diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/atcommand.c | 31 | ||||
-rw-r--r-- | src/map/battle.c | 6 | ||||
-rw-r--r-- | src/map/battle.h | 3 | ||||
-rw-r--r-- | src/map/chrif.c | 54 | ||||
-rw-r--r-- | src/map/chrif.h | 6 | ||||
-rw-r--r-- | src/map/clif.c | 129 | ||||
-rw-r--r-- | src/map/clif.h | 3 | ||||
-rw-r--r-- | src/map/mob.c | 32 | ||||
-rw-r--r-- | src/map/npc.c | 75 | ||||
-rw-r--r-- | src/map/packets.h | 19 | ||||
-rw-r--r-- | src/map/packets_struct.h | 16 | ||||
-rw-r--r-- | src/map/pc.c | 360 | ||||
-rw-r--r-- | src/map/pc.h | 3 | ||||
-rw-r--r-- | src/map/script.c | 4 | ||||
-rw-r--r-- | src/map/skill.c | 508 | ||||
-rw-r--r-- | src/map/skill.h | 16 | ||||
-rw-r--r-- | src/map/status.c | 2729 |
17 files changed, 2042 insertions, 1952 deletions
diff --git a/src/map/atcommand.c b/src/map/atcommand.c index e3b4077cb..85332905e 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -3111,7 +3111,7 @@ ACMD(allskill) *------------------------------------------*/ ACMD(questskill) { - uint16 skill_id; + uint16 skill_id, index; nullpo_retr(-1, sd); if (!message || !*message || (skill_id = atoi(message)) <= 0) @@ -3131,7 +3131,7 @@ ACMD(questskill) return false; } - if (skill_id >= MAX_SKILL_DB) { + if( !(index = skill->get_index(skill_id)) ) { clif->message(fd, msg_txt(198)); // This skill number doesn't exist. return false; } @@ -3139,7 +3139,7 @@ ACMD(questskill) clif->message(fd, msg_txt(197)); // This skill number doesn't exist or isn't a quest skill. return false; } - if (pc_checkskill(sd, skill_id) > 0) { + if (pc_checkskill2(sd, index) > 0) { clif->message(fd, msg_txt(196)); // You already have this quest skill. return false; } @@ -3155,7 +3155,7 @@ ACMD(questskill) *------------------------------------------*/ ACMD(lostskill) { - uint16 skill_id; + uint16 skill_id, index; nullpo_retr(-1, sd); if (!message || !*message || (skill_id = atoi(message)) <= 0) @@ -3175,7 +3175,7 @@ ACMD(lostskill) return false; } - if (skill_id >= MAX_SKILL) { + if ( !( index = skill->get_index(skill_id) ) ) { clif->message(fd, msg_txt(198)); // This skill number doesn't exist. return false; } @@ -3183,13 +3183,13 @@ ACMD(lostskill) clif->message(fd, msg_txt(197)); // This skill number doesn't exist or isn't a quest skill. return false; } - if (pc_checkskill(sd, skill_id) == 0) { + if (pc_checkskill2(sd, index) == 0) { clif->message(fd, msg_txt(201)); // You don't have this quest skill. return false; } - sd->status.skill[skill_id].lv = 0; - sd->status.skill[skill_id].flag = 0; + sd->status.skill[index].lv = 0; + sd->status.skill[index].flag = 0; clif->deleteskill(sd,skill_id); clif->message(fd, msg_txt(71)); // You have forgotten the skill. @@ -8728,13 +8728,14 @@ ACMD(unloadnpcfile) { return true; } ACMD(cart) { -#define MC_CART_MDFY(x) \ -sd->status.skill[MC_PUSHCART].id = x?MC_PUSHCART:0; \ -sd->status.skill[MC_PUSHCART].lv = x?1:0; \ -sd->status.skill[MC_PUSHCART].flag = x?1:0; +#define MC_CART_MDFY(x,idx) \ +sd->status.skill[idx].id = x?MC_PUSHCART:0; \ +sd->status.skill[idx].lv = x?1:0; \ +sd->status.skill[idx].flag = x?1:0; int val = atoi(message); bool need_skill = pc_checkskill(sd, MC_PUSHCART) ? false : true; + unsigned int index = skill->get_index(MC_PUSHCART); if( !message || !*message || val < 0 || val > MAX_CARTS ) { sprintf(atcmd_output, msg_txt(1390),command,MAX_CARTS); // Unknown Cart (usage: %s <0-%d>). @@ -8748,18 +8749,18 @@ sd->status.skill[MC_PUSHCART].flag = x?1:0; } if( need_skill ) { - MC_CART_MDFY(1); + MC_CART_MDFY(1,index); } if( pc_setcart(sd, val) ) { if( need_skill ) { - MC_CART_MDFY(0); + MC_CART_MDFY(0,index); } return false;/* @cart failed */ } if( need_skill ) { - MC_CART_MDFY(0); + MC_CART_MDFY(0,index); } clif->message(fd, msg_txt(1392)); // Cart Added diff --git a/src/map/battle.c b/src/map/battle.c index 7df79e772..ed0b87e6f 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -5047,9 +5047,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if (sd) { if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && - sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED ) + sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0 && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED ) { - int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id, + int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id, r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2; if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { @@ -5849,7 +5849,6 @@ static const struct _battle_data { { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, - { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, @@ -5859,6 +5858,7 @@ static const struct _battle_data { { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, + { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, }, { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, diff --git a/src/map/battle.h b/src/map/battle.h index 9305cb3eb..62e301f4c 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -360,7 +360,6 @@ struct Battle_Config { int mob_npc_event_type; //Determines on who the npc_event is executed. [Skotlex] int character_size; // if riders have size=2, and baby class riders size=1 [Lupus] - int mob_max_skilllvl; // Max possible skill level [Lupus] int rare_drop_announce; // chance <= to show rare drops global announces int retaliate_to_master; //Whether when a mob is attacked by another mob, it will retaliate versus the mob or the mob's master. [Skotlex] @@ -373,7 +372,7 @@ struct Battle_Config { int duel_only_on_same_map; // [Toms] int skip_teleport_lv1_menu; // possibility to disable (skip) Teleport Lv1 menu, that have only two lines `Random` and `Cancel` [LuzZza] - + int mob_max_skilllvl; int allow_skill_without_day; // [Komurka] int allow_es_magic_pc; // [Skotlex] int skill_wall_check; // [Skotlex] diff --git a/src/map/chrif.c b/src/map/chrif.c index b816ca4b5..e2ce37e28 100644 --- a/src/map/chrif.c +++ b/src/map/chrif.c @@ -68,7 +68,7 @@ static const int packet_len_table[0x3d] = { // U - used, F - free //2b08: Outgoing, chrif_searchcharid -> '...' //2b09: Incoming, map_addchariddb -> 'Adds a name to the nick db' //2b0a: Incoming/Outgoing, socket_datasync() -//2b0b: FREE +//2b0b: Outgoing, update charserv skillid2idx //2b0c: Outgoing, chrif_changeemail -> 'change mail address ...' //2b0d: Incoming, chrif_changedsex -> 'Change sex of acc XY' //2b0e: Outgoing, chrif_char_ask_name -> 'Do some operations (change sex, ban / unban etc)' @@ -470,6 +470,7 @@ int chrif_connectack(int fd) { } socket_datasync(fd, true); + chrif_skillid2idx(fd); return 0; } @@ -882,21 +883,23 @@ int chrif_changedsex(int fd) { // reset skill of some job if ((sd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER) { - int i; + int i, idx = 0; // remove specifical skills of Bard classes for(i = 315; i <= 322; i++) { - if (sd->status.skill[i].id > 0 && sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) { - sd->status.skill_point += sd->status.skill[i].lv; - sd->status.skill[i].id = 0; - sd->status.skill[i].lv = 0; + idx = skill->get_index(i); + if (sd->status.skill[idx].id > 0 && sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) { + sd->status.skill_point += sd->status.skill[idx].lv; + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; } } // remove specifical skills of Dancer classes for(i = 323; i <= 330; i++) { - if (sd->status.skill[i].id > 0 && sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) { - sd->status.skill_point += sd->status.skill[i].lv; - sd->status.skill[i].id = 0; - sd->status.skill[i].lv = 0; + idx = skill->get_index(i); + if (sd->status.skill[idx].id > 0 && sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) { + sd->status.skill_point += sd->status.skill[idx].lv; + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; } } clif->updatestatus(sd, SP_SKILLPOINT); @@ -963,20 +966,21 @@ int chrif_divorceack(int char_id, int partner_id) { *------------------------------------------*/ int chrif_deadopt(int father_id, int mother_id, int child_id) { struct map_session_data* sd; + int idx = skill->get_index(WE_CALLBABY); if( father_id && ( sd = map_charid2sd(father_id) ) != NULL && sd->status.child == child_id ) { sd->status.child = 0; - sd->status.skill[WE_CALLBABY].id = 0; - sd->status.skill[WE_CALLBABY].lv = 0; - sd->status.skill[WE_CALLBABY].flag = 0; + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; + sd->status.skill[idx].flag = 0; clif->deleteskill(sd,WE_CALLBABY); } if( mother_id && ( sd = map_charid2sd(mother_id) ) != NULL && sd->status.child == child_id ) { sd->status.child = 0; - sd->status.skill[WE_CALLBABY].id = 0; - sd->status.skill[WE_CALLBABY].lv = 0; - sd->status.skill[WE_CALLBABY].flag = 0; + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; + sd->status.skill[idx].flag = 0; clif->deleteskill(sd,WE_CALLBABY); } @@ -1370,6 +1374,24 @@ void chrif_keepalive(int fd) { void chrif_keepalive_ack(int fd) { session[fd]->flag.ping = 0;/* reset ping state, we received a packet */ } +void chrif_skillid2idx(int fd) { + int i, count = 0; + + if( fd == 0 ) fd = char_fd; + + WFIFOHEAD(fd,4 + (MAX_SKILL * 4)); + WFIFOW(fd,0) = 0x2b0b; + for(i = 0; i < MAX_SKILL; i++) { + if( skill_db[i].nameid ) { + WFIFOW(fd, 4 + (count*4)) = skill_db[i].nameid; + WFIFOW(fd, 6 + (count*4)) = i; + count++; + } + } + WFIFOW(fd,2) = 4 + (count * 4); + WFIFOSET(fd,4 + (count * 4)); + +} /*========================================== * *------------------------------------------*/ diff --git a/src/map/chrif.h b/src/map/chrif.h index 0aadb1a7b..9c7142905 100644 --- a/src/map/chrif.h +++ b/src/map/chrif.h @@ -1,5 +1,6 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL -// For more information, see LICENCE in the main folder +// Copyright (c) Hercules Dev Team, licensed under GNU GPL. +// See the LICENSE file +// Portions Copyright (c) Athena Dev Teams #ifndef _CHRIF_H_ #define _CHRIF_H_ @@ -65,5 +66,6 @@ int do_final_chrif(void); int do_init_chrif(void); int chrif_flush_fifo(void); +void chrif_skillid2idx(int fd); #endif /* _CHRIF_H_ */ diff --git a/src/map/clif.c b/src/map/clif.c index 19ac1df9c..50ac5f06d 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -265,7 +265,7 @@ int clif_send_sub(struct block_list *bl, va_list ap) { nullpo_ret(sd = (struct map_session_data *)bl); fd = sd->fd; - if (!fd) //Don't send to disconnected clients. + if (!fd || session[fd] == NULL) //Don't send to disconnected clients. return 0; buf = va_arg(ap,void*); @@ -297,9 +297,6 @@ int clif_send_sub(struct block_list *bl, va_list ap) { break; } - if (session[fd] == NULL) - return 0; - WFIFOHEAD(fd, len); if (WFIFOP(fd,0) == buf) { ShowError("WARNING: Invalid use of clif->send function\n"); @@ -840,7 +837,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu struct status_change* sc = status_get_sc(bl); struct view_data* vd = status_get_viewdata(bl); struct packet_idle_unit p; - int g_id = status_get_emblem_id(bl); + int g_id = status_get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -887,7 +884,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu #if PACKETVER >= 20080102 p.font = (sd) ? sd->user_font : 0; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 if( bl->type == BL_MOB ) { p.maxHP = status_get_max_hp(bl); p.HP = status_get_hp(bl); @@ -1082,7 +1079,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { struct status_change* sc = status_get_sc(bl); struct view_data* vd = status_get_viewdata(bl); struct packet_spawn_unit p; - int g_id = status_get_emblem_id(bl); + int g_id = status_get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -1128,7 +1125,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { #if PACKETVER >= 20080102 p.font = (sd) ? sd->user_font : 0; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 if( bl->type == BL_MOB ) { p.maxHP = status_get_max_hp(bl); p.HP = status_get_hp(bl); @@ -1161,7 +1158,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, struct status_change* sc = status_get_sc(bl); struct view_data* vd = status_get_viewdata(bl); struct packet_unit_walking p; - int g_id = status_get_emblem_id(bl); + int g_id = status_get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -1203,7 +1200,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, #if PACKETVER >= 20080102 p.font = (sd) ? sd->user_font : 0; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 if( bl->type == BL_MOB ) { p.maxHP = status_get_max_hp(bl); p.HP = status_get_hp(bl); @@ -4394,12 +4391,17 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl) { clif->specialeffect_single(bl,423,sd->fd); else if(md->special_state.size==SZ_MEDIUM) clif->specialeffect_single(bl,421,sd->fd); - /* only between 04-04 and 07-12 (afterwards its bundled on the other packet) */ - #if PACKETVER >= 20120404 - #if PACKETVER <= 20120712 - clif->monster_hp_bar(md); - #endif - #endif +#if PACKETVER >= 20120404 + if( !(md->status.mode&MD_BOSS) ){ + int i; + for(i = 0; i < DAMAGELOG_SIZE; i++) {// must show hp bar to all char who already hit the mob. + if( md->dmglog[i].id == sd->status.char_id ) { + clif->monster_hp_bar(md, sd); + break; + } + } + } +#endif } break; case BL_PET: @@ -4862,10 +4864,8 @@ void clif_skillinfoblock(struct map_session_data *sd) WFIFOHEAD(fd, MAX_SKILL * 37 + 4); WFIFOW(fd,0) = 0x10f; - for ( i = 0, len = 4; i < MAX_SKILL; i++) - { - if( (id = sd->status.skill[i].id) != 0 ) - { + for ( i = 0, len = 4; i < MAX_SKILL; i++) { + if( (id = sd->status.skill[i].id) != 0 ) { // workaround for bugreport:5348 if (len + 37 > 8192) break; @@ -4902,25 +4902,25 @@ void clif_skillinfoblock(struct map_session_data *sd) /// 0111 <skill id>.W <type>.L <level>.W <sp cost>.W <attack range>.W <skill name>.24B <upgradable>.B void clif_addskill(struct map_session_data *sd, int id) { - int fd; + int fd, idx = skill->get_index(id); nullpo_retv(sd); fd = sd->fd; if (!fd) return; - if( sd->status.skill[id].id <= 0 ) + if( sd->status.skill[idx].id <= 0 ) return; WFIFOHEAD(fd, packet_len(0x111)); WFIFOW(fd,0) = 0x111; WFIFOW(fd,2) = id; WFIFOL(fd,4) = skill->get_inf(id); - WFIFOW(fd,8) = sd->status.skill[id].lv; - WFIFOW(fd,10) = skill->get_sp(id,sd->status.skill[id].lv); - WFIFOW(fd,12)= skill->get_range2(&sd->bl, id,sd->status.skill[id].lv); + WFIFOW(fd,8) = sd->status.skill[idx].lv; + WFIFOW(fd,10) = skill->get_sp(id,sd->status.skill[idx].lv); + WFIFOW(fd,12)= skill->get_range2(&sd->bl, id,sd->status.skill[idx].lv); safestrncpy((char*)WFIFOP(fd,14), skill->get_name(id), NAME_LENGTH); - if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) + if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT ) WFIFOB(fd,38) = (sd->status.skill[id].lv < skill->tree_get_max(id, sd->status.class_))? 1:0; else WFIFOB(fd,38) = 0; @@ -4950,9 +4950,8 @@ void clif_deleteskill(struct map_session_data *sd, int id) /// Updates a skill in the skill tree (ZC_SKILLINFO_UPDATE). /// 010e <skill id>.W <level>.W <sp cost>.W <attack range>.W <upgradable>.B -void clif_skillup(struct map_session_data *sd,uint16 skill_id) -{ - int fd; +void clif_skillup(struct map_session_data *sd,uint16 skill_id) { + int fd, idx = skill->get_index(skill_id); nullpo_retv(sd); @@ -4960,10 +4959,10 @@ void clif_skillup(struct map_session_data *sd,uint16 skill_id) WFIFOHEAD(fd,packet_len(0x10e)); WFIFOW(fd,0) = 0x10e; WFIFOW(fd,2) = skill_id; - WFIFOW(fd,4) = sd->status.skill[skill_id].lv; - WFIFOW(fd,6) = skill->get_sp(skill_id,sd->status.skill[skill_id].lv); - WFIFOW(fd,8) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[skill_id].lv); - WFIFOB(fd,10) = (sd->status.skill[skill_id].lv < skill->tree_get_max(sd->status.skill[skill_id].id, sd->status.class_)) ? 1 : 0; + WFIFOW(fd,4) = sd->status.skill[idx].lv; + WFIFOW(fd,6) = skill->get_sp(skill_id,sd->status.skill[idx].lv); + WFIFOW(fd,8) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[idx].lv); + WFIFOB(fd,10) = (sd->status.skill[idx].lv < skill->tree_get_max(sd->status.skill[idx].id, sd->status.class_)) ? 1 : 0; WFIFOSET(fd,packet_len(0x10e)); } @@ -4973,16 +4972,17 @@ void clif_skillup(struct map_session_data *sd,uint16 skill_id) void clif_skillinfo(struct map_session_data *sd,int skill_id, int inf) { const int fd = sd->fd; + int idx = skill->get_index(skill_id); WFIFOHEAD(fd,packet_len(0x7e1)); WFIFOW(fd,0) = 0x7e1; WFIFOW(fd,2) = skill_id; WFIFOL(fd,4) = inf?inf:skill->get_inf(skill_id); - WFIFOW(fd,8) = sd->status.skill[skill_id].lv; - WFIFOW(fd,10) = skill->get_sp(skill_id,sd->status.skill[skill_id].lv); - WFIFOW(fd,12) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[skill_id].lv); - if( sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT ) - WFIFOB(fd,14) = (sd->status.skill[skill_id].lv < skill->tree_get_max(skill_id, sd->status.class_))? 1:0; + WFIFOW(fd,8) = sd->status.skill[idx].lv; + WFIFOW(fd,10) = skill->get_sp(skill_id,sd->status.skill[idx].lv); + WFIFOW(fd,12) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[idx].lv); + if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT ) + WFIFOB(fd,14) = (sd->status.skill[idx].lv < skill->tree_get_max(skill_id, sd->status.class_))? 1:0; else WFIFOB(fd,14) = 0; WFIFOSET(fd,packet_len(0x7e1)); @@ -6698,7 +6698,8 @@ void clif_party_withdraw(struct party_data* p, struct map_session_data* sd, int if(!sd && (flag&0xf0)==0) { int i; - for(i=0;i<MAX_PARTY && !p->data[i].sd;i++); + for(i=0;i<MAX_PARTY && !p->data[i].sd;i++) + ; if (i < MAX_PARTY) sd = p->data[i].sd; } @@ -12432,30 +12433,47 @@ void clif_parse_GuildChangeNotice(int fd, struct map_session_data* sd) guild_change_notice(sd, guild_id, msg1, msg2); } +// Helper function for guild invite functions +int +clif_sub_guild_invite(int fd, struct map_session_data *sd, struct map_session_data *t_sd) { + if (t_sd == NULL) {// not online or does not exist + return 1; + } + + if (map[sd->bl.m].flag.guildlock) { //Guild locked. + clif->message(fd, msg_txt(228)); + return 1; + } + + if (t_sd && t_sd->state.noask) {// @noask [LuzZza] + clif->noask_sub(sd, t_sd, 2); + return 1; + } + + guild_invite(sd,t_sd); + return 0; +} /// Guild invite request (CZ_REQ_JOIN_GUILD). /// 0168 <account id>.L <inviter account id>.L <inviter char id>.L void clif_parse_GuildInvite(int fd,struct map_session_data *sd) { - struct map_session_data *t_sd; + struct map_session_data *t_sd = map_id2sd(RFIFOL(fd,2)); - if(map[sd->bl.m].flag.guildlock) { //Guild locked. - clif->message(fd, msg_txt(228)); + if (clif_sub_guild_invite(fd, sd, t_sd)) return; - } - - t_sd = map_id2sd(RFIFOL(fd,2)); +} - // @noask [LuzZza] - if(t_sd && t_sd->state.noask) { - clif->noask_sub(sd, t_sd, 2); +/// Guild invite request (/guildinvite) (CZ_REQ_JOIN_GUILD2). +/// 0916 <char name>.24B +void clif_parse_GuildInvite2(int fd, struct map_session_data *sd) +{ + struct map_session_data *t_sd = map_nick2sd((char *)RFIFOP(fd, 2)); + + if (clif_sub_guild_invite(fd, sd, t_sd)) return; - } - - guild_invite(sd,t_sd); } - /// Answer to guild invitation (CZ_JOIN_GUILD). /// 016b <guild id>.L <answer>.L /// answer: @@ -16662,7 +16680,7 @@ void clif_snap( struct block_list *bl, short x, short y ) { clif->send(buf,packet_len(0x8d2),bl,AREA); } -void clif_monster_hp_bar( struct mob_data* md ) { +void clif_monster_hp_bar( struct mob_data* md, struct map_session_data *sd ) { struct packet_monster_hp p; p.PacketType = monsterhpType; @@ -16670,7 +16688,7 @@ void clif_monster_hp_bar( struct mob_data* md ) { p.HP = md->status.hp; p.MaxHP = md->status.max_hp; - clif->send(&p,sizeof(p),&md->bl,AREA_WOS); + clif->send(&p,sizeof(p),&sd->bl,SELF); } /* [Ind/Hercules] placeholder for unsupported incoming packets (avoids server disconnecting client) */ void __attribute__ ((unused)) clif_parse_dull(int fd,struct map_session_data *sd) { @@ -16791,7 +16809,7 @@ void clif_parse_CashShopBuy(int fd, struct map_session_data *sd) { /* [Ind/Hercules] */ void clif_maptypeproperty2(struct block_list *bl,enum send_target t) { -#if PACKETVER >= 20130000 /* not entirely sure when this started */ +#if PACKETVER >= 20121010 struct packet_maptypeproperty2 p; p.PacketType = maptypeproperty2Type; @@ -17707,6 +17725,7 @@ void clif_defaults(void) { clif->pCashShopBuy = clif_parse_CashShopBuy; /* */ clif->pPartyTick = clif_parse_PartyTick; + clif->pGuildInvite2 = clif_parse_GuildInvite2; /* dull */ clif->pDull = clif_parse_dull; } diff --git a/src/map/clif.h b/src/map/clif.h index 8c6a0628b..9dfa83e00 100644 --- a/src/map/clif.h +++ b/src/map/clif.h @@ -566,7 +566,7 @@ struct clif_interface { void (*mvp_noitem) (struct map_session_data* sd); void (*changed_dir) (struct block_list *bl, enum send_target target); void (*charnameack) (int fd, struct block_list *bl); - void (*monster_hp_bar) ( struct mob_data* md ); + void (*monster_hp_bar) ( struct mob_data* md, struct map_session_data *sd ); int (*hpmeter) (struct map_session_data *sd); void (*hpmeter_single) (int fd, int id, unsigned int hp, unsigned int maxhp); int (*hpmeter_sub) (struct block_list *bl, va_list ap); @@ -1079,6 +1079,7 @@ struct clif_interface { void (*pCashShopSchedule) (int fd, struct map_session_data *sd); void (*pCashShopBuy) (int fd, struct map_session_data *sd); void (*pPartyTick) (int fd, struct map_session_data *sd); + void (*pGuildInvite2) (int fd, struct map_session_data *sd); } clif_s; struct clif_interface *clif; diff --git a/src/map/mob.c b/src/map/mob.c index f68f85455..e5520b622 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -2067,7 +2067,16 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage) { return; #if PACKETVER >= 20120404 - clif->monster_hp_bar(md); + if( !(md->status.mode&MD_BOSS) ){ + int i; + for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. + if( md->dmglog[i].id ) { + struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); + if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range + clif->monster_hp_bar(md,sd); + } + } + } #endif if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex] @@ -3379,9 +3388,10 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons //Go Backwards to give better priority to advanced skills. for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { + int idx = skill_tree[pc_class2idx(sd->status.class_)][j].idx; skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id; - if (!skill_id || sd->status.skill[skill_id].lv < 1 || - (skill->get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) + if (!skill_id || sd->status.skill[idx].lv < 1 || + (skill_db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ) continue; for(h = 0; h < map[sd->bl.m].zone->disabled_skills_count; h++) { @@ -3401,12 +3411,12 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons /** * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299) **/ - if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv) ) + if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) ) continue; memset (&ms[i], 0, sizeof(struct mob_skill)); ms[i].skill_id = skill_id; - ms[i].skill_lv = sd->status.skill[skill_id].lv; + ms[i].skill_lv = sd->status.skill[idx].lv; ms[i].state = MSS_ANY; ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% ms[i].emotion = -1; @@ -3414,7 +3424,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv); - inf = skill->get_inf(skill_id); + inf = skill_db[idx].inf; if (inf&INF_ATTACK_SKILL) { ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; @@ -4256,6 +4266,7 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current) struct mob_skill *ms, gms; int mob_id; int i =0, j, tmp; + uint16 sidx = 0; mob_id = atoi(str[0]); @@ -4302,8 +4313,7 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current) //Skill ID j=atoi(str[3]); - if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus - { + if ( !(sidx = skill->get_index(j) ) ) { if (mob_id < 0) ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j); else @@ -4345,16 +4355,16 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current) } //Check that the target condition is right for the skill type. [Skotlex] - if (skill->get_casttype(ms->skill_id) == CAST_GROUND) {//Ground skill. + if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill. if (ms->target > MST_AROUND) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n", - ms->skill_id, skill->get_name(ms->skill_id), + ms->skill_id, skill_db[sidx].name, mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); ms->target = MST_TARGET; } } else if (ms->target > MST_MASTER) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n", - ms->skill_id, skill->get_name(ms->skill_id), + ms->skill_id, skill_db[sidx].name, mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); ms->target = MST_TARGET; } diff --git a/src/map/npc.c b/src/map/npc.c index dee5f4f50..a9fdb5ea6 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -1506,7 +1506,7 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list) { struct npc_data* nd; double z; - int i,j,w,skill,new_; + int i,j,w,skill_t,new_, idx = skill->get_index(MC_DISCOUNT); nullpo_retr(3, sd); nullpo_retr(3, item_list); @@ -1521,8 +1521,7 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list) w = 0; new_ = 0; // process entries in buy list, one by one - for( i = 0; i < n; ++i ) - { + for( i = 0; i < n; ++i ) { int nameid, amount, value; // find this entry in the shop's sell list @@ -1541,20 +1540,19 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list) if( !itemdb_exists(nameid) ) return 3; // item no longer in itemdb - if( !itemdb_isstackable(nameid) && amount > 1 ) - { //Exploit? You can't buy more than 1 of equipment types o.O + if( !itemdb_isstackable(nameid) && amount > 1 ) { + //Exploit? You can't buy more than 1 of equipment types o.O ShowWarning("Player %s (%d:%d) sent a hexed packet trying to buy %d of nonstackable item %d!\n", sd->status.name, sd->status.account_id, sd->status.char_id, amount, nameid); amount = item_list[i*2+0] = 1; } - if( nd->master_nd ) - {// Script-controlled shops decide by themselves, what can be bought and for what price. + if( nd->master_nd ) { + // Script-controlled shops decide by themselves, what can be bought and for what price. continue; } - switch( pc_checkadditem(sd,nameid,amount) ) - { + switch( pc_checkadditem(sd,nameid,amount) ) { case ADDITEM_EXIST: break; @@ -1584,16 +1582,14 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list) pc_payzeny(sd,(int)z,LOG_TYPE_NPC, NULL); - for( i = 0; i < n; ++i ) - { + for( i = 0; i < n; ++i ) { int nameid = item_list[i*2+1]; int amount = item_list[i*2+0]; struct item item_tmp; if (itemdb_type(nameid) == IT_PETEGG) pet_create_egg(sd, nameid); - else - { + else { memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = nameid; item_tmp.identify = 1; @@ -1603,14 +1599,12 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list) } // custom merchant shop exp bonus - if( battle_config.shop_exp > 0 && z > 0 && (skill = pc_checkskill(sd,MC_DISCOUNT)) > 0 ) - { - if( sd->status.skill[MC_DISCOUNT].flag >= SKILL_FLAG_REPLACED_LV_0 ) - skill = sd->status.skill[MC_DISCOUNT].flag - SKILL_FLAG_REPLACED_LV_0; + if( battle_config.shop_exp > 0 && z > 0 && (skill_t = pc_checkskill2(sd,idx)) > 0 ) { + if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 ) + skill_t = sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0; - if( skill > 0 ) - { - z = z * (double)skill * (double)battle_config.shop_exp/10000.; + if( skill_t > 0 ) { + z = z * (double)skill_t * (double)battle_config.shop_exp/10000.; if( z < 1 ) z = 1; pc_gainexp(sd,NULL,0,(int)z, false); @@ -1684,41 +1678,36 @@ static int npc_selllist_sub(struct map_session_data* sd, int n, unsigned short* int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list) { double z; - int i,skill; + int i,skill_t, idx = skill->get_index(MC_OVERCHARGE); struct npc_data *nd; nullpo_retr(1, sd); nullpo_retr(1, item_list); - if( ( nd = npc_checknear(sd, map_id2bl(sd->npc_shopid)) ) == NULL || nd->subtype != SHOP ) - { + if( ( nd = npc_checknear(sd, map_id2bl(sd->npc_shopid)) ) == NULL || nd->subtype != SHOP ) { return 1; } z = 0; // verify the sell list - for( i = 0; i < n; i++ ) - { + for( i = 0; i < n; i++ ) { int nameid, amount, idx, value; idx = item_list[i*2]-2; amount = item_list[i*2+1]; - if( idx >= MAX_INVENTORY || idx < 0 || amount < 0 ) - { + if( idx >= MAX_INVENTORY || idx < 0 || amount < 0 ) { return 1; } nameid = sd->status.inventory[idx].nameid; - if( !nameid || !sd->inventory_data[idx] || sd->status.inventory[idx].amount < amount ) - { + if( !nameid || !sd->inventory_data[idx] || sd->status.inventory[idx].amount < amount ) { return 1; } - if( nd->master_nd ) - {// Script-controlled shops decide by themselves, what can be sold and at what price. + if( nd->master_nd ) {// Script-controlled shops decide by themselves, what can be sold and at what price. continue; } @@ -1727,23 +1716,19 @@ int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list) z+= (double)value*amount; } - if( nd->master_nd ) - {// Script-controlled shops + if( nd->master_nd ) { // Script-controlled shops return npc_selllist_sub(sd, n, item_list, nd->master_nd); } // delete items - for( i = 0; i < n; i++ ) - { + for( i = 0; i < n; i++ ) { int amount, idx; idx = item_list[i*2]-2; amount = item_list[i*2+1]; - if( sd->inventory_data[idx]->type == IT_PETEGG && sd->status.inventory[idx].card[0] == CARD0_PET ) - { - if( search_petDB_index(sd->status.inventory[idx].nameid, PET_EGG) >= 0 ) - { + if( sd->inventory_data[idx]->type == IT_PETEGG && sd->status.inventory[idx].card[0] == CARD0_PET ) { + if( search_petDB_index(sd->status.inventory[idx].nameid, PET_EGG) >= 0 ) { intif_delete_petdata(MakeDWord(sd->status.inventory[idx].card[1], sd->status.inventory[idx].card[2])); } } @@ -1757,14 +1742,12 @@ int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list) pc_getzeny(sd, (int)z, LOG_TYPE_NPC, NULL); // custom merchant shop exp bonus - if( battle_config.shop_exp > 0 && z > 0 && ( skill = pc_checkskill(sd,MC_OVERCHARGE) ) > 0) - { - if( sd->status.skill[MC_OVERCHARGE].flag >= SKILL_FLAG_REPLACED_LV_0 ) - skill = sd->status.skill[MC_OVERCHARGE].flag - SKILL_FLAG_REPLACED_LV_0; + if( battle_config.shop_exp > 0 && z > 0 && ( skill_t = pc_checkskill2(sd,idx) ) > 0) { + if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 ) + skill_t = sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0; - if( skill > 0 ) - { - z = z * (double)skill * (double)battle_config.shop_exp/10000.; + if( skill_t > 0 ) { + z = z * (double)skill_t * (double)battle_config.shop_exp/10000.; if( z < 1 ) z = 1; pc_gainexp(sd, NULL, 0, (int)z, false); diff --git a/src/map/packets.h b/src/map/packets.h index 3c204c978..edfa40c37 100644 --- a/src/map/packets.h +++ b/src/map/packets.h @@ -1994,6 +1994,7 @@ packet(0x020d,-1); packet(0x0368,6,clif->pSolveCharName,2); packet(0x08E5,41,clif->pPartyBookingRegisterReq,2,4); packet(0x08d2,10); + packet(0x0916,26,clif->pGuildInvite2,2); #endif //2012-06-18aRagexeRE @@ -2021,6 +2022,14 @@ packet(0x020d,-1); packet(0x0960,5,clif->pChangeDir,2,4); #endif +#if PACKETVER >= 20120710 + packet(0x0886,2,clif->pReqCloseBuyingStore,0); +#endif + +#if PACKETVER >= 20130313 + packet(0x035f,6,clif->pReqClickBuyingStore,2); +#endif + //2013-03-20Ragexe (Judas) #if PACKETVER >= 20130320 packet(0x01FD,15,clif->pRepairItem,2); @@ -2049,16 +2058,14 @@ packet(0x020d,-1); packet(0x0998,8,clif->pEquipItem,2,4); //packet(0x0281,-1,clif->pItemListWindowSelected,2,4,8); packet(0x0938,-1,clif->pReqOpenBuyingStore,2,4,8,9,89); - //packet(0x0817,2,clif->pReqCloseBuyingStore,0); - //packet(0x0360,6,clif->pReqClickBuyingStore,2); packet(0x0922,-1,clif->pReqTradeBuyingStore,2,4,8,12); packet(0x094E,-1,clif->pSearchStoreInfo,2,4,5,9,13,14,15); //packet(0x0835,2,clif->pSearchStoreInfoNextPage,0); //packet(0x0838,12,clif->pSearchStoreInfoListItemClick,2,6,10); - packet(0x0844,2,clif->pCashShopOpen,0);/* tell server cashshop window is being open */ - packet(0x084a,2,clif->pCashShopClose,0);/* tell server cashshop window is being closed */ - packet(0x08c9,4,clif->pCashShopSchedule,0); - packet(0x0848,-1,clif->pCashShopBuy,0); + packet(0x0844,2,clif->pCashShopOpen,2);/* tell server cashshop window is being open */ + packet(0x084a,2,clif->pCashShopClose,2);/* tell server cashshop window is being closed */ + packet(0x08c9,4,clif->pCashShopSchedule,2); + packet(0x0848,-1,clif->pCashShopBuy,2); packet(0x0447,2); #endif diff --git a/src/map/packets_struct.h b/src/map/packets_struct.h index 253ea6bdc..94450facb 100644 --- a/src/map/packets_struct.h +++ b/src/map/packets_struct.h @@ -23,7 +23,7 @@ enum packet_headers { additemType = 0xa0, #elif PACKETVER < 20071002 additemType = 0x29a, -#elif PACKETVER < 20130000 /* not sure date */ +#elif PACKETVER < 20120925 additemType = 0x2d4, #else additemType = 0x990, @@ -38,7 +38,7 @@ enum packet_headers { idle_unitType = 0x2ee, #elif PACKETVER < 20101124 idle_unitType = 0x7f9, -#elif PACKETVER < 20130000 +#elif PACKETVER < 20140000 //actual 20120221 idle_unitType = 0x857, #else idle_unitType = 0x915, @@ -60,7 +60,7 @@ enum packet_headers { spawn_unitType = 0x2ed, #elif PACKETVER < 20101124 spawn_unitType = 0x7f8, -#elif PACKETVER < 20130000 +#elif PACKETVER < 20140000 //actual 20120221 spawn_unitType = 0x858, #else spawn_unitType = 0x90f, @@ -80,7 +80,7 @@ enum packet_headers { unit_walkingType = 0x2ec, #elif PACKETVER < 20101124 unit_walkingType = 0x7f7, -#elif PACKETVER < 20130000 +#elif PACKETVER < 20140000 //actual 20120221 unit_walkingType = 0x856, #else unit_walkingType = 0x914, @@ -130,7 +130,7 @@ struct packet_additem { bool IsDamaged; unsigned char refiningLevel; struct EQUIPSLOTINFO slot; -#if PACKETVER >= 20130000 /* not sure */ +#if PACKETVER >= 20120925 unsigned int location; #else unsigned short location; @@ -211,7 +211,7 @@ struct packet_spawn_unit { #if PACKETVER >= 20080102 short font; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 int maxHP; int HP; unsigned char isBoss; @@ -270,7 +270,7 @@ struct packet_unit_walking { #if PACKETVER >= 20080102 short font; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 int maxHP; int HP; unsigned char isBoss; @@ -329,7 +329,7 @@ struct packet_idle_unit { #if PACKETVER >= 20080102 short font; #endif -#if PACKETVER >= 20120712 +#if PACKETVER >= 20140000 //actual 20120221 int maxHP; int HP; unsigned char isBoss; diff --git a/src/map/pc.c b/src/map/pc.c index 671cea6c4..afc92594b 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -940,19 +940,16 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim // Checks and fixes to character status data, that are required // in case of configuration change or stuff, which cannot be // checked on char-server. - if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) - { + if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) { sd->status.hair = MIN_HAIR_STYLE; } - if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) - { + if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) { sd->status.hair_color = MIN_HAIR_COLOR; } - if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) - { + if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) { sd->status.clothes_color = MIN_CLOTH_COLOR; } - + //Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation. if(!sd->status.hp) pc_setdead(sd); sd->state.connect_new = 1; @@ -1145,7 +1142,7 @@ int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) *------------------------------------------*/ int pc_reg_received(struct map_session_data *sd) { - int i,j; + int i,j, idx = 0; sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level"); sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd"); @@ -1158,15 +1155,14 @@ int pc_reg_received(struct map_session_data *sd) // Cooking Exp sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY"); - if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) - { // Better check for class rather than skill to prevent "skill resets" from unsetting this + if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { + // Better check for class rather than skill to prevent "skill resets" from unsetting this sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID"); sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT"); } //SG map and mob read [Komurka] - for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql - { + for(i=0;i<MAX_PC_FEELHATE;i++) { //for now - someone need to make reading from txt/sql if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) { sd->feel_map[i].index = j; sd->feel_map[i].m = map_mapindex2mapid(j); @@ -1179,22 +1175,22 @@ int pc_reg_received(struct map_session_data *sd) if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) { sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL"); - if (sd->cloneskill_id > 0) { - sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id; - sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); - if (sd->status.skill[sd->cloneskill_id].lv > i) - sd->status.skill[sd->cloneskill_id].lv = i; - sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED; + if (sd->cloneskill_id > 0 && (idx = skill->get_index(sd->cloneskill_id))) { + sd->status.skill[idx].id = sd->cloneskill_id; + sd->status.skill[idx].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV"); + if (sd->status.skill[idx].lv > i) + sd->status.skill[idx].lv = i; + sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; } } if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) { sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL"); - if( sd->reproduceskill_id > 0) { - sd->status.skill[sd->reproduceskill_id].id = sd->reproduceskill_id; - sd->status.skill[sd->reproduceskill_id].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV"); - if( i < sd->status.skill[sd->reproduceskill_id].lv) - sd->status.skill[sd->reproduceskill_id].lv = i; - sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PLAGIARIZED; + if( sd->reproduceskill_id > 0 && (idx = skill->get_index(sd->reproduceskill_id))) { + sd->status.skill[idx].id = sd->reproduceskill_id; + sd->status.skill[idx].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV"); + if( i < sd->status.skill[idx].lv) + sd->status.skill[idx].lv = i; + sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; } } //Weird... maybe registries were reloaded? @@ -1263,15 +1259,14 @@ static int pc_calc_skillpoint(struct map_session_data* sd) nullpo_ret(sd); for(i=1;i<MAX_SKILL;i++){ - if( (skill_lv = pc_checkskill(sd,i)) > 0) { - inf2 = skill->get_inf2(i); + if( (skill_lv = pc_checkskill2(sd,i)) > 0) { + inf2 = skill_db[i].inf2; if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) skill_point += skill_lv; - else - if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) + else if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); } } @@ -1298,13 +1293,13 @@ int pc_calc_skilltree(struct map_session_data *sd) return 1; } c = pc_class2idx(c); - + for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these sd->status.skill[i].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) { - switch( i ) { + switch( skill_db[i].nameid ) { case NV_TRICKDEAD: if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[i].id = 0; @@ -1316,29 +1311,26 @@ int pc_calc_skilltree(struct map_session_data *sd) } } - for( i = 0; i < MAX_SKILL; i++ ) - { + for( i = 0; i < MAX_SKILL; i++ ) { if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED ) { // Restore original level of skills after deleting earned skills. sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } - if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU ) + if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && skill_db[i].nameid >= DC_HUMMING && skill_db[i].nameid <= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. if( sd->status.sex ) { //Link dancer skills to bard. if( sd->status.skill[i-8].lv < 10 ) continue; - sd->status.skill[i].id = i; + sd->status.skill[i].id = skill_db[i].nameid; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill - } - else - { //Link bard skills to dancer. + } else { //Link bard skills to dancer. if( sd->status.skill[i].lv < 10 ) continue; - sd->status.skill[i-8].id = i - 8; + sd->status.skill[i-8].id = skill_db[i-8].nameid; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } @@ -1347,7 +1339,7 @@ int pc_calc_skilltree(struct map_session_data *sd) if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) { for( i = 0; i < MAX_SKILL; i++ ) { - switch(i) { + switch(skill_db[i].nameid) { /** * Dummy skills must be added here otherwise they'll be displayed in the, * skill tree and since they have no icons they'll give resource errors @@ -1371,20 +1363,19 @@ int pc_calc_skilltree(struct map_session_data *sd) default: break; } - if( skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) + if( skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones - if( skill->get_max(i) > 0 ) - sd->status.skill[i].id = i; + if( skill_db[i].max > 0 ) + sd->status.skill[i].id = skill_db[i].nameid; } return 0; } do { flag = 0; - for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) - { - int f; - if( sd->status.skill[id].id ) + for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { + int f, idx = skill_tree[c][i].idx; + if( sd->status.skill[idx].id ) continue; //Skill already known. f = 1; @@ -1392,17 +1383,15 @@ int pc_calc_skilltree(struct map_session_data *sd) int j; for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) { int k; - if((k=skill_tree[c][i].need[j].id)) - { - if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED) + if((k=skill_tree[c][i].need[j].id)) { + int idx2 = skill_tree[c][i].need[j].idx; + if (sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED) k = 0; //Not learned. + else if (sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level + k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0; else - if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level - k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0; - else - k = pc_checkskill(sd,k); - if (k < skill_tree[c][i].need[j].lv) - { + k = pc_checkskill2(sd,idx2); + if (k < skill_tree[c][i].need[j].lv) { f = 0; break; } @@ -1411,23 +1400,22 @@ int pc_calc_skilltree(struct map_session_data *sd) if( sd->status.job_level < skill_tree[c][i].joblv ) f = 0; // job level requirement wasn't satisfied } - if( f ) { int inf2; - inf2 = skill->get_inf2(id); - - if(!sd->status.skill[id].lv && ( + inf2 = skill_db[idx].inf2; + + if(!sd->status.skill[idx].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || inf2&INF2_WEDDING_SKILL || (inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT]) )) continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills. - sd->status.skill[id].id = id; + sd->status.skill[idx].id = id; if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed. - sd->status.skill[id].lv = 1; // need to manually specify a skill level - sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill. + sd->status.skill[idx].lv = 1; // need to manually specify a skill level + sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill. } flag = 1; // skill list has changed, perform another pass } @@ -1443,22 +1431,19 @@ int pc_calc_skilltree(struct map_session_data *sd) - (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic) - (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */ - for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) - { - if( (skill->get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) + for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { + int idx = skill_tree[c][i].idx; + if( (skill_db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. - if( sd->status.skill[id].id == 0 ) - { - sd->status.skill[id].id = id; - sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill. - } - else if( id != NV_BASIC) - { - sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level + if( sd->status.skill[idx].id == 0 ) { + sd->status.skill[idx].id = id; + sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill. + } else if( id != NV_BASIC) { + sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Remember original level } - sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_); + sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_); } } @@ -1483,26 +1468,22 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill_id) c = pc_class2idx(c); do { flag = 0; - for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) - { - int j, f = 1, k; + for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) { + int j, f = 1, k, idx = skill_tree[c][i].idx; - if( sd->status.skill[id].id ) //Already learned + if( sd->status.skill[idx].id ) //Already learned continue; - for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) - { - if( (k = skill_tree[c][i].need[j].id) ) - { - if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED ) + for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) { + if( (k = skill_tree[c][i].need[j].id) ) { + int idx2 = skill_tree[c][i].need[j].idx; + if( sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED ) k = 0; //Not learned. + else if( sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level + k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0; else - if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level - k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0; - else - k = pc_checkskill(sd,k); - if( k < skill_tree[c][i].need[j].lv ) - { + k = pc_checkskill2(sd,idx2); + if( k < skill_tree[c][i].need[j].lv ) { f = 0; break; } @@ -1513,15 +1494,15 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill_id) if( sd->status.job_level < skill_tree[c][i].joblv ) continue; - j = skill->get_inf2(id); - if( !sd->status.skill[id].lv && ( + j = skill_db[idx].inf2; + if( !sd->status.skill[idx].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || (j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT]) ) ) continue; //Cannot be learned via normal means. - sd->status.skill[id].id = id; + sd->status.skill[idx].id = id; flag = 1; } } while(flag); @@ -1533,14 +1514,11 @@ int pc_clean_skilltree(struct map_session_data *sd) { int i; for (i = 0; i < MAX_SKILL; i++){ - if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) - { + if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; - } - else - if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0){ + } else if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) { sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0; sd->status.skill[i].flag = 0; } @@ -3452,11 +3430,11 @@ int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4 * 2 - Like 1, except the level granted can stack with previously learned level. * 3 - Grant skill unconditionally and forever (persistent to job changes and skill resets) *------------------------------------------*/ -int pc_skill(TBL_PC* sd, int id, int level, int flag) -{ +int pc_skill(TBL_PC* sd, int id, int level, int flag) { + uint16 index = 0; nullpo_ret(sd); - if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) { + if( !(index = skill->get_index(id)) || skill_db[index].name == NULL) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id); return 0; } @@ -3464,56 +3442,56 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL); return 0; } - if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) { - ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv); + if( flag == 2 && sd->status.skill[index].lv + level > MAX_SKILL_LEVEL ) { + ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[index].lv); return 0; } switch( flag ){ case 0: //Set skill data overwriting whatever was there before. - sd->status.skill[id].id = id; - sd->status.skill[id].lv = level; - sd->status.skill[id].flag = SKILL_FLAG_PERMANENT; + sd->status.skill[index].id = id; + sd->status.skill[index].lv = level; + sd->status.skill[index].flag = SKILL_FLAG_PERMANENT; if( level == 0 ) { //Remove skill. - sd->status.skill[id].id = 0; + sd->status.skill[index].id = 0; clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill->get_inf(id) ) //Only recalculate for passive skills. + if( !skill_db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; case 1: //Item bonus skill. - if( sd->status.skill[id].id == id ) { - if( sd->status.skill[id].lv >= level ) + if( sd->status.skill[index].id == id ) { + if( sd->status.skill[index].lv >= level ) return 0; - if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level. - sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; + if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level. + sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; } else { - sd->status.skill[id].id = id; - sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; + sd->status.skill[index].id = id; + sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; } - sd->status.skill[id].lv = level; + sd->status.skill[index].lv = level; break; case 2: //Add skill bonus on top of what you had. - if( sd->status.skill[id].id == id ) { - if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) - sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level. + if( sd->status.skill[index].id == id ) { + if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) + sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; // Store previous level. } else { - sd->status.skill[id].id = id; - sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill. + sd->status.skill[index].id = id; + sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill. } - sd->status.skill[id].lv += level; + sd->status.skill[index].lv += level; break; case 3: - sd->status.skill[id].id = id; - sd->status.skill[id].lv = level; - sd->status.skill[id].flag = SKILL_FLAG_PERM_GRANTED; + sd->status.skill[index].id = id; + sd->status.skill[index].lv = level; + sd->status.skill[index].flag = SKILL_FLAG_PERM_GRANTED; if( level == 0 ) { //Remove skill. - sd->status.skill[id].id = 0; + sd->status.skill[index].id = 0; clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill->get_inf(id) ) //Only recalculate for passive skills. + if( !skill_db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; default: //Unknown flag? @@ -4959,8 +4937,8 @@ int pc_memo(struct map_session_data* sd, int pos) /*========================================== * Return player sd skill_lv learned for given skill *------------------------------------------*/ -int pc_checkskill(struct map_session_data *sd,uint16 skill_id) -{ +int pc_checkskill(struct map_session_data *sd,uint16 skill_id) { + uint16 index = 0; if(sd == NULL) return 0; if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) { struct guild *g; @@ -4968,16 +4946,34 @@ int pc_checkskill(struct map_session_data *sd,uint16 skill_id) if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) return guild_checkskill(g,skill_id); return 0; - } else if(skill_id >= ARRAYLENGTH(sd->status.skill) ) { + } else if(!(index = skill->get_index(skill_id)) || index >= ARRAYLENGTH(sd->status.skill) ) { ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id); return 0; } - if(sd->status.skill[skill_id].id == skill_id) - return (sd->status.skill[skill_id].lv); + if(sd->status.skill[index].id == skill_id) + return (sd->status.skill[index].lv); return 0; } +int pc_checkskill2(struct map_session_data *sd,uint16 index) { + if(sd == NULL) return 0; + if(index >= ARRAYLENGTH(sd->status.skill) ) { + ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id); + return 0; + } + if( skill_db[index].nameid >= GD_SKILLBASE && skill_db[index].nameid < GD_MAX ) { + struct guild *g; + + if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) + return guild_checkskill(g,skill_db[index].nameid); + return 0; + } + if(sd->status.skill[index].id == skill_db[index].nameid) + return (sd->status.skill[index].lv); + + return 0; +} /*========================================== * Chk if we still have the correct weapon to continue the skill (actually status) @@ -6048,33 +6044,31 @@ int pc_statusup2(struct map_session_data* sd, int type, int val) * Update skill_lv for player sd * Skill point allocation *------------------------------------------*/ -int pc_skillup(struct map_session_data *sd,uint16 skill_id) -{ +int pc_skillup(struct map_session_data *sd,uint16 skill_id) { + uint16 index = 0; nullpo_ret(sd); - if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) - { + if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) { guild_skillup(sd, skill_id); return 0; } - if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) - { + if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) { merc_hom_skillup(sd->hd, skill_id); return 0; } - if(skill_id >= MAX_SKILL ) + if( !(index = skill->get_index(skill_id)) ) return 0; if( sd->status.skill_point > 0 && - sd->status.skill[skill_id].id && - sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] - sd->status.skill[skill_id].lv < skill->tree_get_max(skill_id, sd->status.class_) ) + sd->status.skill[index].id && + sd->status.skill[index].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] + sd->status.skill[index].lv < skill->tree_get_max(skill_id, sd->status.class_) ) { - sd->status.skill[skill_id].lv++; + sd->status.skill[index].lv++; sd->status.skill_point--; - if( !skill->get_inf(skill_id) ) + if( !skill_db[index].inf ) status_calc_pc(sd,0); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) ) pc_calc_skilltree(sd); // Required to grant all TK Ranger skills. @@ -6110,25 +6104,25 @@ int pc_allskillup(struct map_session_data *sd) } } - if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) - { //Get ALL skills except npc/guild ones. [Skotlex] + if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;i<MAX_SKILL;i++){ - switch( i ) { + switch( skill_db[i].nameid ) { case SG_DEVIL: case MO_TRIPLEATTACK: case RG_SNATCHER: continue; default: - if( !(skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) - if ( ( sd->status.skill[i].lv = skill->get_max(i) ) )//Nonexistant skills should return a max of 0 anyway. - sd->status.skill[i].id = i; + if( !(skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) + if ( ( sd->status.skill[i].lv = skill_db[i].max ) )//Nonexistant skills should return a max of 0 anyway. + sd->status.skill[i].id = skill_db[i].nameid; } } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){ - inf2 = skill->get_inf2(id); + int idx = skill_tree[pc_class2idx(sd->status.class_)][i].idx; + inf2 = skill_db[idx].inf2; if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || @@ -6136,8 +6130,8 @@ int pc_allskillup(struct map_session_data *sd) ) continue; //Cannot be learned normally. - sd->status.skill[id].id = id; - sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_); // celest + sd->status.skill[idx].id = id; + sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_); // celest } } status_calc_pc(sd,0); @@ -6351,26 +6345,27 @@ int pc_resetskill(struct map_session_data* sd, int flag) merc_hom_vaporize(sd, 0); } - for( i = 1; i < MAX_SKILL; i++ ) - { + for( i = 1; i < MAX_SKILL; i++ ) { + uint16 skill_id = 0; lv = sd->status.skill[i].lv; if (lv < 1) continue; - inf2 = skill->get_inf2(i); + inf2 = skill_db[i].inf2; if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; - + + skill_id = skill_db[i].nameid; + // Don't reset trick dead if not a novice/baby - if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) - { + if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) { sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; continue; } // do not reset basic skill - if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) + if( skill_id == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) continue; if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) @@ -6379,10 +6374,9 @@ int pc_resetskill(struct map_session_data* sd, int flag) if( flag&4 && !skill_ischangesex(i) ) continue; - if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) - { //Only handle quest skills in a special way when you can't learn them manually - if( battle_config.quest_skill_reset && !(flag&2) ) - { //Wipe them + if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) { + //Only handle quest skills in a special way when you can't learn them manually + if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } @@ -6394,8 +6388,7 @@ int pc_resetskill(struct map_session_data* sd, int flag) if( sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0 ) skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0); - if( !(flag&2) ) - {// reset + if( !(flag&2) ) {// reset sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } @@ -6405,8 +6398,7 @@ int pc_resetskill(struct map_session_data* sd, int flag) sd->status.skill_point += skill_point; - if( flag&1 ) - { + if( flag&1 ) { clif->updatestatus(sd,SP_SKILLPOINT); clif->skillinfoblock(sd); status_calc_pc(sd,0); @@ -7339,7 +7331,7 @@ static int jobchange_killclone(struct block_list *bl, va_list ap) int pc_jobchange(struct map_session_data *sd,int job, int upper) { int i, fame_flag=0; - int b_class; + int b_class, idx = 0; nullpo_ret(sd); @@ -7379,10 +7371,11 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper) } if(sd->cloneskill_id) { - if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { - sd->status.skill[sd->cloneskill_id].id = 0; - sd->status.skill[sd->cloneskill_id].lv = 0; - sd->status.skill[sd->cloneskill_id].flag = 0; + idx = skill->get_index(sd->cloneskill_id); + if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; + sd->status.skill[idx].flag = 0; clif->deleteskill(sd,sd->cloneskill_id); } sd->cloneskill_id = 0; @@ -7391,10 +7384,11 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper) } if(sd->reproduceskill_id) { - if( sd->status.skill[sd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { - sd->status.skill[sd->reproduceskill_id].id = 0; - sd->status.skill[sd->reproduceskill_id].lv = 0; - sd->status.skill[sd->reproduceskill_id].flag = 0; + idx = skill->get_index(sd->reproduceskill_id); + if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { + sd->status.skill[idx].id = 0; + sd->status.skill[idx].lv = 0; + sd->status.skill[idx].flag = 0; clif->deleteskill(sd,sd->reproduceskill_id); } sd->reproduceskill_id = 0; @@ -9464,24 +9458,22 @@ static bool pc_readdb_skilltree(char* fields[], int columns, int current) //This is to avoid adding two lines for the same skill. [Skotlex] ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id ); - if( skill_idx == MAX_SKILL_TREE ) - { + if( skill_idx == MAX_SKILL_TREE ) { ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_); return false; - } - else if(skill_tree[idx][skill_idx].id) - { + } else if(skill_tree[idx][skill_idx].id) { ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_); } skill_tree[idx][skill_idx].id = skill_id; + skill_tree[idx][skill_idx].idx = skill->get_index(skill_id); skill_tree[idx][skill_idx].max = skill_lv; skill_tree[idx][skill_idx].joblv = joblv; - for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) - { - skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]); - skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]); + for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) { + skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]); + skill_tree[idx][skill_idx].need[i].idx = skill->get_index(atoi(fields[i*2+offset])); + skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]); } return true; } diff --git a/src/map/pc.h b/src/map/pc.h index ff65d9824..4f421f7c2 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -717,6 +717,7 @@ int pc_equippoint(struct map_session_data *sd,int n); int pc_setinventorydata(struct map_session_data *sd); int pc_checkskill(struct map_session_data *sd,uint16 skill_id); +int pc_checkskill2(struct map_session_data *sd,uint16 index); int pc_checkallowskill(struct map_session_data *sd); int pc_checkequip(struct map_session_data *sd,int pos); @@ -879,10 +880,12 @@ const char * job_name(int class_); struct skill_tree_entry { short id; + unsigned short idx; unsigned char max; unsigned char joblv; struct { short id; + unsigned short idx; unsigned char lv; } need[MAX_PC_SKILL_REQUIRE]; }; // Celest diff --git a/src/map/script.c b/src/map/script.c index 6cc235ad1..fbe3a31df 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -16477,9 +16477,7 @@ BUILDIN(areamobuseskill) range = script_getnum(st,5); mobid = script_getnum(st,6); skill_id = ( script_isstring(st,7) ? skill->name2id(script_getstr(st,7)) : script_getnum(st,7) ); - if( (skill_lv = script_getnum(st,8)) > battle_config.mob_max_skilllvl ) - skill_lv = battle_config.mob_max_skilllvl; - + skill_lv = script_getnum(st,8); casttime = script_getnum(st,9); cancel = script_getnum(st,10); emotion = script_getnum(st,11); diff --git a/src/map/skill.c b/src/map/skill.c index d3c4a2bc5..c705d1425 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -154,7 +154,18 @@ int skill_get_index( uint16 skill_id ) { skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; else if( skill_id >= HM_SKILLBASE ) skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; - + //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ + else if( skill_id > 1019 && skill_id < 8001 ) { + if( skill_id < 2057 ) // 1020 - 2000 are empty + skill_id = 1020 + skill_id - 2001; + else if( skill_id < 2549 ) // 2057 - 2200 are empty + skill_id = (1020+57) + skill_id - 2201; + else if ( skill_id < 3036 ) // 2549 - 3000 are empty + skill_id = (1020+57+348) + skill_id - 3001; + else if ( skill_id < 5019 ) //3036 - 5000 are empty + skill_id = (1020+57+348+1966) + skill_id - 5001; + } + // validate result if( !skill_id || skill_id >= MAX_SKILL_DB ) return 0; @@ -171,58 +182,57 @@ const char* skill_get_desc( uint16 skill_id ) { } // out of bounds error checking [celest] -void skill_chk(int16* skill_id, uint16 skill_lv) { +void skill_chk(int16* skill_id) { *skill_id = skill->get_index(*skill_id); // checks/adjusts id - if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0; } -#define skill_get(var,id,lv) { skill->chk(&id,lv); if(!id) return 0; return var; } - +#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; } +#define skill_get2(var,id,lv) { skill->chk(&id); if(!id) return 0; if( lv > MAX_SKILL_LEVEL ) { int lv2 = lv; lv = skill_db[id].max; return (var) + (lv2-lv); } return var; } // Skill DB -int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); } -int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); } -int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); } -int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); } -int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); } -int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); } -int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); } -int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); } -int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); } -int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); } -int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); } -int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); } -int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); } -int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); } -int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); } -int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); } -int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); } -int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); } -int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); } -int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); } -int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); } -int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); } -int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); } -int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); } -int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); } -int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); } -int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); } -int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); } -int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); } -int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); } -int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); } -int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); } -int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); } -int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); } -int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); } -int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); } -int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); } -int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); } -int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); } -int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); } -int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); } -int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); } +int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); } +int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); } +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); } +int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); } +int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); } +int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); } +int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); } +int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); } #ifdef RENEWAL_CAST -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); } #endif int skill_tree_get_max(uint16 skill_id, int b_class) { @@ -255,6 +265,22 @@ int skill_get_casttype (uint16 skill_id) { return CAST_DAMAGE; } +int skill_get_casttype2 (uint16 index) { + int inf = skill_db[index].inf; + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill_db[index].inf2&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill_db[index].nk&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int range; @@ -467,7 +493,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) ) return 0; // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] ) + else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] ) return 0; return 1; @@ -2505,7 +2531,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds && (!sc || !sc->data[SC_PRESERVE]) && damage < tsd->battle_status.hp) { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] - int copy_skill = skill_id; + int copy_skill = skill_id, cidx = 0; /** * Copy Referal: dummy skills should point to their source upon copying **/ @@ -2535,36 +2561,43 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds copy_skill = LG_OVERBRAND; break; } - - if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && + cidx = skill->get_index(copy_skill); + if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] { - int lv; + int lv, idx = 0; if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { //Level dependent and limitation. lv = min(lv,skill->get_max(copy_skill)); - if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { - tsd->status.skill[tsd->reproduceskill_id].id = 0; - tsd->status.skill[tsd->reproduceskill_id].lv = 0; - tsd->status.skill[tsd->reproduceskill_id].flag = 0; - clif->deleteskill(tsd,tsd->reproduceskill_id); + idx = skill->get_index(tsd->reproduceskill_id); + if( tsd->reproduceskill_id ) { + idx = skill->get_index(tsd->reproduceskill_id); + if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->reproduceskill_id); + } } tsd->reproduceskill_id = copy_skill; pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); - tsd->status.skill[copy_skill].id = copy_skill; - tsd->status.skill[copy_skill].lv = lv; - tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED; + tsd->status.skill[cidx].id = copy_skill; + tsd->status.skill[cidx].lv = lv; + tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; clif->addskill(tsd,copy_skill); } else { lv = skill_lv; - if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){ - tsd->status.skill[tsd->cloneskill_id].id = 0; - tsd->status.skill[tsd->cloneskill_id].lv = 0; - tsd->status.skill[tsd->cloneskill_id].flag = 0; - clif->deleteskill(tsd,tsd->cloneskill_id); + if ( tsd->cloneskill_id ) { + idx = skill->get_index(tsd->cloneskill_id); + if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->cloneskill_id); + } } if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv) @@ -2574,10 +2607,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill); pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); - tsd->status.skill[skill_id].id = copy_skill; - tsd->status.skill[skill_id].lv = lv; - tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED; - clif->addskill(tsd,skill_id); + tsd->status.skill[idx].id = copy_skill; + tsd->status.skill[idx].lv = lv; + tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; + clif->addskill(tsd,copy_skill); } } } @@ -8010,7 +8043,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case SC_AUTOSHADOWSPELL: if( sd ) { - if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { + int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); + if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif->autoshadowspell_list(sd); clif->skill_nodamage(src,bl,skill_id,1,1); @@ -16573,22 +16607,24 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { return 1; } int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { - int id, lv, prob, aslvl = 0; + int id, lv, prob, aslvl = 0, idx = 0; nullpo_ret(sd); if (sd->sc.data[SC_STOP]) { aslvl = sd->sc.data[SC_STOP]->val1; status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); } + + idx = skill->get_index(skill_id); if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || - (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) { + (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); return 0; } lv = (aslvl + 1) / 2; // The level the skill will be autocasted - lv = min(lv,sd->status.skill[skill_id].lv); + lv = min(lv,sd->status.skill[idx].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; @@ -16981,163 +17017,156 @@ void skill_init_unit_layout (void) { for (i=0;i<MAX_SKILL_DB;i++) { if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1) continue; - if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { - int skill = i; - - if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { - skill -= EL_SKILLRANGEMIN; - skill += EL_SKILLBASE; - } - if( skill == EL_FIRE_MANTLE ) { + + switch (skill_db[i].nameid) { + case MG_FIREWALL: + case WZ_ICEWALL: + case WL_EARTHSTRAIN://Warlock + // these will be handled later + break; + case PR_SANCTUARY: + case NPC_EVILLAND: { + static const int dx[] = { + -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, + 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; + static const int dy[]={ + -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, + 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; + skill_unit_layout[pos].count = 21; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PR_MAGNUS: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; + skill_unit_layout[pos].count = 33; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case MH_POISON_MIST: + case AS_VENOMDUST: { + static const int dx[] = {-1, 0, 0, 0, 1}; + static const int dy[] = { 0,-1, 0, 1, 0}; + skill_unit_layout[pos].count = 5; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: { + static const int dx[] = { + 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, + -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, + -1, 0, 1, 2,-1, 0, 1, 0, 0}; + static const int dy[] = { + -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, + 1, 1, 1, 1, 2, 2, 2, 3, 4}; + skill_unit_layout[pos].count = 29; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PF_FOGWALL: { + static const int dx[] = { + -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { + -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; + skill_unit_layout[pos].count = 15; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PA_GOSPEL: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, + -1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, + 3, 3, 3}; + skill_unit_layout[pos].count = 33; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_KAENSIN: { + static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; + skill_unit_layout[pos].count = 24; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_TATAMIGAESHI: { + //Level 1 (count 4, cross of 3x3) + static const int dx1[] = {-1, 1, 0, 0}; + static const int dy1[] = { 0, 0,-1, 1}; + //Level 2-3 (count 8, cross of 5x5) + static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; + static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; + //Level 4-5 (count 12, cross of 7x7 + static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; + static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; + //lv1 + j = 0; + skill_unit_layout[pos].count = 4; + memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1)); + skill_db[i].unit_layout_type[j] = pos; + //lv2/3 + j++; + pos++; + skill_unit_layout[pos].count = 8; + memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2)); + skill_db[i].unit_layout_type[j] = pos; + skill_db[i].unit_layout_type[++j] = pos; + //lv4/5 + j++; + pos++; + skill_unit_layout[pos].count = 12; + memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3)); + skill_db[i].unit_layout_type[j] = pos; + skill_db[i].unit_layout_type[++j] = pos; + //Fill in the rest using lv 5. + for (;j<MAX_SKILL_LEVEL;j++) + skill_db[i].unit_layout_type[j] = pos; + //Skip, this way the check below will fail and continue to the next skill. + pos++; + } + break; + case GN_WALLOFTHORN: { + static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; + static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; + skill_unit_layout[pos].count = 16; + memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case EL_FIRE_MANTLE: { static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; skill_unit_layout[pos].count = 8; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - switch (i) { - case MG_FIREWALL: - case WZ_ICEWALL: - case WL_EARTHSTRAIN://Warlock - // these will be handled later - break; - case PR_SANCTUARY: - case NPC_EVILLAND: { - static const int dx[] = { - -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, - 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; - static const int dy[]={ - -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, - 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill_unit_layout[pos].count = 21; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PR_MAGNUS: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill_unit_layout[pos].count = 33; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case MH_POISON_MIST: - case AS_VENOMDUST: { - static const int dx[] = {-1, 0, 0, 0, 1}; - static const int dy[] = { 0,-1, 0, 1, 0}; - skill_unit_layout[pos].count = 5; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: { - static const int dx[] = { - 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, - -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, - -1, 0, 1, 2,-1, 0, 1, 0, 0}; - static const int dy[] = { - -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, - 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill_unit_layout[pos].count = 29; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PF_FOGWALL: { - static const int dx[] = { - -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { - -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill_unit_layout[pos].count = 15; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PA_GOSPEL: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, - -1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, - 3, 3, 3}; - skill_unit_layout[pos].count = 33; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_KAENSIN: { - static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; - skill_unit_layout[pos].count = 24; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_TATAMIGAESHI: { - //Level 1 (count 4, cross of 3x3) - static const int dx1[] = {-1, 1, 0, 0}; - static const int dy1[] = { 0, 0,-1, 1}; - //Level 2-3 (count 8, cross of 5x5) - static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; - static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; - //Level 4-5 (count 12, cross of 7x7 - static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; - static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; - //lv1 - j = 0; - skill_unit_layout[pos].count = 4; - memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1)); - memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1)); - skill_db[i].unit_layout_type[j] = pos; - //lv2/3 - j++; - pos++; - skill_unit_layout[pos].count = 8; - memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2)); - memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2)); - skill_db[i].unit_layout_type[j] = pos; - skill_db[i].unit_layout_type[++j] = pos; - //lv4/5 - j++; - pos++; - skill_unit_layout[pos].count = 12; - memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3)); - memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3)); - skill_db[i].unit_layout_type[j] = pos; - skill_db[i].unit_layout_type[++j] = pos; - //Fill in the rest using lv 5. - for (;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; - //Skip, this way the check below will fail and continue to the next skill. - pos++; - } - break; - case GN_WALLOFTHORN: { - static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; - static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; - skill_unit_layout[pos].count = 16; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - default: - ShowError("unknown unit layout at skill %d\n",i); - break; - } + } + break; + default: + ShowError("unknown unit layout at skill %d\n",i); + break; } if (!skill_unit_layout[pos].count) continue; @@ -17353,7 +17382,8 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) { idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; - + + skill_db[idx].nameid = skill_id; skill->split_atoi(split[1],skill_db[idx].range); skill_db[idx].hit = atoi(split[2]); skill_db[idx].inf = atoi(split[3]); @@ -17562,7 +17592,7 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) { skill_produce_db[current].mat_id[y] = atoi(split[x]); skill_produce_db[current].mat_amount[y] = atoi(split[x+1]); } - + return true; } @@ -17766,7 +17796,23 @@ void skill_readdb(void) { void skill_reload (void) { struct s_mapiterator *iter; struct map_session_data *sd; + int i,c,k; + skill->read_db(); + + //[Ind/Hercules] refresh index cache + for(c = 0; c < CLASS_COUNT; c++) { + for( i = 0; i < MAX_SKILL_TREE; i++ ) { + if( skill_tree[c][i].id ) { + skill_tree[c][i].idx = skill->get_index(skill_tree[c][i].id); + for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { + if( skill_tree[c][i].need[k].id ) + skill_tree[c][i].need[k].idx = skill->get_index(skill_tree[c][i].need[k].id); + } + } + } + } + chrif_skillid2idx(0); /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) @@ -17778,8 +17824,7 @@ void skill_reload (void) { /*========================================== * *------------------------------------------*/ -int do_init_skill (void) -{ +int do_init_skill (void) { skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); skill->read_db(); @@ -17864,7 +17909,8 @@ void skill_defaults(void) { skill->get_name = skill_get_name; skill->get_desc = skill_get_desc; skill->chk = skill_chk; - skill->get_casttype = skill_get_casttype; + skill->get_casttype = skill_get_casttype; + skill->get_casttype2 = skill_get_casttype2; skill->name2id = skill_name2id; skill->isammotype = skill_isammotype; skill->castend_id = skill_castend_id; diff --git a/src/map/skill.h b/src/map/skill.h index 3e2fc7936..553dabd6d 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -24,13 +24,13 @@ struct square; **/ #define MAX_SKILL_DB MAX_SKILL #define MAX_SKILL_PRODUCE_DB 270 -#define MAX_PRODUCE_RESOURCE 12 -#define MAX_SKILL_ARROW_DB 150 +#define MAX_PRODUCE_RESOURCE 10 +#define MAX_SKILL_ARROW_DB 140 #define MAX_ARROW_RESOURCE 5 -#define MAX_SKILL_ABRA_DB 350 -#define MAX_SKILL_IMPROVISE_DB 50 -#define MAX_SKILL_LEVEL 100 -#define MAX_SKILL_UNIT_LAYOUT 50 +#define MAX_SKILL_ABRA_DB 210 +#define MAX_SKILL_IMPROVISE_DB 30 +#define MAX_SKILL_LEVEL 10 +#define MAX_SKILL_UNIT_LAYOUT 45 #define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1)) #define MAX_SKILLTIMERSKILL 15 @@ -1575,6 +1575,7 @@ struct skill_condition { // Database skills struct s_skill_db { + unsigned short nameid; char name[NAME_LENGTH]; char desc[40]; int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max; @@ -1748,9 +1749,10 @@ struct skill_interface { const char* (*get_name) ( uint16 skill_id ); const char* (*get_desc) ( uint16 skill_id ); /* check */ - void (*chk) (int16* skill_id, uint16 skill_lv); + void (*chk) (int16* skill_id); /* whether its CAST_GROUND, CAST_DAMAGE or CAST_NODAMAGE */ int (*get_casttype) (uint16 skill_id); + int (*get_casttype2) (uint16 index); int (*name2id) (const char* name); int (*isammotype) (struct map_session_data *sd, int skill); int (*castend_id) (int tid, unsigned int tick, int id, intptr_t data); diff --git a/src/map/status.c b/src/map/status.c index 4f5b9e39b..b52fd3e8c 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -7114,1432 +7114,1436 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; - if(!(flag&4)) //&4 - Do not parse val settings when loading SCs - switch(type) - { - case SC_DECREASEAGI: - case SC_INCREASEAGI: - val2 = 2 + val1; //Agi change - break; - case SC_ENDURE: - val2 = 7; // Hit-count [Celest] - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) - { - struct map_session_data *tsd; - if( sd ) + if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs + switch(type) { + case SC_DECREASEAGI: + case SC_INCREASEAGI: + val2 = 2 + val1; //Agi change + break; + case SC_ENDURE: + val2 = 7; // Hit-count [Celest] + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) { - int i; - for( i = 0; i < 5; i++ ) + struct map_session_data *tsd; + if( sd ) { - if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + int i; + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) - if( val4 ) + //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) + if( val4 ) + tick = -1; + break; + case SC_AUTOBERSERK: + if (status->hp < status->max_hp>>2 && + (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) + sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; - break; - case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && - (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); - tick = -1; - break; - case SC_SIGNUMCRUCIS: - val2 = 10 + 4*val1; //Def reduction - tick = -1; - clif->emotion(bl,E_SWT); - break; - case SC_MAXIMIZEPOWER: - tick_time = val2 = tick>0?tick:60000; - tick = -1; // duration sent to the client should be infinite - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; //Chance to Poison enemies. -#ifndef RENEWAL_EDP - val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) -#endif - if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds - tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000; - break; - case SC_POISONREACT: - val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] - val3=50; // + 5*val1; //Chance to counter. [Skotlex] - break; - case SC_MAGICROD: - val2 = val1*20; //SP gained - break; - case SC_KYRIE: - val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb - val3 = (val1 / 2 + 5); //Hits - break; - case SC_MAGICPOWER: - //val1: Skill lv - val2 = 1; //Lasts 1 invocation - val3 = 5*val1; //Matk% increase - val4 = 0; // 0 = ready to be used, 1 = activated and running - break; - case SC_SACRIFICE: - val2 = 5; //Lasts 5 hits - tick = -1; - break; - case SC_ENCPOISON: - val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate - case SC_ASPERSIO: - case SC_FIREWEAPON: - case SC_WATERWEAPON: - case SC_WINDWEAPON: - case SC_EARTHWEAPON: - case SC_SHADOWWEAPON: - case SC_GHOSTWEAPON: - skill->enchant_elemental_end(bl,type); - break; - case SC_ELEMENTALCHANGE: - // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) - // val2 : Element (When no element, random one is picked) - // val3 : 0 = called by skill 1 = called by script (fixed level) - if( !val2 ) val2 = rnd()%ELE_MAX; - - if( val1 == 1 && val3 == 0 ) - val1 = 1 + rnd()%4; - else if( val1 > 4 ) - val1 = 4; // Max Level - val3 = 0; // Not need to keep this info. - break; - case SC_PROVIDENCE: - val2=val1*5; //Race/Ele resist - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; // %Dmg reflected - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) - { - struct map_session_data *tsd; - if( sd ) + break; + case SC_SIGNUMCRUCIS: + val2 = 10 + 4*val1; //Def reduction + tick = -1; + clif->emotion(bl,E_SWT); + break; + case SC_MAXIMIZEPOWER: + tick_time = val2 = tick>0?tick:60000; + tick = -1; // duration sent to the client should be infinite + break; + case SC_EDP: // [Celest] + val2 = val1 + 2; //Chance to Poison enemies. + #ifndef RENEWAL_EDP + val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) + #endif + if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds + tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000; + break; + case SC_POISONREACT: + val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] + val3=50; // + 5*val1; //Chance to counter. [Skotlex] + break; + case SC_MAGICROD: + val2 = val1*20; //SP gained + break; + case SC_KYRIE: + val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb + val3 = (val1 / 2 + 5); //Hits + break; + case SC_MAGICPOWER: + //val1: Skill lv + val2 = 1; //Lasts 1 invocation + val3 = 5*val1; //Matk% increase + val4 = 0; // 0 = ready to be used, 1 = activated and running + break; + case SC_SACRIFICE: + val2 = 5; //Lasts 5 hits + tick = -1; + break; + case SC_ENCPOISON: + val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + case SC_ASPERSIO: + case SC_FIREWEAPON: + case SC_WATERWEAPON: + case SC_WINDWEAPON: + case SC_EARTHWEAPON: + case SC_SHADOWWEAPON: + case SC_GHOSTWEAPON: + skill->enchant_elemental_end(bl,type); + break; + case SC_ELEMENTALCHANGE: + // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) + // val2 : Element (When no element, random one is picked) + // val3 : 0 = called by skill 1 = called by script (fixed level) + if( !val2 ) val2 = rnd()%ELE_MAX; + + if( val1 == 1 && val3 == 0 ) + val1 = 1 + rnd()%4; + else if( val1 > 4 ) + val1 = 4; // Max Level + val3 = 0; // Not need to keep this info. + break; + case SC_PROVIDENCE: + val2=val1*5; //Race/Ele resist + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; // %Dmg reflected + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) { - int i; - for( i = 0; i < 5; i++ ) + struct map_session_data *tsd; + if( sd ) { - if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + int i; + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - break; - case SC_STRIPWEAPON: - if (!sd) //Watk reduction - val2 = 25; - break; - case SC_STRIPSHIELD: - if (!sd) //Def reduction - val2 = 15; - break; - case SC_STRIPARMOR: - if (!sd) //Vit reduction - val2 = 40; - break; - case SC_STRIPHELM: - if (!sd) //Int reduction - val2 = 40; - break; - case SC_AUTOSPELL: - //Val1 Skill LV of Autospell - //Val2 Skill ID to cast - //Val3 Max Lv to cast - val4 = 5 + val1*2; //Chance of casting - break; - case SC_VOLCANO: - val2 = val1*10; //Watk increase -#ifndef RENEWAL - if (status->def_ele != ELE_FIRE) - val2 = 0; -#endif - break; - case SC_VIOLENTGALE: - val2 = val1*3; //Flee increase - #ifndef RENEWAL - if (status->def_ele != ELE_WIND) - val2 = 0; - #endif - break; - case SC_DELUGE: - val2 = deluge_eff[val1-1]; //HP increase -#ifndef RENEWAL - if(status->def_ele != ELE_WATER) - val2 = 0; -#endif - break; - case SC_SUITON: - if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { - //No penalties. - val2 = 0; //Agi penalty - val3 = 0; //Walk speed penalty break; - } - val3 = 50; - val2 = 3*((val1+1)/3); - if (val1 > 4) val2--; - break; - case SC_ONEHAND: - case SC_TWOHANDQUICKEN: - val2 = 300; - if (val1 > 10) //For boss casted skills [Skotlex] - val2 += 20*(val1-10); - break; - case SC_MERC_QUICKEN: - val2 = 300; - break; -#ifndef RENEWAL_ASPD - case SC_SPEARQUICKEN: - val2 = 200+10*val1; - break; -#endif - case SC_DANCING: - //val1 : Skill ID + LV - //val2 : Skill Group of the Dance. - //val3 : Brings the skill_lv (merged into val1 here) - //val4 : Partner - if (val1 == CG_MOONLIT) - clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0); - val1|= (val3<<16); - val3 = tick/1000; //Tick duration - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_LONGING: - val2 = 500-100*val1; //Aspd penalty. - break; - case SC_EXPLOSIONSPIRITS: - val2 = 75 + 25*val1; //Cri bonus - break; - - case SC_ASPDPOTION0: - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - val2 = 50*(2+type-SC_ASPDPOTION0); - break; + case SC_STRIPWEAPON: + if (!sd) //Watk reduction + val2 = 25; + break; + case SC_STRIPSHIELD: + if (!sd) //Def reduction + val2 = 15; + break; + case SC_STRIPARMOR: + if (!sd) //Vit reduction + val2 = 40; + break; + case SC_STRIPHELM: + if (!sd) //Int reduction + val2 = 40; + break; + case SC_AUTOSPELL: + //Val1 Skill LV of Autospell + //Val2 Skill ID to cast + //Val3 Max Lv to cast + val4 = 5 + val1*2; //Chance of casting + break; + case SC_VOLCANO: + val2 = val1*10; //Watk increase + #ifndef RENEWAL + if (status->def_ele != ELE_FIRE) + val2 = 0; + #endif + break; + case SC_VIOLENTGALE: + val2 = val1*3; //Flee increase + #ifndef RENEWAL + if (status->def_ele != ELE_WIND) + val2 = 0; + #endif + break; + case SC_DELUGE: + val2 = deluge_eff[val1-1]; //HP increase + #ifndef RENEWAL + if(status->def_ele != ELE_WATER) + val2 = 0; + #endif + break; + case SC_SUITON: + if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { + //No penalties. + val2 = 0; //Agi penalty + val3 = 0; //Walk speed penalty + break; + } + val3 = 50; + val2 = 3*((val1+1)/3); + if (val1 > 4) val2--; + break; + case SC_ONEHAND: + case SC_TWOHANDQUICKEN: + val2 = 300; + if (val1 > 10) //For boss casted skills [Skotlex] + val2 += 20*(val1-10); + break; + case SC_MERC_QUICKEN: + val2 = 300; + break; + #ifndef RENEWAL_ASPD + case SC_SPEARQUICKEN: + val2 = 200+10*val1; + break; + #endif + case SC_DANCING: + //val1 : Skill ID + LV + //val2 : Skill Group of the Dance. + //val3 : Brings the skill_lv (merged into val1 here) + //val4 : Partner + if (val1 == CG_MOONLIT) + clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0); + val1|= (val3<<16); + val3 = tick/1000; //Tick duration + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_LONGING: + val2 = 500-100*val1; //Aspd penalty. + break; + case SC_EXPLOSIONSPIRITS: + val2 = 75 + 25*val1; //Cri bonus + break; - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if (!vd) return 0; - //Store previous values as they could be removed. - unit_stop_attack(bl); - break; - case SC_NOCHAT: - // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. - if (sd) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - } - break; + case SC_ASPDPOTION0: + case SC_ASPDPOTION1: + case SC_ASPDPOTION2: + case SC_ASPDPOTION3: + val2 = 50*(2+type-SC_ASPDPOTION0); + break; - case SC_STONE: - val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; - tick = val4; //Petrifying time. - tick = max(tick, 1000); //Min time - calc_flag = 0; //Actual status changes take effect on petrified state. - break; + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if (!vd) return 0; + //Store previous values as they could be removed. + unit_stop_attack(bl); + break; + case SC_NOCHAT: + // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? + tick = 60000; + val1 = battle_config.manner_system; //Mute filters. + if (sd) + { + clif->changestatus(sd,SP_MANNER,sd->status.manner); + clif->updatestatus(sd,SP_MANNER); + } + break; - case SC_DPOISON: - //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (status->hp > status->max_hp>>2) { - int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; - 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); - } - status_zap(bl, diff, 0); - } - // fall through - case SC_POISON: - val3 = tick/1000; //Damage iterations - if(val3 < 1) val3 = 1; - tick_time = 1000; // [GodLesZ] tick time - //val4: HP damage - if (bl->type == BL_PC) - 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; + case SC_STONE: + val3 = tick/1000; //Petrified HP-damage iterations. + if(val3 < 1) val3 = 1; + tick = val4; //Petrifying time. + tick = max(tick, 1000); //Min time + calc_flag = 0; //Actual status changes take effect on petrified state. + break; - break; - case SC_CONFUSION: - clif->emotion(bl,E_WHAT); - break; - case SC_BLEEDING: - val4 = tick/10000; - if (!val4) val4 = 1; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( val1 == 0 ) return 0; - // val1 = heal percent/amout - // val2 = seconds between heals - // val4 = total of heals - if( val2 < 1 ) val2 = 1; - if( (val4 = tick/(val2 * 1000)) < 1 ) - val4 = 1; - tick_time = val2 * 1000; // [GodLesZ] tick time - break; - case SC_BOSSMAPINFO: - if( sd != NULL ) - { - struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map - if( boss_md == NULL || boss_md->bl.prev == NULL ) - { // No MVP on this map - MVP is dead - clif->bossmapinfo(sd->fd, boss_md, 1); - return 0; // No need to start SC + case SC_DPOISON: + //Lose 10/15% of your life as long as it doesn't brings life below 25% + if (status->hp > status->max_hp>>2) { + int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; + 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); } - val1 = boss_md->bl.id; - if( (val4 = tick/1000) < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time + status_zap(bl, diff, 0); } - break; - case SC_HIDING: - val2 = tick/1000; + // fall through + case SC_POISON: + val3 = tick/1000; //Damage iterations + if(val3 < 1) val3 = 1; tick_time = 1000; // [GodLesZ] tick time - val3 = 0; // unused, previously speed adjustment - val4 = val1+3; //Seconds before SP substraction happen. - break; - case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. - val3 = 35 - 5 * val1; //Speed adjustment. - if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) - val3 -= 40; - val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; - break; - case SC_CLOAKING: - if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] - val1 = 10; - tick_time = val2 = tick>0?tick:60000; //SP consumption rate. - tick = -1; // duration sent to the client should be infinite - val3 = 0; // unused, previously walk speed adjustment - //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. - val4 |= battle_config.pc_cloak_check_type&7; + //val4: HP damage + if (bl->type == BL_PC) + val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; else - val4 |= battle_config.monster_cloak_check_type&7; - break; - case SC_SIGHT: /* splash status */ - case SC_RUWACH: - case SC_SIGHTBLASTER: - val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. - val2 = tick/250; - tick_time = 10; // [GodLesZ] tick time - break; + val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; - //Permanent effects. - case SC_AETERNA: - case SC_MODECHANGE: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYCOUNTER: - case SC_READYTURN: - case SC_DODGE: - case SC_PUSH_CART: - case SC_ALL_RIDING: - tick = -1; break; - - case SC_AUTOGUARD: - if( !(flag&1) ) - { - struct map_session_data *tsd; - int i,t; - for( i = val2 = 0; i < val1; i++) + case SC_CONFUSION: + clif->emotion(bl,E_WHAT); + break; + case SC_BLEEDING: + val4 = tick/10000; + if (!val4) val4 = 1; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + if( val1 == 0 ) return 0; + // val1 = heal percent/amout + // val2 = seconds between heals + // val4 = total of heals + if( val2 < 1 ) val2 = 1; + if( (val4 = tick/(val2 * 1000)) < 1 ) + val4 = 1; + tick_time = val2 * 1000; // [GodLesZ] tick time + break; + case SC_BOSSMAPINFO: + if( sd != NULL ) { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; + struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map + if( boss_md == NULL || boss_md->bl.prev == NULL ) + { // No MVP on this map - MVP is dead + clif->bossmapinfo(sd->fd, boss_md, 1); + return 0; // No need to start SC + } + val1 = boss_md->bl.id; + if( (val4 = tick/1000) < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time } + break; + case SC_HIDING: + val2 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + val3 = 0; // unused, previously speed adjustment + val4 = val1+3; //Seconds before SP substraction happen. + break; + case SC_CHASEWALK: + val2 = tick>0?tick:10000; //Interval at which SP is drained. + val3 = 35 - 5 * val1; //Speed adjustment. + if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) + val3 -= 40; + val4 = 10+val1*2; //SP cost. + if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; + break; + case SC_CLOAKING: + if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] + val1 = 10; + tick_time = val2 = tick>0?tick:60000; //SP consumption rate. + tick = -1; // duration sent to the client should be infinite + val3 = 0; // unused, previously walk speed adjustment + //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. + 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_RUWACH: + case SC_SIGHTBLASTER: + val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. + val2 = tick/250; + tick_time = 10; // [GodLesZ] tick time + break; + + //Permanent effects. + case SC_AETERNA: + case SC_MODECHANGE: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_BROKENWEAPON: + case SC_BROKENARMOR: + case SC_READYSTORM: + case SC_READYDOWN: + case SC_READYCOUNTER: + case SC_READYTURN: + case SC_DODGE: + case SC_PUSH_CART: + case SC_ALL_RIDING: + tick = -1; + break; - if( bl->type&(BL_PC|BL_MER) ) + case SC_AUTOGUARD: + if( !(flag&1) ) { - if( sd ) + struct map_session_data *tsd; + int i,t; + for( i = val2 = 0; i < val1; i++) { - for( i = 0; i < 5; i++ ) + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } + + if( bl->type&(BL_PC|BL_MER) ) + { + if( sd ) { - if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - } - break; - - case SC_DEFENDER: - if (!(flag&1)) - { - val2 = 5 + 15*val1; //Damage reduction - val3 = 0; // unused, previously speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment + break; - if (sd) + case SC_DEFENDER: + if (!(flag&1)) { - struct map_session_data *tsd; - int i; - for (i = 0; i < 5; i++) - { //See if there are devoted characters, and pass the status to them. [Skotlex] - if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + val2 = 5 + 15*val1; //Damage reduction + val3 = 0; // unused, previously speed adjustment + val4 = 250 - 50*val1; //Aspd adjustment + + if (sd) + { + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) + { //See if there are devoted characters, and pass the status to them. [Skotlex] + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) + status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + } } } - } - break; + break; - case SC_TENSIONRELAX: - if (sd) { - pc_setsit(sd); - clif->sitting(&sd->bl); - } - val2 = 12; //SP cost - val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = -1; // duration sent to the client should be infinite - tick_time = val4; // [GodLesZ] tick time - break; - case SC_PARRYING: - val2 = 20 + val1*3; //Block Chance - break; + case SC_TENSIONRELAX: + if (sd) { + pc_setsit(sd); + clif->sitting(&sd->bl); + } + val2 = 12; //SP cost + val4 = 10000; //Decrease at 10secs intervals. + val3 = tick/val4; + tick = -1; // duration sent to the client should be infinite + tick_time = val4; // [GodLesZ] tick time + break; + case SC_PARRYING: + val2 = 20 + val1*3; //Block Chance + break; - case SC_WINDWALK: - val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 - break; + case SC_WINDWALK: + val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 + break; - case SC_JOINTBEAT: - if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); - break; + case SC_JOINTBEAT: + if( val2&BREAK_NECK ) + sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); + break; - case SC_BERSERK: - if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); - case SC__BLOODYLUST: - //HP healing is performing after the calc_status call. - //Val2 holds HP penalty - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 10000; //Val4 holds damage interval - val3 = tick/val4; //val3 holds skill duration - tick_time = val4; // [GodLesZ] tick time - break; + case SC_BERSERK: + if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) + sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); + case SC__BLOODYLUST: + //HP healing is performing after the calc_status call. + //Val2 holds HP penalty + if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); + if (!val4) val4 = 10000; //Val4 holds damage interval + val3 = tick/val4; //val3 holds skill duration + tick_time = val4; // [GodLesZ] tick time + break; - case SC_GOSPEL: - if(val4 == BCT_SELF) { // self effect - val2 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - } - break; + case SC_GOSPEL: + if(val4 == BCT_SELF) { // self effect + val2 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + status_change_clear_buffs(bl,3); //Remove buffs/debuffs + } + break; - case SC_MARIONETTE: - { - int stat; + case SC_MARIONETTE: + { + int stat; - val3 = 0; - val4 = 0; - stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); - stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); - break; - } - case SC_MARIONETTE2: - { - int stat,max_stat; - // fetch caster information - struct block_list *pbl = map_id2bl(val1); - struct status_change *psc = pbl?status_get_sc(pbl):NULL; - struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; - // fetch target's stats - struct status_data* status = status_get_status_data(bl); // battle status - - if (!psce) - return 0; + val3 = 0; + val4 = 0; + stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); + stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); + break; + } + case SC_MARIONETTE2: + { + int stat,max_stat; + // fetch caster information + struct block_list *pbl = map_id2bl(val1); + struct status_change *psc = pbl?status_get_sc(pbl):NULL; + struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; + // fetch target's stats + struct status_data* status = status_get_status_data(bl); // battle status + + if (!psce) + return 0; - val3 = 0; - val4 = 0; - max_stat = battle_config.max_parameter; //Cap to 99 (default) - stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); - stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); - break; - } - case SC_REJECTSWORD: - val2 = 15*val1; //Reflect chance - val3 = 3; //Reflections - tick = -1; - break; + val3 = 0; + val4 = 0; + max_stat = battle_config.max_parameter; //Cap to 99 (default) + stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); + stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); + break; + } + case SC_REJECTSWORD: + val2 = 15*val1; //Reflect chance + val3 = 3; //Reflections + tick = -1; + break; - case SC_MEMORIZE: - val2 = 5; //Memorized casts. - tick = -1; - break; + case SC_MEMORIZE: + val2 = 5; //Memorized casts. + tick = -1; + break; - case SC_GRAVITATION: - val2 = 50*val1; //aspd reduction - break; + case SC_GRAVITATION: + val2 = 50*val1; //aspd reduction + break; - case SC_REGENERATION: - if (val1 == 1) - val2 = 2; - else - val2 = val1; //HP Regerenation rate: 200% 200% 300% - val3 = val1; //SP Regeneration Rate: 100% 200% 300% - //if val4 comes set, this blocks regen rather than increase it. - break; + case SC_REGENERATION: + if (val1 == 1) + val2 = 2; + else + val2 = val1; //HP Regerenation rate: 200% 200% 300% + val3 = val1; //SP Regeneration Rate: 100% 200% 300% + //if val4 comes set, this blocks regen rather than increase it. + break; - case SC_DEVOTION: - { - struct block_list *d_bl; - struct status_change *d_sc; - - if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) - { // Inherits Status From Source - const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; - enum sc_type type2; - int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3; - while( i >= 0 ) - { - type2 = types[i]; - if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1)); - i--; + case SC_DEVOTION: + { + struct block_list *d_bl; + struct status_change *d_sc; + + if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) + { // Inherits Status From Source + const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; + enum sc_type type2; + int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3; + while( i >= 0 ) + { + type2 = types[i]; + if( d_sc->data[type2] ) + sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1)); + i--; + } } + break; } - break; - } - case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp - if( val3 && bl->type == BL_MOB ) { - struct block_list* src = map_id2bl(val3); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); - } - status_zap(bl, status->hp-1, val2?0:status->sp); - return 1; - break; - case SC_CLOSECONFINE2: - { - struct block_list *src = val2?map_id2bl(val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; - if (src && sc2) { - if (!sce2) //Start lock on caster. - sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); - else { //Increase count of locked enemies and refresh time. - (sce2->val2)++; - delete_timer(sce2->timer, status_change_timer); - sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); + case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp + if( val3 && bl->type == BL_MOB ) { + struct block_list* src = map_id2bl(val3); + if( src ) + mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); } - } else //Status failed. - return 0; - } - break; - case SC_KAITE: - val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 - break; - case SC_KAUPE: - switch (val1) { - case 3: //33*3 + 1 -> 100% - val2++; - case 1: - case 2: //33, 66% - val2 += 33*val1; - val3 = 1; //Dodge 1 attack total. - break; - default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] - val2 = 100; - val3 = val1-2; - break; + status_zap(bl, status->hp-1, val2?0:status->sp); + return 1; + break; + case SC_CLOSECONFINE2: + { + struct block_list *src = val2?map_id2bl(val2):NULL; + struct status_change *sc2 = src?status_get_sc(src):NULL; + struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; + if (src && sc2) { + if (!sce2) //Start lock on caster. + sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); + else { //Increase count of locked enemies and refresh time. + (sce2->val2)++; + delete_timer(sce2->timer, status_change_timer); + sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); + } + } else //Status failed. + return 0; } - break; + break; + case SC_KAITE: + val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 + break; + case SC_KAUPE: + switch (val1) { + case 3: //33*3 + 1 -> 100% + val2++; + case 1: + case 2: //33, 66% + val2 += 33*val1; + val3 = 1; //Dodge 1 attack total. + break; + default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] + val2 = 100; + val3 = val1-2; + break; + } + break; - case SC_COMBO: { - //val1: Skill ID - //val2: When given, target (for autotargetting skills) - //val3: When set, this combo time should NOT delay attack/movement - //val3: TK: Last used kick - //val4: TK: Combo time - struct unit_data *ud = unit_bl2ud(bl); - if (ud && !val3) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = gettick()+tick; - unit_set_walkdelay(bl, gettick(), tick, 1); + case SC_COMBO: { + //val1: Skill ID + //val2: When given, target (for autotargetting skills) + //val3: When set, this combo time should NOT delay attack/movement + //val3: TK: Last used kick + //val4: TK: Combo time + struct unit_data *ud = unit_bl2ud(bl); + if (ud && !val3) { + tick += 300 * battle_config.combo_delay_rate/100; + ud->attackabletime = gettick()+tick; + unit_set_walkdelay(bl, gettick(), tick, 1); + } + val3 = 0; + val4 = tick; } - val3 = 0; - val4 = tick; - } - break; - case SC_EARTHSCROLL: - val2 = 11-val1; //Chance to consume: 11-skill_lv% - break; - case SC_RUN: - val4 = gettick(); //Store time at which you started running. - tick = -1; - break; - case SC_KAAHI: - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = INVALID_TIMER; //Kaahi Timer. - break; - case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - val2 = val1; - else - val2 = 0; //0 -> Half stat. - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 1; - tick = -1; - break; - case SC_CONCENTRATE: - val2 = 2 + val1; - if (sd) { //Store the card-bonus data that should not count in the % - val3 = sd->param_bonus[1]; //Agi - val4 = sd->param_bonus[4]; //Dex - } else { - val3 = val4 = 0; - } - break; - case SC_MAXOVERTHRUST: - val2 = 20*val1; //Power increase - break; - case SC_OVERTHRUST: - //val2 holds if it was casted on self, or is bonus received from others - val3 = 5*val1; //Power increase - if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_ADRENALINE2: - case SC_ADRENALINE: - val3 = (val2) ? 300 : 200; // aspd increase - case SC_WEAPONPERFECTION: - if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_CONCENTRATION: - val2 = 5*val1; //Batk/Watk Increase - val3 = 10*val1; //Hit Increase - val4 = 5*val1; //Def reduction - break; - case SC_ANGELUS: - val2 = 5*val1; //def increase - break; - case SC_IMPOSITIO: - val2 = 5*val1; //watk increase - break; - case SC_MELTDOWN: - val2 = 100*val1; //Chance to break weapon - val3 = 70*val1; //Change to break armor - break; - case SC_TRUESIGHT: - val2 = 10*val1; //Critical increase - val3 = 3*val1; //Hit increase - break; - case SC_SUN_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase - break; - case SC_MOON_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase - break; - case SC_STAR_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase - break; - case SC_QUAGMIRE: - val2 = (sd?5:10)*val1; //Agi/Dex decrease. - break; + break; + case SC_EARTHSCROLL: + val2 = 11-val1; //Chance to consume: 11-skill_lv% + break; + case SC_RUN: + val4 = gettick(); //Store time at which you started running. + tick = -1; + break; + case SC_KAAHI: + val2 = 200*val1; //HP heal + val3 = 5*val1; //SP cost + val4 = INVALID_TIMER; //Kaahi Timer. + break; + case SC_BLESSING: + if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + val2 = val1; + else + val2 = 0; //0 -> Half stat. + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 1; + tick = -1; + break; + case SC_CONCENTRATE: + val2 = 2 + val1; + if (sd) { //Store the card-bonus data that should not count in the % + val3 = sd->param_bonus[1]; //Agi + val4 = sd->param_bonus[4]; //Dex + } else { + val3 = val4 = 0; + } + break; + case SC_MAXOVERTHRUST: + val2 = 20*val1; //Power increase + break; + case SC_OVERTHRUST: + //val2 holds if it was casted on self, or is bonus received from others + val3 = 5*val1; //Power increase + if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_ADRENALINE2: + case SC_ADRENALINE: + val3 = (val2) ? 300 : 200; // aspd increase + case SC_WEAPONPERFECTION: + if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_CONCENTRATION: + val2 = 5*val1; //Batk/Watk Increase + val3 = 10*val1; //Hit Increase + val4 = 5*val1; //Def reduction + break; + case SC_ANGELUS: + val2 = 5*val1; //def increase + break; + case SC_IMPOSITIO: + val2 = 5*val1; //watk increase + break; + case SC_MELTDOWN: + val2 = 100*val1; //Chance to break weapon + val3 = 70*val1; //Change to break armor + break; + case SC_TRUESIGHT: + val2 = 10*val1; //Critical increase + val3 = 3*val1; //Hit increase + break; + case SC_SUN_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase + break; + case SC_MOON_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase + break; + case SC_STAR_COMFORT: + val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase + break; + case SC_QUAGMIRE: + val2 = (sd?5:10)*val1; //Agi/Dex decrease. + break; - // gs_something1 [Vicious] - case SC_GATLINGFEVER: - val2 = 20*val1; //Aspd increase - val3 = 20+10*val1; //Batk increase - val4 = 5*val1; //Flee decrease - break; + // gs_something1 [Vicious] + case SC_GATLINGFEVER: + val2 = 20*val1; //Aspd increase + val3 = 20+10*val1; //Batk increase + val4 = 5*val1; //Flee decrease + break; - case SC_FLING: - if (bl->type == BL_PC) - val2 = 0; //No armor reduction to players. - else - val2 = 5*val1; //Def reduction - val3 = 5*val1; //Def2 reduction - break; - case SC_PROVOKE: - //val2 signals autoprovoke. - val3 = 2+3*val1; //Atk increase - val4 = 5+5*val1; //Def reduction. - break; - case SC_AVOID: - //val2 = 10*val1; //Speed change rate. - break; - case SC_DEFENCE: - val2 = 2*val1; //Def bonus - break; - case SC_BLOODLUST: - val2 = 20+10*val1; //Atk rate change. - val3 = 3*val1; //Leech chance - val4 = 20; //Leech percent - break; - case SC_FLEET: - val2 = 30*val1; //Aspd change - val3 = 5+5*val1; //bAtk/wAtk rate change - break; - case SC_MINDBREAKER: - 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... - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_JAILED: - //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. - tick = val1>0?1000:250; - if (sd) - { - if (sd->mapindex != val2) + case SC_FLING: + if (bl->type == BL_PC) + val2 = 0; //No armor reduction to players. + else + val2 = 5*val1; //Def reduction + val3 = 5*val1; //Def2 reduction + break; + case SC_PROVOKE: + //val2 signals autoprovoke. + val3 = 2+3*val1; //Atk increase + val4 = 5+5*val1; //Def reduction. + break; + case SC_AVOID: + //val2 = 10*val1; //Speed change rate. + break; + case SC_DEFENCE: + val2 = 2*val1; //Def bonus + break; + case SC_BLOODLUST: + val2 = 20+10*val1; //Atk rate change. + val3 = 3*val1; //Leech chance + val4 = 20; //Leech percent + break; + case SC_FLEET: + val2 = 30*val1; //Aspd change + val3 = 5+5*val1; //bAtk/wAtk rate change + break; + case SC_MINDBREAKER: + 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... + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_JAILED: + //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. + tick = val1>0?1000:250; + if (sd) { - int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates - map = sd->mapindex; //Current Map - //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y - pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); - //2. Set restore point (val3 -> return map, val4 return coords - val3 = map; - val4 = pos; - } else if (!val3 || val3 == sd->mapindex) { //Use save point. - val3 = sd->status.save_point.map; - val4 = (sd->status.save_point.x&0xFFFF) - |(sd->status.save_point.y<<16); + if (sd->mapindex != val2) + { + int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates + map = sd->mapindex; //Current Map + //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y + pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); + //2. Set restore point (val3 -> return map, val4 return coords + val3 = map; + val4 = pos; + } else if (!val3 || val3 == sd->mapindex) { //Use save point. + val3 = sd->status.save_point.map; + val4 = (sd->status.save_point.x&0xFFFF) + |(sd->status.save_point.y<<16); + } } - } - break; - case SC_UTSUSEMI: - val2=(val1+1)/2; // number of hits blocked - val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. - break; - case SC_BUNSINJYUTSU: - val2=(val1+1)/2; // number of hits blocked - break; - case SC_CHANGE: - val2= 30*val1; //Vit increase - val3= 20*val1; //Int increase - break; - case SC_SWOO: - if(status->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_SPIDERWEB: - if( bl->type == BL_PC ) - tick /= 2; - break; - case SC_ARMOR: - //NPC_DEFENDER: - val2 = 80; //Damage reduction - //Attack requirements to be blocked: - val3 = BF_LONG; //Range - val4 = BF_WEAPON|BF_MISC; //Type - break; - case SC_ENCHANTARMS: - //end previous enchants - skill->enchant_elemental_end(bl,type); - //Make sure the received element is valid. - if (val2 >= ELE_MAX) - val2 = val2%ELE_MAX; - else if (val2 < 0) - val2 = rnd()%ELE_MAX; - break; - case SC_CRITICALWOUND: - val2 = 20*val1; //Heal effectiveness decrease - break; - case SC_MAGICMIRROR: - case SC_SLOWCAST: - val2 = 20*val1; //Magic reflection/cast rate - break; + break; + case SC_UTSUSEMI: + val2=(val1+1)/2; // number of hits blocked + val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. + break; + case SC_BUNSINJYUTSU: + val2=(val1+1)/2; // number of hits blocked + break; + case SC_CHANGE: + val2= 30*val1; //Vit increase + val3= 20*val1; //Int increase + break; + case SC_SWOO: + if(status->mode&MD_BOSS) + tick /= 5; //TODO: Reduce skill's duration. But for how long? + break; + case SC_SPIDERWEB: + if( bl->type == BL_PC ) + tick /= 2; + break; + case SC_ARMOR: + //NPC_DEFENDER: + val2 = 80; //Damage reduction + //Attack requirements to be blocked: + val3 = BF_LONG; //Range + val4 = BF_WEAPON|BF_MISC; //Type + break; + case SC_ENCHANTARMS: + //end previous enchants + skill->enchant_elemental_end(bl,type); + //Make sure the received element is valid. + if (val2 >= ELE_MAX) + val2 = val2%ELE_MAX; + else if (val2 < 0) + val2 = rnd()%ELE_MAX; + break; + case SC_CRITICALWOUND: + val2 = 20*val1; //Heal effectiveness decrease + break; + case SC_MAGICMIRROR: + case SC_SLOWCAST: + val2 = 20*val1; //Magic reflection/cast rate + break; - case SC_ARMORCHANGE: - if (val2 == NPC_ANTIMAGIC) - { //Boost mdef - val2 =-20; - val3 = 20; - } else { //Boost def - val2 = 20; - val3 =-20; - } - val2*=val1; //20% per level - val3*=val1; - break; - case SC_EXPBOOST: - case SC_JEXPBOOST: - if (val1 < 0) - val1 = 0; - break; - case SC_INCFLEE2: - case SC_INCCRI: - val2 = val1*10; //Actual boost (since 100% = 1000) - break; - case SC_SUFFRAGIUM: - val2 = 15 * val1; //Speed cast decrease - break; - case SC_INCHEALRATE: - if (val1 < 1) - val1 = 1; - break; - case SC_HALLUCINATION: - val2 = 5+val1; //Factor by which displayed damage is increased by - break; - case SC_DOUBLECAST: - val2 = 30+10*val1; //Trigger rate - break; - case SC_KAIZEL: - val2 = 10*val1; //% of life to be revived with - break; - // case SC_ARMOR_ELEMENT: - // case SC_ARMOR_RESIST: - // Mod your resistance against elements: - // val1 = water | val2 = earth | val3 = fire | val4 = wind - // break; - //case ????: - //Place here SCs that have no SCB_* data, no skill associated, no ICON - //associated, and yet are not wrong/unknown. [Skotlex] - //break; + case SC_ARMORCHANGE: + if (val2 == NPC_ANTIMAGIC) + { //Boost mdef + val2 =-20; + val3 = 20; + } else { //Boost def + val2 = 20; + val3 =-20; + } + val2*=val1; //20% per level + val3*=val1; + break; + case SC_EXPBOOST: + case SC_JEXPBOOST: + if (val1 < 0) + val1 = 0; + break; + case SC_INCFLEE2: + case SC_INCCRI: + val2 = val1*10; //Actual boost (since 100% = 1000) + break; + case SC_SUFFRAGIUM: + val2 = 15 * val1; //Speed cast decrease + break; + case SC_INCHEALRATE: + if (val1 < 1) + val1 = 1; + break; + case SC_HALLUCINATION: + val2 = 5+val1; //Factor by which displayed damage is increased by + break; + case SC_DOUBLECAST: + val2 = 30+10*val1; //Trigger rate + break; + case SC_KAIZEL: + val2 = 10*val1; //% of life to be revived with + break; + // case SC_ARMOR_ELEMENT: + // case SC_ARMOR_RESIST: + // Mod your resistance against elements: + // val1 = water | val2 = earth | val3 = fire | val4 = wind + // break; + //case ????: + //Place here SCs that have no SCB_* data, no skill associated, no ICON + //associated, and yet are not wrong/unknown. [Skotlex] + //break; - case SC_MERC_FLEEUP: - case SC_MERC_ATKUP: - case SC_MERC_HITUP: - val2 = 15 * val1; - break; - case SC_MERC_HPUP: - case SC_MERC_SPUP: - val2 = 5 * val1; - break; - case SC_REBIRTH: - val2 = 20*val1; //% of life to be revived with - break; + case SC_MERC_FLEEUP: + case SC_MERC_ATKUP: + case SC_MERC_HITUP: + val2 = 15 * val1; + break; + case SC_MERC_HPUP: + case SC_MERC_SPUP: + val2 = 5 * val1; + break; + case SC_REBIRTH: + val2 = 20*val1; //% of life to be revived with + break; - case SC_MANU_DEF: - case SC_MANU_ATK: - case SC_MANU_MATK: - val2 = 1; // Manuk group - break; - case SC_SPL_DEF: - case SC_SPL_ATK: - case SC_SPL_MATK: - val2 = 2; // Splendide group - break; - /** - * General - **/ - case SC_FEAR: - val2 = 2; - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BURNING: - val4 = tick / 2000; // Total Ticks to Burn!! - tick_time = 2000; // [GodLesZ] tick time - break; - /** - * Rune Knight - **/ - case SC_DEATHBOUND: - val2 = 500 + 100 * val1; - break; - case SC_STONEHARDSKIN: - if( sd ) - val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase - break; - case SC_FIGHTINGSPIRIT: - val_flag |= 1|2; - break; - case SC_ABUNDANCE: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_GIANTGROWTH: - val2 = 10; // Triple damage success rate. - break; - /** - * Arch Bishop - **/ - case SC_RENOVATIO: - val4 = tick / 5000; - tick_time = 5000; - break; - case SC_SECRAMENT: - val2 = 10 * val1; - break; - case SC_VENOMIMPRESS: - val2 = 10 * val1; - val_flag |= 1|2; - break; - case SC_POISONINGWEAPON: - val_flag |= 1|2|4; - break; - case SC_WEAPONBLOCKING: - val2 = 10 + 2 * val1; // Chance - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC_TOXIN: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_MAGICMUSHROOM: - val4 = tick / 4000; - tick_time = 4000; // [GodLesZ] tick time - break; - case SC_PYREXIA: - status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_LEECHESEND: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_OBLIVIONCURSE: - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_ROLLINGCUTTER: - val_flag |= 1; - break; - case SC_CLOAKINGEXCEED: - val2 = ( val1 + 1 ) / 2; // Hits - val3 = 90 + val1 * 10; // Walk speed - val_flag |= 1|2|4; - if (bl->type == BL_PC) - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_HALLUCINATIONWALK: - val2 = 50 * val1; // Evasion rate of physical attacks. Flee - val3 = 10 * val1; // Evasion rate of magical attacks. - val_flag |= 1|2|4; - break; - case SC_WHITEIMPRISON: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - break; - case SC_FREEZING: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - break; - case SC_READING_SB: - // val2 = sp reduction per second - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_SPHERE_1: - case SC_SPHERE_2: - case SC_SPHERE_3: - case SC_SPHERE_4: - case SC_SPHERE_5: - if( !sd ) - return 0; // Should only work on players. - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHAPESHIFT: - switch( val1 ) - { - case 1: val2 = ELE_FIRE; break; - case 2: val2 = ELE_EARTH; break; - case 3: val2 = ELE_WIND; break; - case 4: val2 = ELE_WATER; break; - } - break; - case SC_ELECTRICSHOCKER: - case SC_CRYSTALIZE: - case SC_MEIKYOUSISUI: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_CAMOUFLAGE: - val4 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_WUGDASH: - val4 = gettick(); //Store time at which you started running. - tick = -1; - break; - case SC__SHADOWFORM: { - struct map_session_data * s_sd = map_id2sd(val2); - if( s_sd ) - s_sd->shadowform_id = bl->id; + case SC_MANU_DEF: + case SC_MANU_ATK: + case SC_MANU_MATK: + val2 = 1; // Manuk group + break; + case SC_SPL_DEF: + case SC_SPL_ATK: + case SC_SPL_MATK: + val2 = 2; // Splendide group + break; + /** + * General + **/ + case SC_FEAR: + val2 = 2; val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BURNING: + val4 = tick / 2000; // Total Ticks to Burn!! + tick_time = 2000; // [GodLesZ] tick time + break; + /** + * Rune Knight + **/ + case SC_DEATHBOUND: + val2 = 500 + 100 * val1; + break; + case SC_STONEHARDSKIN: + if( sd ) + val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase + break; + case SC_FIGHTINGSPIRIT: + val_flag |= 1|2; + break; + case SC_ABUNDANCE: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_GIANTGROWTH: + val2 = 10; // Triple damage success rate. + break; + /** + * Arch Bishop + **/ + case SC_RENOVATIO: + val4 = tick / 5000; + tick_time = 5000; + break; + case SC_SECRAMENT: + val2 = 10 * val1; + break; + case SC_VENOMIMPRESS: + val2 = 10 * val1; + val_flag |= 1|2; + break; + case SC_POISONINGWEAPON: val_flag |= 1|2|4; + break; + case SC_WEAPONBLOCKING: + val2 = 10 + 2 * val1; // Chance + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC_TOXIN: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_MAGICMUSHROOM: + val4 = tick / 4000; + tick_time = 4000; // [GodLesZ] tick time + break; + case SC_PYREXIA: + status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_LEECHESEND: + val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC__STRIPACCESSORY: - if (!sd) + break; + case SC_OBLIVIONCURSE: + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_ROLLINGCUTTER: + val_flag |= 1; + break; + case SC_CLOAKINGEXCEED: + val2 = ( val1 + 1 ) / 2; // Hits + val3 = 90 + val1 * 10; // Walk speed + val_flag |= 1|2|4; + if (bl->type == BL_PC) + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_HALLUCINATIONWALK: + val2 = 50 * val1; // Evasion rate of physical attacks. Flee + val3 = 10 * val1; // Evasion rate of magical attacks. + val_flag |= 1|2|4; + break; + case SC_WHITEIMPRISON: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + break; + case SC_FREEZING: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + break; + case SC_READING_SB: + // val2 = sp reduction per second + tick_time = 5000; // [GodLesZ] tick time + break; + case SC_SPHERE_1: + case SC_SPHERE_2: + case SC_SPHERE_3: + case SC_SPHERE_4: + case SC_SPHERE_5: + if( !sd ) + return 0; // Should only work on players. + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHAPESHIFT: + switch( val1 ) + { + case 1: val2 = ELE_FIRE; break; + case 2: val2 = ELE_EARTH; break; + case 3: val2 = ELE_WIND; break; + case 4: val2 = ELE_WATER; break; + } + break; + case SC_ELECTRICSHOCKER: + case SC_CRYSTALIZE: + case SC_MEIKYOUSISUI: + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_CAMOUFLAGE: + val4 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_WUGDASH: + val4 = gettick(); //Store time at which you started running. + tick = -1; + break; + case SC__SHADOWFORM: { + struct map_session_data * s_sd = map_id2sd(val2); + if( s_sd ) + s_sd->shadowform_id = bl->id; + val4 = tick / 1000; + val_flag |= 1|2|4; + tick_time = 1000; // [GodLesZ] tick time + } + break; + case SC__STRIPACCESSORY: + if (!sd) + val2 = 20; + break; + case SC__INVISIBILITY: + val2 = 50 - 10 * val1; // ASPD + val3 = 20 * val1; // CRITICAL + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC__ENERVATION: + val2 = 20 + 10 * val1; // ATK Reduction + val_flag |= 1|2; + if( sd ) pc_delspiritball(sd,sd->spiritball,0); + break; + case SC__GROOMY: + val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] + val3 = 20 * val1; //HIT + val_flag |= 1|2|4; + if( sd ) + { // Removes Animals + if( pc_isriding(sd) ) pc_setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); + if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG); + if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER); + if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON); + if( sd->status.pet_id > 0 ) pet_menu(sd, 3); + if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1); + if( sd->md ) merc_delete(sd->md,3); + } + break; + case SC__LAZINESS: + val2 = 10 + 10 * val1; // Cast reduction + val3 = 10 * val1; // Flee Reduction + val_flag |= 1|2|4; + break; + case SC__UNLUCKY: + val2 = 10 * val1; // Crit and Flee2 Reduction + val_flag |= 1|2|4; + break; + case SC__WEAKNESS: + val2 = 10 * val1; + val_flag |= 1|2; + // bypasses coating protection and MADO + sc_start(bl,SC_STRIPWEAPON,100,val1,tick); + sc_start(bl,SC_STRIPSHIELD,100,val1,tick); + break; + break; + case SC_GN_CARTBOOST: + if( val1 < 3 ) + val2 = 50; + else if( val1 < 5 ) + val2 = 75; + else + val2 = 100; + break; + case SC_PROPERTYWALK: + val_flag |= 1|2; + val3 = 0; + break; + case SC_WARMER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); + break; + case SC_STRIKING: + val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BLOODSUCKER: + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_VACUUM_EXTREME: + tick -= (status->str / 20) * 1000; + val4 = val3 = tick / 100; + tick_time = 100; // [GodLesZ] tick time + break; + case SC_SWINGDANCE: + val2 = 4 * val1; // Walk speed and aspd reduction. + break; + case SC_SYMPHONYOFLOVER: + case SC_RUSHWINDMILL: + case SC_ECHOSONG: + val2 = 6 * val1; + val2 += val3; //Adding 1% * Lesson Bonus + val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel + break; + case SC_MOONLITSERENADE: + val2 = 10 * val1; + break; + case SC_HARMONIZE: + val2 = 5 + 5 * val1; + break; + case SC_VOICEOFSIREN: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_DEEPSLEEP: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_SIRCLEOFNATURE: + val2 = 1 + val1; //SP consume + val3 = 40 * val1; //HP recovery + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_SONGOFMANA: + val3 = 10 + (2 * val2); + val4 = tick/3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_SATURDAYNIGHTFEVER: + if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); + if (!val4) val4 = 3000; + val3 = tick/val4; + tick_time = val4; // [GodLesZ] tick time + break; + case SC_GLOOMYDAY: + val2 = 20 + 5 * val1; // Flee reduction. + val3 = 15 + 5 * val1; // ASPD reduction. + if( sd && rand()%100 < val1 ){ // (Skill Lv) % + val4 = 1; // reduce walk speed by half. + if( pc_isriding(sd) ) pc_setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); + } + break; + case SC_GLOOMYDAY_SK: + // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. + val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 ); + break; + case SC_SITDOWN_FORCE: + case SC_BANANA_BOMB_SITDOWN: + if( sd && !pc_issit(sd) ) + { + pc_setsit(sd); + skill->sit(sd,1); + clif->sitting(bl); + } + break; + case SC_DANCEWITHWUG: + val3 = (5 * val1) + (1 * val2); //Still need official value. + break; + case SC_LERADSDEW: + val3 = (5 * val1) + (1 * val2); + break; + case SC_MELODYOFSINK: + val3 = (5 * val1) + (1 * val2); + break; + case SC_BEYONDOFWARCRY: + val3 = (5 * val1) + (1 * val2); + break; + case SC_UNLIMITEDHUMMINGVOICE: + { + struct unit_data *ud = unit_bl2ud(bl); + if( ud == NULL ) return 0; + ud->state.skillcastcancel = 0; + val3 = 15 - (2 * val2); + } + break; + case SC_REFLECTDAMAGE: + val2 = 15 + 5 * val1; + val3 = (val1==5)?20:(val1+4)*2; // SP consumption + val4 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] + val2 = 20 + 12 * (val1 - 1); // Chance + val3 = 5 + (2 * val1); // Max rage counters + tick = -1; //endless duration in the client + tick_time = 6000; // [GodLesZ] tick time + val_flag |= 1|2|4; + break; + case SC_EXEEDBREAK: + val1 *= 150; // 150 * skill_lv + if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. + val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100); + 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] + 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. + val1 *= 15; // Defence added + if( sd ) + val1 += 10 * pc_checkskill(sd,CR_DEFENDER); + val_flag |= 1|2; + break; + case SC_BANDING: + tick_time = 5000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + val_flag |= 1|2; + break; + case SC_MAGNETICFIELD: + val3 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_INSPIRATION: + if( sd ) + { + val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus + val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus + } + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + status_change_clear_buffs(bl,3); //Remove buffs/debuffs + break; + case SC_SPELLFIST: + case SC_CURSEDCIRCLE_ATKER: + val_flag |= 1|2|4; + break; + case SC_CRESCENTELBOW: + val2 = 94 + val1; + val_flag |= 1|2; + break; + case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % + val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; + val_flag |= 1; + break; + case SC_RAISINGDRAGON: + val3 = tick / 5000; + tick_time = 5000; // [GodLesZ] tick time + break; + 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 AGI x Skill Level) / 60] % + if( (src = map_id2bl(val2)) ) + val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] + } + break; + case SC_GT_REVITALIZE: + {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] + 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 VIT / 4) x Skill Level] + } + break; + case SC_PYROTECHNIC_OPTION: + val_flag |= 1|2|4; + break; + case SC_HEATER_OPTION: + val2 = 120; // Watk. TODO: Renewal (Atk2) + val3 = 33; // % Increase effects. + val4 = 3; // Change into fire element. + val_flag |= 1|2|4; + break; + case SC_TROPIC_OPTION: + val2 = 180; // Watk. TODO: Renewal (Atk2) + val3 = MG_FIREBOLT; + break; + case SC_AQUAPLAY_OPTION: + val2 = 40; + val_flag |= 1|2|4; + break; + case SC_COOLER_OPTION: + val2 = 80; // % Freezing chance + val3 = 33; // % increased damage + val4 = 1; // Change into water elemet + val_flag |= 1|2|4; + break; + case SC_CHILLY_AIR_OPTION: + val2 = 120; // Matk. TODO: Renewal (Matk1) + val3 = MG_COLDBOLT; + val_flag |= 1|2; + break; + case SC_GUST_OPTION: + val_flag |= 1|2; + break; + case SC_WIND_STEP_OPTION: + val2 = 50; // % Increase speed and flee. + break; + case SC_BLAST_OPTION: val2 = 20; - break; - case SC__INVISIBILITY: - val2 = 50 - 10 * val1; // ASPD - val3 = 20 * val1; // CRITICAL - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC__ENERVATION: - val2 = 20 + 10 * val1; // ATK Reduction - val_flag |= 1|2; - if( sd ) pc_delspiritball(sd,sd->spiritball,0); - break; - case SC__GROOMY: - val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] - val3 = 20 * val1; //HIT - val_flag |= 1|2|4; - if( sd ) - { // Removes Animals - if( pc_isriding(sd) ) pc_setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); - if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG); - if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER); - if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON); - if( sd->status.pet_id > 0 ) pet_menu(sd, 3); - if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1); - if( sd->md ) merc_delete(sd->md,3); - } - break; - case SC__LAZINESS: - val2 = 10 + 10 * val1; // Cast reduction - val3 = 10 * val1; // Flee Reduction - val_flag |= 1|2|4; - break; - case SC__UNLUCKY: - val2 = 10 * val1; // Crit and Flee2 Reduction - val_flag |= 1|2|4; - break; - case SC__WEAKNESS: - val2 = 10 * val1; - val_flag |= 1|2; - // bypasses coating protection and MADO - sc_start(bl,SC_STRIPWEAPON,100,val1,tick); - sc_start(bl,SC_STRIPSHIELD,100,val1,tick); - break; - break; - case SC_GN_CARTBOOST: - if( val1 < 3 ) - val2 = 50; - else if( val1 < 5 ) - val2 = 75; - else - val2 = 100; - break; - case SC_PROPERTYWALK: - val_flag |= 1|2; - val3 = 0; - break; - case SC_WARMER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); - status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); - break; - case SC_STRIKING: - val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BLOODSUCKER: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_VACUUM_EXTREME: - tick -= (status->str / 20) * 1000; - val4 = val3 = tick / 100; - tick_time = 100; // [GodLesZ] tick time - break; - case SC_SWINGDANCE: - val2 = 4 * val1; // Walk speed and aspd reduction. - break; - case SC_SYMPHONYOFLOVER: - case SC_RUSHWINDMILL: - case SC_ECHOSONG: - val2 = 6 * val1; - val2 += val3; //Adding 1% * Lesson Bonus - val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel - break; - case SC_MOONLITSERENADE: - val2 = 10 * val1; - break; - case SC_HARMONIZE: - val2 = 5 + 5 * val1; - break; - case SC_VOICEOFSIREN: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_DEEPSLEEP: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_SIRCLEOFNATURE: - val2 = 1 + val1; //SP consume - val3 = 40 * val1; //HP recovery - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_SONGOFMANA: - val3 = 10 + (2 * val2); - val4 = tick/3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_SATURDAYNIGHTFEVER: - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 3000; - val3 = tick/val4; - tick_time = val4; // [GodLesZ] tick time - break; - case SC_GLOOMYDAY: - val2 = 20 + 5 * val1; // Flee reduction. - val3 = 15 + 5 * val1; // ASPD reduction. - if( sd && rand()%100 < val1 ){ // (Skill Lv) % - val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc_setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); - } - break; - case SC_GLOOMYDAY_SK: - // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. - val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 ); - break; - case SC_SITDOWN_FORCE: - case SC_BANANA_BOMB_SITDOWN: - if( sd && !pc_issit(sd) ) - { - pc_setsit(sd); - skill->sit(sd,1); - clif->sitting(bl); - } - break; - case SC_DANCEWITHWUG: - val3 = (5 * val1) + (1 * val2); //Still need official value. - break; - case SC_LERADSDEW: - val3 = (5 * val1) + (1 * val2); - break; - case SC_MELODYOFSINK: - val3 = (5 * val1) + (1 * val2); - break; - case SC_BEYONDOFWARCRY: - val3 = (5 * val1) + (1 * val2); - break; - case SC_UNLIMITEDHUMMINGVOICE: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud == NULL ) return 0; - ud->state.skillcastcancel = 0; - val3 = 15 - (2 * val2); - } - break; - case SC_REFLECTDAMAGE: - val2 = 15 + 5 * val1; - val3 = (val1==5)?20:(val1+4)*2; // SP consumption - val4 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] - val2 = 20 + 12 * (val1 - 1); // Chance - val3 = 5 + (2 * val1); // Max rage counters - tick = -1; //endless duration in the client - tick_time = 6000; // [GodLesZ] tick time - val_flag |= 1|2|4; - break; - case SC_EXEEDBREAK: - val1 *= 150; // 150 * skill_lv - if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. - val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100); - 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] - 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. - val1 *= 15; // Defence added - if( sd ) - val1 += 10 * pc_checkskill(sd,CR_DEFENDER); - val_flag |= 1|2; - break; - case SC_BANDING: - tick_time = 5000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - val_flag |= 1|2; - break; - case SC_MAGNETICFIELD: - val3 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_INSPIRATION: - if( sd ) - { - val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus - val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus - } - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - break; - case SC_SPELLFIST: - case SC_CURSEDCIRCLE_ATKER: - val_flag |= 1|2|4; - break; - case SC_CRESCENTELBOW: - val2 = 94 + val1; - val_flag |= 1|2; - break; - case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % - val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; - val_flag |= 1; - break; - case SC_RAISINGDRAGON: - val3 = tick / 5000; - tick_time = 5000; // [GodLesZ] tick time - break; - 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 AGI x Skill Level) / 60] % - if( (src = map_id2bl(val2)) ) - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - } - break; - case SC_GT_REVITALIZE: - {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - 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 VIT / 4) x Skill Level] - } - break; - case SC_PYROTECHNIC_OPTION: - val_flag |= 1|2|4; - break; - case SC_HEATER_OPTION: - val2 = 120; // Watk. TODO: Renewal (Atk2) - val3 = 33; // % Increase effects. - val4 = 3; // Change into fire element. - val_flag |= 1|2|4; - break; - case SC_TROPIC_OPTION: - val2 = 180; // Watk. TODO: Renewal (Atk2) - val3 = MG_FIREBOLT; - break; - case SC_AQUAPLAY_OPTION: - val2 = 40; - val_flag |= 1|2|4; - break; - case SC_COOLER_OPTION: - val2 = 80; // % Freezing chance - val3 = 33; // % increased damage - val4 = 1; // Change into water elemet - val_flag |= 1|2|4; - break; - case SC_CHILLY_AIR_OPTION: - val2 = 120; // Matk. TODO: Renewal (Matk1) - val3 = MG_COLDBOLT; - val_flag |= 1|2; - break; - case SC_GUST_OPTION: - val_flag |= 1|2; - break; - case SC_WIND_STEP_OPTION: - val2 = 50; // % Increase speed and flee. - break; - case SC_BLAST_OPTION: - val2 = 20; - val3 = ELE_WIND; - val_flag |= 1|2|4; - break; - case SC_WILD_STORM_OPTION: - val2 = MG_LIGHTNINGBOLT; - val_flag |= 1|2; - break; - case SC_PETROLOGY_OPTION: - val2 = 5; - val3 = 50; - val_flag |= 1|2|4; - break; - case SC_CURSED_SOIL_OPTION: - val2 = 10; - val3 = 33; - val4 = 2; - val_flag |= 1|2|4; - break; - case SC_UPHEAVAL_OPTION: - val2 = WZ_EARTHSPIKE; - val_flag |= 1|2; - break; - case SC_CIRCLE_OF_FIRE_OPTION: - val2 = 300; - val_flag |= 1|2; - break; - case SC_FIRE_CLOAK_OPTION: - case SC_WATER_DROP_OPTION: - case SC_WIND_CURTAIN_OPTION: - case SC_STONE_SHIELD_OPTION: - val2 = 20; // Elemental modifier. Not confirmed. - break; - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - val2 = 10; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? - val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? - val_flag |= 1|2|4; - break; - case SC_ZEPHYR: - val2 = 22; // Flee. - break; - case SC_TIDAL_WEAPON: - val2 = 20; // Increase Elemental's attack. - break; - case SC_ROCK_CRUSHER: - case SC_ROCK_CRUSHER_ATK: - case SC_POWER_OF_GAIA: - val2 = 33; - break; - case SC_MELON_BOMB: - case SC_BANANA_BOMB: - val1 = 15; - break; - case SC_STOMACHACHE: - val2 = 8; // SP consume. - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_KYOUGAKU: - val2 = 2*val1 + rand()%val1; - clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); - break; - case SC_KAGEMUSYA: - val3 = val1 * 2; - case SC_IZAYOI: - val2 = tick/1000; - tick_time = 1000; - break; - case SC_ZANGETSU: - if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0) - val2 = status_get_lv(bl) / 2 + 50; - else - val2 -= 50; - break; - case SC_GENSOU: - { - int hp = status_get_hp(bl), lv = 5; - short per = 100 / (status_get_max_hp(bl) / hp); - - if( per <= 15 ) - lv = 1; - else if( per <= 30 ) - lv = 2; - else if( per <= 50 ) - lv = 3; - else if( per <= 75 ) - lv = 4; - if( hp % 2 == 0) - status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1); + val3 = ELE_WIND; + val_flag |= 1|2|4; + break; + case SC_WILD_STORM_OPTION: + val2 = MG_LIGHTNINGBOLT; + val_flag |= 1|2; + break; + case SC_PETROLOGY_OPTION: + val2 = 5; + val3 = 50; + val_flag |= 1|2|4; + break; + case SC_CURSED_SOIL_OPTION: + val2 = 10; + val3 = 33; + val4 = 2; + val_flag |= 1|2|4; + break; + case SC_UPHEAVAL_OPTION: + val2 = WZ_EARTHSPIKE; + val_flag |= 1|2; + break; + case SC_CIRCLE_OF_FIRE_OPTION: + val2 = 300; + val_flag |= 1|2; + break; + case SC_FIRE_CLOAK_OPTION: + case SC_WATER_DROP_OPTION: + case SC_WIND_CURTAIN_OPTION: + case SC_STONE_SHIELD_OPTION: + val2 = 20; // Elemental modifier. Not confirmed. + break; + case SC_CIRCLE_OF_FIRE: + case SC_FIRE_CLOAK: + case SC_WATER_DROP: + case SC_WATER_SCREEN: + case SC_WIND_CURTAIN: + case SC_WIND_STEP: + case SC_STONE_SHIELD: + case SC_SOLID_SKIN: + val2 = 10; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_WATER_BARRIER: + val2 = 40; // Increasement. Mdef1 ??? + val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? + val_flag |= 1|2|4; + break; + case SC_ZEPHYR: + val2 = 22; // Flee. + break; + case SC_TIDAL_WEAPON: + val2 = 20; // Increase Elemental's attack. + break; + case SC_ROCK_CRUSHER: + case SC_ROCK_CRUSHER_ATK: + case SC_POWER_OF_GAIA: + val2 = 33; + break; + case SC_MELON_BOMB: + case SC_BANANA_BOMB: + val1 = 15; + break; + case SC_STOMACHACHE: + val2 = 8; // SP consume. + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_KYOUGAKU: + val2 = 2*val1 + rand()%val1; + clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); + break; + case SC_KAGEMUSYA: + val3 = val1 * 2; + case SC_IZAYOI: + val2 = tick/1000; + tick_time = 1000; + break; + case SC_ZANGETSU: + if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0) + val2 = status_get_lv(bl) / 2 + 50; else - status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100); - } - break; - case SC_ANGRIFFS_MODUS: - val2 = 50 + 20 * val1; //atk bonus - val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer - tick_time = 1000; - break; - case SC_GOLDENE_FERSE: - val2 = 10 + 10*val1; //max hp bonus - val3 = 6 + 4 * val1; // Aspd Bonus - val4 = 2 + 2 * val1; // Chance of holy attack - break; - case SC_OVERED_BOOST: - val2 = 300 + 40*val1; //flee bonus - val3 = 179 + 2*val1; //aspd bonus - break; - case SC_GRANITIC_ARMOR: - val2 = 2*val1; //dmg reduction - val3 = 6*val1; //dmg on status end - break; - case SC_MAGMA_FLOW: - val2 = 3*val1; //activation chance - break; - case SC_PYROCLASTIC: - val2 += 10*val1; //atk bonus - break; - case SC_PARALYSIS: //[Lighta] need real info - val2 = 2*val1; //def reduction - val3 = 500*val1; //varcast augmentation - break; - case SC_PAIN_KILLER: //[Lighta] need real info - val2 = 2*val1; //aspd reduction % - val3 = 2*val1; //dmg reduction % - if(sc->data[SC_PARALYSIS]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration - break; - case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; - if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; - else val2 = MH_MD_FIGHTING; - break; - default: - if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } - } else //Special considerations when loading SC data. + val2 -= 50; + break; + case SC_GENSOU: + { + int hp = status_get_hp(bl), lv = 5; + short per = 100 / (status_get_max_hp(bl) / hp); + + if( per <= 15 ) + lv = 1; + else if( per <= 30 ) + lv = 2; + else if( per <= 50 ) + lv = 3; + else if( per <= 75 ) + lv = 4; + if( hp % 2 == 0) + status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1); + else + status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100); + } + break; + case SC_ANGRIFFS_MODUS: + val2 = 50 + 20 * val1; //atk bonus + val3 = 40 + 20 * val1; // Flee reduction. + val4 = tick/1000; // hp/sp reduction timer + tick_time = 1000; + break; + case SC_NEUTRALBARRIER: + tick_time = tick; + tick = -1; + break; + case SC_GOLDENE_FERSE: + val2 = 10 + 10*val1; //max hp bonus + val3 = 6 + 4 * val1; // Aspd Bonus + val4 = 2 + 2 * val1; // Chance of holy attack + break; + case SC_OVERED_BOOST: + val2 = 300 + 40*val1; //flee bonus + val3 = 179 + 2*val1; //aspd bonus + break; + case SC_GRANITIC_ARMOR: + val2 = 2*val1; //dmg reduction + val3 = 6*val1; //dmg on status end + break; + case SC_MAGMA_FLOW: + val2 = 3*val1; //activation chance + break; + case SC_PYROCLASTIC: + val2 += 10*val1; //atk bonus + break; + case SC_PARALYSIS: //[Lighta] need real info + val2 = 2*val1; //def reduction + val3 = 500*val1; //varcast augmentation + break; + case SC_PAIN_KILLER: //[Lighta] need real info + val2 = 2*val1; //aspd reduction % + val3 = 2*val1; //dmg reduction % + if(sc->data[SC_PARALYSIS]) + sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration + break; + case SC_STYLE_CHANGE: //[Lighta] need real info + tick = -1; + if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; + else val2 = MH_MD_FIGHTING; + break; + default: + if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) + { //Status change with no calc, no icon, and no skill associated...? + ShowError("UnknownStatusChange [%d]\n", type); + return 0; + } + } + } else { //Special considerations when loading SC data. switch( type ) { case SC_WEDDING: case SC_XMAS: @@ -8555,6 +8559,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = INVALID_TIMER; break; } + } //Those that make you stop attacking/walking.... switch (type) { |