7 +12253,7 @@ void status_defaults(void) {
status->readdb = status_readdb;
status->init = do_init_status;
status->final = do_final_status;
-
+
status->initChangeTables = initChangeTables;
status->initDummyData = initDummyData;
status->base_amotion_pc = status_base_amotion_pc;