diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 555 |
1 files changed, 289 insertions, 266 deletions
diff --git a/src/map/status.c b/src/map/status.c index 695548e88..e8bc3bc5e 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -174,13 +174,13 @@ static void set_sc(int skill, sc_type sc, int icon, unsigned int flag) void initChangeTables(void) { int i; - + for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; - + for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTable[i] = SC_NONE; - + for (i = 0; i < SI_MAX; i++) StatusRelevantBLTypes[i] = BL_PC; @@ -394,9 +394,9 @@ void initChangeTables(void) { set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE ); set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE ); set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); - add_sc( TK_SEVENWIND , SC_SEVENWIND ); - set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); - set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); + add_sc( TK_SEVENWIND , SC_SEVENWIND ); + set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); + set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); @@ -521,7 +521,7 @@ void initChangeTables(void) { set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN ); - + /** * Rune Knight **/ @@ -624,7 +624,7 @@ void initChangeTables(void) { set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC_CONFUSION ); - set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN ); /** * Sura **/ @@ -673,7 +673,7 @@ void initChangeTables(void) { set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); /** * Genetic **/ @@ -727,14 +727,14 @@ void initChangeTables(void) { 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 ); - + add_sc( MH_STAHL_HORN , SC_STUN ); set_sc( MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_WATK|SCB_DEF|SCB_FLEE ); set_sc( MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_SPEED|SCB_FLEE|SCB_ATK_ELE ); add_sc( MH_LAVA_SLIDE , SC_BURNING ); add_sc( MH_POISON_MIST , SC_BLIND ); set_sc( MH_ERASER_CUTTER , SC_ERASER_CUTTER , SI_BLANK , SCB_NONE ); - + // Storing the target job rather than simply SC_SPIRIT simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, @@ -889,7 +889,7 @@ void initChangeTables(void) { StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; - + //Other SC which are not necessarily associated to skills. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; @@ -968,16 +968,16 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; - StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; + StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; #ifdef RENEWAL_EDP // renewal EDP increases your weapon atk StatusChangeFlagTable[SC_EDP] |= SCB_WATK; #endif - + if( !battle_config.display_hallucination ) //Disable Hallucination. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; - + /* StatusChangeState (SCS_) NOMOVE */ StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE; StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE; @@ -1004,7 +1004,7 @@ void initChangeTables(void) { StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND; StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE; StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE; - + /* StatusChangeState (SCS_) NOPICKUPITEMS */ StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM; StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM; @@ -1022,6 +1022,7 @@ void initChangeTables(void) { StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST; StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST; StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST; + StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST; StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST; StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST; StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST; @@ -1031,15 +1032,15 @@ void initChangeTables(void) { StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST; StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST; StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST; - + } static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); - dummy_status.hp = - dummy_status.max_hp = - dummy_status.max_sp = + dummy_status.hp = + dummy_status.max_hp = + dummy_status.max_sp = dummy_status.str = dummy_status.agi = dummy_status.vit = @@ -1063,7 +1064,7 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b } //Sets HP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display +//final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { @@ -1081,7 +1082,7 @@ int status_set_hp(struct block_list *bl, unsigned int hp, int flag) } //Sets SP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display +//final value is higher than current (use 2 to make a healing effect display //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { @@ -1214,6 +1215,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100) status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); + if (sc->data[SC__BLOODYLUST] && status->hp <= 100) + status_change_end(target, SC__BLOODYLUST, INVALID_TIMER); } switch (target->type) { @@ -1272,7 +1275,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); } } - + if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { //flag&8 = disable Kaizel int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); @@ -1285,7 +1288,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); - if( target->type == BL_MOB ) + if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; return hp+sp; @@ -1343,7 +1346,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) } if(hp) { - if( sc && sc->data[SC_BERSERK] ) { + if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) { if( flag&1 ) flag &= ~2; else @@ -1405,7 +1408,7 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe //Change the equation when the values are high enough to discard the //imprecision in exchange of overflow protection [Skotlex] - //Also add 100% checks since those are the most used cases where we don't + //Also add 100% checks since those are the most used cases where we don't //want aproximation errors. if (hp_rate > 99) hp = status->hp; @@ -1476,7 +1479,7 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per hp = status->max_hp - status->hp; else if (per_hp && !hp) hp = 1; - + if(sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; else if (per_sp && !sp) @@ -1503,7 +1506,7 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per * 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 + * 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. *------------------------------------------*/ int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) @@ -1520,12 +1523,12 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if (!skill_num) { //Normal attack checks. if (!(status->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. - //Dead state is not checked for skills as some skills can be used + //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] if (target && status_isdead(target)) return 0; if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) - return 0; + return 0; } switch( skill_num ) { @@ -1555,9 +1558,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if ( src ) sc = status_get_sc(src); if( sc && sc->count ) { - + if( sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc - if (flag != 1) //Can't cast, casted stuff can't damage. + if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) return 0; //Targetted spells can't come off. @@ -1676,7 +1679,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int return 1; tsc = status_get_sc(target); - + if(tsc && tsc->count) { /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_num && !(skill_num&(SA_SPELLBREAKER|SL_SKE)) ) @@ -1692,11 +1695,11 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); - + //You cannot hide from ground skills. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; - + switch( target->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*) target; @@ -1719,7 +1722,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if (status->mode&MD_LOOTER) return 1; return 0; - case BL_HOM: + case BL_HOM: case BL_MER: case BL_ELEM: if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src ) @@ -1734,7 +1737,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) - return 0; + return 0; } } return 1; @@ -1790,10 +1793,10 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat switch( sd->weapontype2 ){ // adjustment for dual weilding case W_DAGGER: mod = 0; break; // 0, 1, 1 - case W_1HSWORD: + case W_1HSWORD: 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 ) @@ -1801,7 +1804,7 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat : ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod - aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] - + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]); + + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]); if ( sd->status.shield ) amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) + @@ -1812,7 +1815,7 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield - + // percentual delay reduction from stats amotion -= amotion * (4*status->agi + status->dex)/1000; #endif @@ -1837,7 +1840,7 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct if (bl->type == BL_PC) switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: - case W_MUSICAL: + case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: @@ -1866,7 +1869,7 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct str += dstr*dstr; if (bl->type == BL_PC) #ifdef RENEWAL - str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10; + str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10; #else str+= dex/5 + status->luk/5; #endif @@ -1902,7 +1905,7 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev { //Non players get the value set, players need to stack with previous bonuses. if( bl->type != BL_PC ) - status->batk = + status->batk = status->hit = status->flee = status->def2 = status->mdef2 = status->cri = status->flee2 = 0; @@ -1977,7 +1980,7 @@ int status_calc_mob_(struct mob_data* md, bool first) //Check if we need custom base-status if (battle_config.mobs_level_up && md->level > md->db->lv) flag|=1; - + if (md->special_state.size) flag|=2; @@ -2186,7 +2189,7 @@ int status_calc_pet_(struct pet_data *pd, bool first) if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } - + //Support rate modifier (1000 = 100%) pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; if(battle_config.pet_support_rate != 100) @@ -2280,7 +2283,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) b_max_weight = sd->max_weight; b_cart_weight_max = sd->cart_weight_max; - pc_calc_skilltree(sd); // �X�L���c��?�̌v�Z + pc_calc_skilltree(sd); // SkillTree calculation sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300; @@ -2333,7 +2336,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->weapon_coma_race) + sizeof(sd->weapon_atk) + sizeof(sd->weapon_atk_rate) - + sizeof(sd->arrow_addele) + + sizeof(sd->arrow_addele) + sizeof(sd->arrow_addrace) + sizeof(sd->arrow_addsize) + sizeof(sd->magic_addele) @@ -2404,9 +2407,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->skillfixcast) + sizeof(sd->skillvarcast) ); - + memset (&sd->bonus, 0,sizeof(sd->bonus)); - + // Autobonus pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); @@ -2447,7 +2450,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) int r,wlv = sd->inventory_data[index]->wlv; struct weapon_data *wd; struct weapon_atk *wa; - if (wlv >= REFINE_TYPE_MAX) + if (wlv >= REFINE_TYPE_MAX) wlv = REFINE_TYPE_MAX - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon @@ -2468,7 +2471,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {// renewal magic attack refine bonus status->matk_max += refine_info[wlv].bonus[r-1] / 100; } - + // record the weapon level for future usage status->wlv = wlv; #endif @@ -2495,7 +2498,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) 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)) wd->star += 10; - + if (!wa->ele) //Do not overwrite element from previous bonuses. wa->ele = (sd->status.inventory[index].card[1]&0x0f); } @@ -2528,7 +2531,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) return 1; } } - + /* we've got combos to process */ if( sd->combos.count ) { for( i = 0; i < sd->combos.count; i++ ) { @@ -2537,13 +2540,13 @@ int status_calc_pc_(struct map_session_data* sd, bool first) return 1; } } - - //Store equipment script bonuses + + //Store equipment script bonuses memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); status->def += (refinedef+50)/100; - + #ifdef RENEWAL // increment the weapon ATK using the MATK max value status->matk_max += sd->bonus.sp_weapon_matk; @@ -2590,7 +2593,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) continue; if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2) continue; - if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4) + if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4) continue; if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8) continue; @@ -2644,7 +2647,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) - { //When Riding with spear, damage modifier to mid-class becomes + { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; @@ -2772,23 +2775,23 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->max_sp = 1; // ----- RESPAWN HP/SP ----- -// +// //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { status->hp = status->max_hp; status->sp = status->max_sp; } else { - if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) - && battle_config.restart_hp_rate < 50) + if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) + && battle_config.restart_hp_rate < 50) status->hp=status->max_hp>>1; - else + else status->hp=status->max_hp * battle_config.restart_hp_rate/100; if(!status->hp) status->hp = 1; status->sp = status->max_sp * battle_config.restart_sp_rate /100; - + if( !status->sp ) /* the minimum for the respawn setting is SP:1 */ status->sp = 1; } @@ -2825,7 +2828,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(sd->mdef2_rate != 100) status->mdef2 = status->mdef2 * sd->mdef2_rate/100; - if(sd->critical_rate < 0) + if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) status->cri = status->cri * sd->critical_rate/100; @@ -2958,7 +2961,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->max_weight += 2000*skill; sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000); - + if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) sd->regen.state.walk = 1; else @@ -3082,9 +3085,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if( b_cart_weight_max != sd->cart_weight_max ) { clif_updatestatus(sd,SP_CARTINFO); } - + calculating = 0; - + return 0; } @@ -3192,17 +3195,17 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) { struct status_data *status = &ed->base_status; struct s_elemental *ele = &ed->elemental; struct map_session_data *sd = ed->master; - + if( !sd ) return 0; - + status->str = ele->str; status->agi = ele->agi; status->vit = ele->vit; status->dex = ele->dex; status->int_ = ele->int_; status->luk = ele->luk; - + if( first ) { memcpy(status, &ed->db->status, sizeof(struct status_data)); status->mode = MD_CANMOVE|MD_CANATTACK; @@ -3216,14 +3219,14 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) { status->int_ += sd->base_status.int_ * 25 / 100; status->def += sd->base_status.dex * 25 / 100; status->luk += sd->base_status.luk * 25 / 100; - + status_calc_misc(&ed->bl, status, ed->db->lv); memcpy(&ed->battle_status,status,sizeof(struct status_data)); } else { status_calc_misc(&ed->bl, status, ed->db->lv); status_cpy(&ed->battle_status, status); } - + return 0; } @@ -3350,7 +3353,7 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct } else if( bl->type == BL_ELEM ) { val = (status->max_hp * status->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); - + val = (status->max_sp * (status->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } @@ -3389,7 +3392,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str if ( (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) - || sc->data[SC_BERSERK] + || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLEEDING] || sc->data[SC_MAGICMUSHROOM] @@ -3441,13 +3444,13 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str } void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) { - + /* no sc at all, we can zero without any extra weight over our conciousness */ if( !sc->count ) { memset(&sc->cant, 0, sizeof (sc->cant)); return; } - + /* can move? */ if( flag&SCS_NOMOVE ) { if( !(flag&SCS_NOMOVECOND) ) { @@ -3457,13 +3460,13 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) - || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 + || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1)) ) { sc->cant.move += ( start ? 1 : -1 ); } } - + /* can't use skills */ if( flag&SCS_NOCAST ) { if( !(flag&SCS_NOCASTCOND) ) { @@ -3472,10 +3475,10 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc sc->cant.cast += ( start ? 1 : -1 ); } } - + /* player-only states */ if( bl->type == BL_PC ) { - + /* can pick items? */ if( flag&SCS_NOPICKITEM ) { if( !(flag&SCS_NOPICKITEMCOND) ) { @@ -3484,7 +3487,7 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc sc->cant.pickup += ( start ? 1 : -1 ); } } - + /* can drop items? */ if( flag&SCS_NODROPITEM ) { if( !(flag&SCS_NODROPITEMCOND) ) { @@ -3494,7 +3497,7 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc } } } - + return; } /// Recalculates parts of an object's battle status according to the specified flags. @@ -3630,11 +3633,11 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_MDEF) { status->mdef = status_calc_mdef(bl, sc, b_status->mdef); - + if( bl->type&BL_HOM ) status->mdef += (status->int_/5 - b_status->int_/5); } - + if(flag&SCB_MDEF2) { if (status->int_ == b_status->int_ && status->vit == b_status->vit) status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); @@ -3772,7 +3775,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) #endif status->matk_min = status->matk_min * sd->matk_rate/100; } - + status->matk_min = status_calc_matk(bl, sc, status->matk_min); #ifndef RENEWAL // only changed in non-renewal [Ind] @@ -3797,20 +3800,20 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) #else // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; - + if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier - amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) + amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100; if(status->aspd_rate != 1000) // absolute percentage modifier amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; -#endif +#endif //fixed value added if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) amotion -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) / 10 * 40; status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); - + status->adelay = 2*status->amotion; } else @@ -3818,24 +3821,24 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - + if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; - + status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - + status->adelay = status->amotion; } else // mercenary and mobs { amotion = b_status->amotion; status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - + if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; - + status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); - + temp = b_status->adelay*status->aspd_rate/1000; status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); } @@ -4032,7 +4035,7 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) clif_elemental_updatestatus(ed->master, SP_HP); if( b_status.sp != status->sp ) clif_mercenary_updatestatus(ed->master, SP_SP); - } + } } /*========================================== @@ -4382,8 +4385,6 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan batk += 100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC__BLOODYLUST]) - batk += batk * 32 / 100; if(sc->data[SC_RUSHWINDMILL]) batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100; if(sc->data[SC_SATURDAYNIGHTFEVER]) @@ -4400,7 +4401,7 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) ) - batk += batk / 5; + batk += batk / 5; if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; if(sc->data[SC_ODINS_POWER]) @@ -4447,8 +4448,6 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan } if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC__BLOODYLUST]) - watk += watk * 32 / 100; if(sc->data[SC_FLEET]) watk += watk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_CURSE]) @@ -4461,8 +4460,6 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += sc->data[SC_FIGHTINGSPIRIT]->val1; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC__BLOODYLUST]) - watk += watk * 32 / 100; if(sc->data[SC_STRIKING]) watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3) @@ -4527,9 +4524,9 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan if(sc->data[SC_WATER_BARRIER]) matk -= sc->data[SC_WATER_BARRIER]->val3; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) - matk += 50; + matk += 50; if(sc->data[SC_ODINS_POWER]) - matk += 70; + matk += 70; if(sc->data[SC_IZAYOI]) matk += 50 * sc->data[SC_IZAYOI]->val1; if( sc->data[SC_ZANGETSU] ) @@ -4569,7 +4566,7 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) { - + if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); @@ -4634,7 +4631,7 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change flee += 10; if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) flee -= flee * 50/100; - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; @@ -4697,11 +4694,11 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang return (short)cap_value(flee2,10,SHRT_MAX); } static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) { - + if(!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_SKA]) return sc->data[SC_SKA]->val3; @@ -4750,8 +4747,6 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc, def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100; if( sc->data[SC_ANALYZE] ) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if( sc->data[SC__BLOODYLUST] ) - def -= def * 55 / 100; if( sc->data[SC_FORCEOFVANGUARD] ) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_SATURDAYNIGHTFEVER]) @@ -4765,12 +4760,12 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc, if( sc->data[SC_PRESTIGE] ) def += def * sc->data[SC_PRESTIGE]->val1 / 100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - def += 50; + def += 50; if(sc->data[SC_ODINS_POWER]) def -= 20; if( sc->data[SC_ANGRIFFS_MODUS] ) def -= def * sc->data[SC_ANGRIFFS_MODUS]->val4 / 100; - + return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);; } @@ -4782,8 +4777,8 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change #else return (short)cap_value(def2,1,SHRT_MAX); #endif - - if(sc->data[SC_BERSERK]) + + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; @@ -4837,11 +4832,11 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { - + if(!sc || !sc->count) return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_BARRIER]) return 100; @@ -4878,7 +4873,7 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, if(sc->data[SC_WATER_BARRIER]) mdef += sc->data[SC_WATER_BARRIER]->val2; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) - mdef += 50; + mdef += 50; if(sc->data[SC_ODINS_POWER]) mdef -= 20; @@ -4895,7 +4890,7 @@ static signed short status_calc_mdef2(struct block_list *bl, struct status_chang #endif - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_SKA]) return 90; @@ -5041,7 +5036,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 1 * pc_checkskill(sd,TF_MISS) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); - if( sc->data[SC_BERSERK] ) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); @@ -5054,7 +5049,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sc->data[SC_HOVERING] ) val = max( val, 10 ); if( sc->data[SC_GN_CARTBOOST] ) - val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); + val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); if( sc->data[SC_SWINGDANCE] ) val = max( val, sc->data[SC_SWINGDANCE]->val2 ); if( sc->data[SC_WIND_STEP_OPTION] ) @@ -5122,16 +5117,16 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if(sc->data[SC_ADRENALINE2] && skills1 < 6) skills1 = 6; - + if(sc->data[SC_ADRENALINE] && skills1 < 7) skills1 = 7; - + if(sc->data[SC_SPEARQUICKEN] && skills1 < 7) skills1 = 7; if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info skills1 = 9; - + if(sc->data[SC_FLEET] && skills1 < 5) skills1 = 5; @@ -5156,7 +5151,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s } } - if(sc->data[SC_BERSERK] && skills1 < 15) + if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15) skills1 = 15; else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info skills1 = 15; @@ -5249,7 +5244,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if(sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; - + if(sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; @@ -5257,14 +5252,14 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if(sc->data[SC_GATLINGFEVER] && max < sc->data[SC_GATLINGFEVER]->val2) max = sc->data[SC_GATLINGFEVER]->val2; - + if(sc->data[SC_FLEET] && max < sc->data[SC_FLEET]->val2) max = sc->data[SC_FLEET]->val2; - + if( sc->data[SC_GOLDENE_FERSE] && max < sc->data[SC_GOLDENE_FERSE]->val3 ) max = sc->data[SC_GOLDENE_FERSE]->val3; - + if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { @@ -5286,7 +5281,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * } aspd_rate -= max; - if(sc->data[SC_BERSERK]) + if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) aspd_rate -= 300; else if(sc->data[SC_MADNESSCANCEL]) aspd_rate -= 200; @@ -5384,7 +5379,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; - if(sc->data[SC_BERSERK]) + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) maxhp += maxhp * 2; if(sc->data[SC_MARIONETTE]) maxhp -= 1000; @@ -5420,7 +5415,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) maxhp += 500; - + return cap_value(maxhp,1,UINT_MAX); } @@ -5442,7 +5437,7 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang if(sc->data[SC_LIFE_FORCE_F]) maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) - maxsp += 50; + maxsp += 50; return cap_value(maxsp,1,UINT_MAX); } @@ -5501,13 +5496,13 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch if(sc->data[SC_WATERWEAPON] || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; - if(sc->data[SC_EARTHWEAPON] + if(sc->data[SC_EARTHWEAPON] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; - if(sc->data[SC_FIREWEAPON] + if(sc->data[SC_FIREWEAPON] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; - if(sc->data[SC_WINDWEAPON] + if(sc->data[SC_WINDWEAPON] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; if(sc->data[SC_ENCPOISON]) @@ -5553,8 +5548,10 @@ const char* status_get_name(struct block_list *bl) { } /*========================================== - * �Ώۂ�Class��Ԃ�(�ėp) - * �߂�͐�����0�ȏ� + * Get the class of the current bl + * return + * 0 = fail + * class_id = success *------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_ret(bl); @@ -5570,8 +5567,10 @@ int status_get_class(struct block_list *bl) { return 0; } /*========================================== - * �Ώۂ̃��x����Ԃ�(�ėp) - * �߂�͐�����0�ȏ� + * Get the base level of the current bl + * return + * 1 = fail + * level = success *------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); @@ -5830,7 +5829,7 @@ void status_set_viewdata(struct block_list *bl, int class_) else if (merc_class(class_)) vd = merc_get_viewdata(class_); else if (elemental_class(class_)) - vd = elemental_get_viewdata(class_); + vd = elemental_get_viewdata(class_); else vd = NULL; @@ -5943,7 +5942,7 @@ void status_set_viewdata(struct block_list *bl, int class_) else ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); } - break; + break; } vd = status_get_viewdata(bl); if (vd && vd->cloth_color && ( @@ -6019,9 +6018,10 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: + case SC__BLOODYLUST: return 0; } - + sd = BL_CAST(BL_PC,bl); status = status_get_status_data(bl); sc = status_get_sc(bl); @@ -6083,9 +6083,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti if( tick == 5000 ) // 100% on caster break; if( bl->type == BL_PC ) - tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; + tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; else - tick -= (status->vit + status->luk) / 20 * 1000; + tick -= (status->vit + status->luk) / 20 * 1000; break; case SC_BURNING: // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583 @@ -6097,9 +6097,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti tick = max(tick,10000); // Minimum Duration 10s. break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) - sc_def = 100 - ( 100 - status->int_* 8 / 10 ); + sc_def = 100 - ( 100 - status->int_* 8 / 10 ); sc_def = max(sc_def, 5); // minimum of 5% - break; + break; case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)} rate -= status->agi*1000/4; rate = max(rate,50000); // minimum of 50% @@ -6123,7 +6123,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti return 0; return tick?tick:1; } - + if (sd) { if (battle_config.pc_sc_def_rate != 100) @@ -6156,7 +6156,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti tick_def = tick_def*battle_config.mob_sc_def_rate/100; } } - + if (sc) { if (sc->data[SC_SCRESIST]) sc_def += sc->data[SC_SCRESIST]->val1; //Status resist @@ -6184,7 +6184,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti if (!(rnd()%10000 < rate)) return 0; - //Why would a status start with no duration? Presume it has + //Why would a status start with no duration? Presume it has //duration defined elsewhere. if (!tick) return 1; @@ -6232,15 +6232,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( !sc ) return 0; //Unable to receive status changes - + if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters return 0; - if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA ) + if( bl->type == BL_MOB) { struct mob_data *md = BL_CAST(BL_MOB,bl); - if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) ) + 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( sc->data[SC_REFRESH] ) { @@ -6320,7 +6322,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER]) return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] break; - + + //There all like berserk, do not everlap each other + case SC__BLOODYLUST: + if(!sd) return 0; //should only affect player + case SC_BERSERK: + if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])) + || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK])) + ) + return 0; + break; + case SC_BURNING: if(sc->opt1 || sc->data[SC_FREEZING]) return 0; @@ -6372,12 +6384,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_TWOHANDQUICKEN: if(sc->data[SC_DECREASEAGI]) return 0; - + case SC_INCREASEAGI: - if(sd && pc_issit(sd)){ + if(sd && pc_issit(sd)){ pc_setstand(sd); } - + case SC_CONCENTRATE: case SC_SPEARQUICKEN: case SC_TRUESIGHT: @@ -6569,6 +6581,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(sc->data[i]) return 0; } break; + case SC_SATURDAYNIGHTFEVER: + if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) + return 0; + break; case SC_INTRAVISION: if(sd && sd->special_state.intravision) return 0; //we already have the status by maya P break; @@ -6671,6 +6687,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER); status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); break; + case SC__BLOODYLUST: case SC_BERSERK: if(battle_config.berserk_cancels_buffs) { status_change_end(bl, SC_ONEHAND, INVALID_TIMER); @@ -6789,7 +6806,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_BEYONDOFWARCRY: case SC_UNLIMITEDHUMMINGVOICE: if( sc->data[type] ) // Don't remove same sc. - break; + break; //FIXME this is wrong as it'll prevent other being remove as well status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); @@ -6803,7 +6820,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_REFLECTDAMAGE: status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); break; - case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_DEF: case SC_SHIELDSPELL_MDEF: case SC_SHIELDSPELL_REF: status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); @@ -6873,9 +6890,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__IGNORANCE: case SC__LAZINESS: case SC__WEAKNESS: - case SC__UNLUCKY: + case SC__UNLUCKY: return 0; - case SC_COMBO: + case SC_COMBO: case SC_DANCING: case SC_DEVOTION: case SC_ASPDPOTION0: @@ -6916,7 +6933,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = sce->val4; break; case SC_LERADSDEW: - if( sc && sc->data[SC_BERSERK] ) + if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) return 0; case SC_SHAPESHIFT: case SC_PROPERTYWALK: @@ -7095,7 +7112,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val #ifndef RENEWAL if(status->def_ele != ELE_WATER) val2 = 0; -#endif +#endif break; case SC_SUITON: if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) { @@ -7175,10 +7192,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_STONE: val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; + if(val3 < 1) val3 = 1; tick = val4; //Petrifying time. - if (tick < 1000) - tick = 1000; //Min time + tick = max(tick, 1000); //Min time calc_flag = 0; //Actual status changes take effect on petrified state. break; @@ -7189,14 +7205,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (status->hp - diff < status->max_hp>>2) diff = status->hp - (status->max_hp>>2); if( val2 && bl->type == BL_MOB ) { - struct block_list* src = map_id2bl(val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,diff); - } + struct block_list* src = map_id2bl(val2); + if( src ) + mob_log_damage((TBL_MOB*)bl,src,diff); + } status_zap(bl, diff, 0); } // fall through - case SC_POISON: /* �� */ + case SC_POISON: val3 = tick/1000; //Damage iterations if(val3 < 1) val3 = 1; tick_time = 1000; // [GodLesZ] tick time @@ -7205,7 +7221,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; else val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; - + break; case SC_CONFUSION: clif_emotion(bl,E_WHAT); @@ -7269,7 +7285,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val else val4 |= battle_config.monster_cloak_check_type&7; break; - case SC_SIGHT: /* �T�C�g/���A�t */ + case SC_SIGHT: /* splash status */ case SC_RUWACH: case SC_SIGHTBLASTER: val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id. @@ -7325,7 +7341,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val { val2 = 5 + 15*val1; //Damage reduction val3 = 0; // unused, previously speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment + val4 = 250 - 50*val1; //Aspd adjustment if (sd) { @@ -7364,6 +7380,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1)); break; + case SC__BLOODYLUST: case SC_BERSERK: if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); @@ -7536,7 +7553,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_KAAHI: val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost + val3 = 5*val1; //SP cost val4 = INVALID_TIMER; //Kaahi Timer. break; case SC_BLESSING: @@ -7645,7 +7662,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 20 + 10*val1; //flee val3 = 10 + 4*val1; //aspd val4 = 2 + 2*val1; //chance to issue holy-ele attack - break; + break; case SC_FLEET: val2 = 30*val1; //Aspd change val3 = 5+5*val1; //bAtk/wAtk rate change @@ -7654,11 +7671,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 20*val1; //matk increase. val3 = 12*val1; //mdef2 reduction. break; - case SC_SKA: - val2 = tick/1000; - val3 = rnd()%100; //Def changes randomly every second... + case SC_SKA: + val2 = tick/1000; + val3 = rnd()%100; //Def changes randomly every second... tick_time = 1000; // [GodLesZ] tick time - break; + break; case SC_JAILED: //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. tick = val1>0?1000:250; @@ -7987,12 +8004,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__WEAKNESS: val2 = 10 * val1; val_flag |= 1|2; - // bypasses coating protection and MADO + // bypasses coating protection and MADO sc_start(bl,SC_STRIPWEAPON,100,val1,tick); sc_start(bl,SC_STRIPSHIELD,100,val1,tick); break; - case SC__BLOODYLUST: - val_flag |= 1|2; break; case SC_GN_CARTBOOST: if( val1 < 3 ) @@ -8071,7 +8086,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 15 + 5 * val1; // ASPD reduction. if( rand()%100 < val1 ){ // (Skill Lv) % val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc_setriding(sd, 0); + if( pc_isriding(sd) ) pc_setriding(sd, 0); if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); } break; @@ -8128,7 +8143,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val1 += 15 * (sd ? sd->status.job_level:50) + 100; } else // Mobs - val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] + val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] break; case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. @@ -8179,9 +8194,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_GT_CHANGE: {// take note there is no def increase as skill desc says. [malufett] struct block_list * src; - val3 = status->agi * val1 / 60; // ASPD increase: [(Target�s AGI x Skill Level) / 60] % + val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % if( (src = map_id2bl(val2)) ) - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster�s INT) x Skill Level] + val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] } break; case SC_GT_REVITALIZE: @@ -8189,7 +8204,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val struct block_list * src; val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster�s VIT / 4) x Skill Level] + val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] } break; case SC_PYROTECHNIC_OPTION: @@ -8276,7 +8291,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 2000; // [GodLesZ] tick time break; case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? + val2 = 40; // Increasement. Mdef1 ??? val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? val_flag |= 1|2|4; break; @@ -8321,7 +8336,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? + { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); return 0; } @@ -8408,11 +8423,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_POISON: sc->opt2 |= OPT2_POISON; break; case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; - + case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; - + case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break; @@ -8460,6 +8475,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sc->opt3 |= OPT3_AURABLADE; opt_flag = 0; break; +// case SC__BLOODYLUST: case SC_BERSERK: sc->opt3 |= OPT3_BERSERK; opt_flag = 0; @@ -8588,20 +8604,22 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (calc_flag) status_calc_bl(bl,calc_flag); - + if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */ status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true); - + if(sd && sd->pd) pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing - switch( type ) - { + switch (type) { + case SC__BLOODYLUST: case SC_BERSERK: - sce->val2 = 5*status->max_hp/100; - status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status_set_sp(bl, 0, 0); //Damage all SP + if (!(sce->val2)) { //don't heal if already set + status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + status_set_sp(bl, 0, 0); //Damage all SP + } + sce->val2 = 5 * status->max_hp / 100; break; case SC_CHANGE: status_percent_heal(bl, 100, 100); @@ -8678,12 +8696,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 1; } + /*========================================== - * �X�e�[�^�X�ُ�S���� + * Ending all status except those listed. + * @TODO maybe usefull for dispel instead reseting a liste there. * type: - * 0 - ??? - * 1 - ??? - * 2 - ??? + * 0 - PC killed -> Place here statuses that do not dispel on death. + * 1 - If for some reason status_change_end decides to still keep the status when quitting. + * 2 - Do clif *------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { @@ -8778,7 +8798,7 @@ int status_change_clear(struct block_list* bl, int type) } /*========================================== - * �X�e�[�^�X�ُ�I�� + * Special condition we want to effectuate, check before ending a status. *------------------------------------------*/ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { @@ -8790,7 +8810,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const int opt_flag=0, calc_flag; nullpo_ret(bl); - + sc = status_get_sc(bl); status = status_get_status_data(bl); @@ -8811,7 +8831,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] - //delays status change ending so that a skill that sets opt1 fails to + //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. @@ -8832,8 +8852,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const (sc->count)--; if ( StatusChangeStateTable[type] ) - status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false); - + status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false); + sc->data[type] = NULL; vd = status_get_viewdata(bl); @@ -8967,9 +8987,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) {// end status on partner as well dsc = dsd->sc.data[SC_DANCING]; - if(dsc) { + if(dsc) { - //This will prevent recursive loops. + //This will prevent recursive loops. dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); @@ -9033,7 +9053,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const int range = 1 +skill_get_range2(bl, status_sc2skill(type), sce->val1) +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... - map_foreachinarea(status_change_timer_sub, + map_foreachinarea(status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick()); } break; @@ -9066,7 +9086,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; struct block_list *pbl = map_id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - + if (sc2 && sc2->data[type2]) { sc2->data[type2]->val1 = 0; @@ -9075,11 +9095,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } break; + case SC__BLOODYLUST: case SC_BERSERK: case SC_SATURDAYNIGHTFEVER: //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if(status->hp > 100 && sce->val2) - status_set_hp(bl, 100, 0); + if (status->hp > 100 && sce->val2 && type != SC__BLOODYLUST) + status_set_hp(bl, 100, 0); if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; @@ -9096,7 +9117,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const skill_delunitgroup(group); } break; - case SC_HERMODE: + case SC_HERMODE: if(sce->val3 == BCT_SELF) skill_clear_unitgroup(bl); break; @@ -9212,7 +9233,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_CURSEDCIRCLE_ATKER: if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. - map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); + map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); break; case SC_RAISINGDRAGON: if( sd && sce->val2 && !pc_isdead(sd) ) { @@ -9362,6 +9383,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->opt3 &= ~OPT3_AURABLADE; opt_flag = 0; break; +// case SC__BLOODYLUST: case SC_BERSERK: sc->opt3 &= ~OPT3_BERSERK; opt_flag = 0; @@ -9475,7 +9497,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) } /*========================================== - * �X�e�[�^�X�ُ�I���^�C�}�[ + * For recusive status, like for each 5s we drop sp etc. + * Reseting the end timer. *------------------------------------------*/ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { @@ -9494,7 +9517,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } sc = status_get_sc(bl); status = status_get_status_data(bl); - + if(!(sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); @@ -9528,7 +9551,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_CHASEWALK: if(!status_charge(bl, 0, sce->val4)) break; //Not enough SP to continue. - + if (!sc->data[SC_INCSTR]) { sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration @@ -9538,20 +9561,20 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; break; - case SC_SKA: - if(--(sce->val2)>0){ - sce->val3 = rnd()%100; //Random defense. - sc_timer_next(1000+tick, status_change_timer,bl->id, data); - return 0; - } + case SC_SKA: + if(--(sce->val2)>0){ + sce->val3 = rnd()%100; //Random defense. + sc_timer_next(1000+tick, status_change_timer,bl->id, data); + return 0; + } break; case SC_HIDING: if(--(sce->val2)>0){ - + if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. - + sc_timer_next(1000+tick, status_change_timer,bl->id, data); return 0; } @@ -9563,12 +9586,12 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ - sce->val4 += 250; // use for Shadow Form 2 seconds checking. + sce->val4 += 250; // use for Shadow Form 2 seconds checking. sc_timer_next(250+tick, status_change_timer, bl->id, data); return 0; } break; - + case SC_PROVOKE: if(sce->val2) { //Auto-provoke (it is ended in status_heal) sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); @@ -9602,9 +9625,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { if( sce->val2 && bl->type == BL_MOB ) { - struct block_list* src = map_id2bl(sce->val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,sce->val4); + struct block_list* src = map_id2bl(sce->val2); + if( src ) + mob_log_damage((TBL_MOB*)bl,src,sce->val4); } map_freeblock_lock(); status_zap(bl, sce->val4, 0); @@ -9681,7 +9704,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_DANCING: //�_���X�X�L���̎���SP���� + case SC_DANCING: //SP consumption by time of dancing skills { int s = 0; int sp = 1; @@ -9737,7 +9760,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } break; - + case SC__BLOODYLUST: case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) @@ -9797,7 +9820,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } break; - + case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { @@ -9807,7 +9830,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_BLIND: - if(sc->data[SC_FOGWALL]) + if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick, status_change_timer, bl->id, data); return 0; @@ -9815,8 +9838,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { - if( !sc->data[SC_BERSERK] ) - status_heal(bl,0,60,0); + status_heal(bl,0,60,0); sc_timer_next(10000+tick, status_change_timer, bl->id, data); } break; @@ -9838,7 +9860,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) >= 0 ) { int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) damage += status->vit * (sce->val1 - 3); - unit_skillcastcancel(bl,2); + unit_skillcastcancel(bl,2); map_freeblock_lock(); status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); if( sc->data[type] ) { @@ -9864,7 +9886,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } if( !flag ) { // Random Skill Cast - if( sd ) { + if (sd && !pc_issit(sd)) { //can't cast if sit int mushroom_skillid = 0, i; unit_stop_attack(bl); unit_skillcastcancel(bl,1); @@ -9899,7 +9921,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { //Damage is every 10 seconds including 3%sp drain. map_freeblock_lock(); clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); - status_damage(NULL,bl,1,status->max_sp*3/100,0,16); + status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable if( sc->data[type] ) { sc_timer_next(10000 + tick, status_change_timer, bl->id, data ); } @@ -9949,7 +9971,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) >= 0 ) { struct block_list *src = map_id2bl(sce->val3); - int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) + int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) map_freeblock_lock(); clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay @@ -10116,7 +10138,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - + case SC_SATURDAYNIGHTFEVER: // 1% HP/SP drain every val4 seconds [Jobbie] if( --(sce->val3) >= 0 ) @@ -10154,7 +10176,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } break; - + case SC_REFLECTDAMAGE: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,sce->val3) ) @@ -10208,9 +10230,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { int hp = status->max_hp * (7-sce->val1) / 100; int sp = status->max_sp * (9-sce->val1) / 100; - + if( !status_charge(bl,hp,sp) ) break; - + sc_timer_next(1000+tick,status_change_timer,bl->id, data); return 0; } @@ -10269,7 +10291,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC_MEIKYOUSISUI: if( --(sce->val4) > 0 ) - { + { status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; @@ -10278,7 +10300,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_IZAYOI: case SC_KAGEMUSYA: if( --(sce->val2) > 0 ) - { + { if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick, status_change_timer, bl->id, data); @@ -10293,7 +10315,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } /*========================================== - * �X�e�[�^�X�ُ�^�C�}�[�͈͏��� + * Foreach iteration of repetitive status *------------------------------------------*/ int status_change_timer_sub(struct block_list* bl, va_list ap) { @@ -10310,7 +10332,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) tsc = status_get_sc(bl); switch( type ) { - case SC_SIGHT: /* �T�C�g */ + case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); @@ -10321,7 +10343,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); break; - case SC_RUWACH: /* ���A�t */ + case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY])) { @@ -10384,7 +10406,7 @@ int status_change_clear_buffs (struct block_list* bl, int type) { if(!sc->data[i]) continue; - + switch (i) { //Stuff that cannot be removed case SC_WEIGHT50: @@ -10439,7 +10461,7 @@ int status_change_clear_buffs (struct block_list* bl, int type) case SC_CURSEDCIRCLE_ATKER: case SC_CURSEDCIRCLE_TARGET: continue; - + //Debuffs that can be removed. case SC_HALLUCINATION: case SC_QUAGMIRE: @@ -10465,11 +10487,12 @@ int status_change_clear_buffs (struct block_list* bl, int type) continue; break; //The rest are buffs that can be removed. + case SC__BLOODYLUST: case SC_BERSERK: case SC_SATURDAYNIGHTFEVER: if (!(type&1)) continue; - sc->data[i]->val2 = 0; + sc->data[i]->val2 = 0; break; default: if (!(type&1)) @@ -10490,14 +10513,14 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { if( !sc || !sc->count ) return 0; - + tick = gettick(); for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) { if( !sc->data[i] || i == SC_COMMON_MAX ) continue; - - switch( i ) { + + switch( i ) { //Debuffs that can be spreaded. // NOTE: We'll add/delte SCs when we are able to confirm it. case SC_CURSE: @@ -10567,7 +10590,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { flag = 1; } } - + return flag; } @@ -10679,11 +10702,11 @@ static int status_natural_heal(struct block_list* bl, va_list args) rate = natural_heal_diff_tick*(regen->rate.hp+bonus); if (ud && ud->walktimer != INVALID_TIMER) rate/=2; - // Homun HP regen fix (they should regen as if they were sitting (twice as fast) + // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.hp += rate; - + if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { val = 0; @@ -10700,11 +10723,11 @@ static int status_natural_heal(struct block_list* bl, va_list args) if(flag&RGN_SP) { rate = natural_heal_diff_tick*(regen->rate.sp+bonus); - // Homun SP regen fix (they should regen as if they were sitting (twice as fast) + // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.sp += rate; - + if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { val = 0; @@ -10726,7 +10749,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) if(flag&RGN_SHP) { //Skill HP regen sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; - + while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; @@ -10779,7 +10802,7 @@ static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_ * @return The chance to refine the item, in percent (0~100) **/ int status_get_refine_chance(enum refine_type wlv, int refine) { - + if ( refine < 0 || refine >= MAX_REFINE) return 0; @@ -10930,7 +10953,7 @@ int status_readdb(void) // read databases // - + #ifdef RENEWAL_ASPD sv_readdb(db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1); #else |