diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 17 | ||||
-rw-r--r-- | src/map/pc.c | 3 | ||||
-rw-r--r-- | src/map/skill.c | 86 | ||||
-rw-r--r-- | src/map/skill.h | 7 | ||||
-rw-r--r-- | src/map/status.c | 14386 |
5 files changed, 7220 insertions, 7279 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index ff9794345..360fe997a 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -857,6 +857,7 @@ static struct Damage battle_calc_weapon_attack( } wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; + case GS_MAGICALBULLET: case HT_PHANTASMIC: //Since these do not consume ammo, they need to be explicitly set as arrow attacks. flag.arrow = 1; @@ -880,10 +881,6 @@ static struct Damage battle_calc_weapon_attack( case NPC_GRANDDARKNESS: case NJ_HUUMA: case NJ_TATAMIGAESHI: - case GS_FLING: - case GS_TRIPLEACTION: - case GS_BULLSEYE: - case GS_MAGICALBULLET: wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; @@ -1508,17 +1505,13 @@ static struct Damage battle_calc_weapon_attack( break; case GS_BULLSEYE: skillratio += 400; - flag.cardfix = 0; break; case GS_TRACKING: - // Where does this damage calculation come from ? Reverse the changes if necessary (or else delete me) - /*skillratio += 60*skill_lv; + skillratio += 60*skill_lv; if (skill_lv == 2) skillratio += 20; if (skill_lv == 3) skillratio += 80; if (skill_lv >= 4) skillratio += 60*(skill_lv-3); if (skill_lv == 10) skillratio += 80; - break;*/ - skillratio += 100 *(skill_lv+1); break; case GS_PIERCINGSHOT: skillratio += 20*skill_lv; @@ -1527,16 +1520,16 @@ static struct Damage battle_calc_weapon_attack( skillratio += 10*skill_lv; break; case GS_DESPERADO: - skillratio += 50*(skill_lv-1); + skillratio += 50*skill_lv - 50; break; case GS_DUST: skillratio += 50*skill_lv; break; case GS_FULLBUSTER: - skillratio += 100*(skill_lv+2); + skillratio += 200 + 100*skill_lv; break; case GS_SPREADATTACK: - skillratio += 20*(skill_lv-1); + skillratio += 20*skill_lv-20; break; case NJ_HUUMA: skillratio += 50 + 150*skill_lv; diff --git a/src/map/pc.c b/src/map/pc.c index 6883e7c4c..bde039c83 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -4822,9 +4822,6 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) npc_script_event(sd,NPCE_DIE); } - if ( sd && sd->spiritball && (sd->class_&MAPID_BASEMASK)==MAPID_GUNSLINGER ) // maybe also monks' spiritballs ? - pc_delspiritball(sd,sd->spiritball,0); - if (src) switch (src->type) { case BL_MOB: diff --git a/src/map/skill.c b/src/map/skill.c index d99971244..75283e2bb 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -758,13 +758,9 @@ int skill_get_range2 (struct block_list *bl, int id, int lv) range *=-1; } - //Some skills take in count weapon range (without passive skills bonuses) - if(!range && !(skill_get_inf(id)&INF_SELF_SKILL)) - { - if (bl->type == BL_PC) // Only get the weapon range (if skill is influenced by AC_VULTURE or GS_SNAKEEYE, bonus will be re-added in the part left of the function) - range = status_get_range(bl)-pc_checkskill((TBL_PC*)bl, AC_VULTURE)-pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE); - else range = status_get_range(bl); - } + //Use attack range. + if(!range && !(skill_get_inf(id)&INF_SELF_SKILL)) + return status_get_range(bl); //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch (id) { @@ -1361,6 +1357,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case GS_BULLSEYE: //0.1% coma rate. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; + case GS_CRACKER: + if (!dstsd) // according to latest patch, should not work on players [Reddozen] + sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate + break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1529,7 +1529,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FULLBUSTER: - status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10); + sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; } @@ -2763,6 +2763,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case TK_COUNTER: case GS_TRIPLEACTION: case GS_MAGICALBULLET: + case GS_CRACKER: case GS_TRACKING: case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: @@ -3145,7 +3146,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int break; case GS_BULLSEYE: - if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS)) + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else if (sd) clif_skill_fail(sd,skillid,0,0); @@ -3727,6 +3728,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: + case GS_CRACKER: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: @@ -5491,16 +5493,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; - case GS_CRACKER: - if (!dstsd) // according to latest patch, should not work on players [Reddozen] - { - int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE) - } - else - clif_skill_fail(sd,skillid,0,0); - break; case AM_REST: if (sd) { @@ -6491,7 +6483,6 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, struct status_data *status; struct status_change *sc; int active_flag=1; - int subunt=0; nullpo_retr(0, src); @@ -6698,36 +6689,17 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, break; case GS_GROUNDDRIFT: - { - int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - - if (src->type == BL_PC) - val1=sd->arrow_ele; - else val1=element[rand()%5]; - - switch (val1) - { - case ELE_FIRE: - subunt++; - case ELE_WATER: - subunt++; - case ELE_POISON: - subunt++; - case ELE_DARK: - subunt++; - case ELE_WIND: - break; - default: - subunt=rand()%5; - break; - } - - break; + { //Take on the base element, not the elemental one. + struct status_data *bstatus = status_get_base_status(src); + val1 = bstatus?bstatus->rhw.ele:status->rhw.ele; + if (sd) sd->state.arrow_atk = 0; //Disable consumption right away. + else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER); + break; } } nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), - skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); + skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval)); group->val1=val1; group->val2=val2; group->val3=val3; @@ -7316,26 +7288,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: + case UNT_GROUNDDRIFT: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1); - - switch (sg->val1) - { - case ELE_WATER: - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_POISON: - sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_DARK: - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - } - sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick)+1500; @@ -7844,7 +7798,7 @@ int skill_isammotype (TBL_PC *sd, int skill) { return ( (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && - skill != HT_PHANTASMIC && + skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET && skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) && !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. diff --git a/src/map/skill.h b/src/map/skill.h index ccc611fa2..0619088d8 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -947,11 +947,8 @@ enum { UNT_SUITON = 0xbb,
UNT_TATAMIGAESHI,
UNT_KAENSIN,
- UNT_GROUNDDRIFT_WIND,
- UNT_GROUNDDRIFT_DARK,
- UNT_GROUNDDRIFT_POISON,
- UNT_GROUNDDRIFT_WATER,
- UNT_GROUNDDRIFT_FIRE,
+ //0xbe, 0xc0, 0xc1 //Maybe the other elements of Ground Drift?
+ UNT_GROUNDDRIFT = 0xc2,
};
#endif
diff --git a/src/map/status.c b/src/map/status.c index 32974e07c..853790383 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,7194 +1,7194 @@ -// Copyright (c) Athena Dev Teams - Licensed under GNU GPL -// For more information, see LICENCE in the main folder - -#include <time.h> -#include <ctype.h> -#include <stdio.h> -#include <stdlib.h> -#include <memory.h> -#include <string.h> -#include <limits.h> - -#include "pc.h" -#include "map.h" -#include "pet.h" -#include "npc.h" -#include "mob.h" -#include "clif.h" -#include "guild.h" -#include "skill.h" -#include "itemdb.h" -#include "battle.h" -#include "chrif.h" -#include "status.h" -#include "script.h" -#include "unit.h" -#include "mercenary.h" - -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/showmsg.h" -#include "../common/malloc.h" - -//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex] -#define SC_HM_BASE 800 -#define SC_GD_BASE 900 -//Regen related flags. -#define RGN_HP 0x01 -#define RGN_SP 0x02 -#define RGN_SHP 0x04 -#define RGN_SSP 0x08 - -int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill. -int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. -int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. -unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes. - -static int max_weight_base[MAX_PC_CLASS]; -static int hp_coefficient[MAX_PC_CLASS]; -static int hp_coefficient2[MAX_PC_CLASS]; -static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; -static int sp_coefficient[MAX_PC_CLASS]; -static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89] -static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt) -int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt) -static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt) -static char job_bonus[MAX_PC_CLASS][MAX_LEVEL]; - -static struct status_data dummy_status; -int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] -int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] -//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only -//to avoid cards exploits -void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn] - -static void add_sc(int skill, int sc) -{ - int sk = skill; - if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; - else - if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; - if (sk < 0 || sk >= MAX_SKILL) { - if (battle_config.error_log) - ShowError("add_sc: Unsupported skill id %d\n", skill); - return; - } - if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance] - SkillStatusChangeTableArray[sk] = sc; - if (StatusSkillChangeTable[sc]==0) - StatusSkillChangeTable[sc] = skill; -} - -static void set_sc(int skill, int sc, int icon, unsigned int flag) -{ - if (StatusIconChangeTable[sc]==SI_BLANK) - StatusIconChangeTable[sc] = icon; - StatusChangeFlagTable[sc] |= flag; - add_sc(skill, sc); -} - -//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array, -//but it is much less prone to errors. [Skotlex] -void initChangeTables(void) { - int i; - for (i = 0; i < SC_MAX; i++) - StatusIconChangeTable[i] = SI_BLANK; - for (i = 0; i < MAX_SKILL; i++) - SkillStatusChangeTableArray[i] = -1; - malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); - malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); - - //First we define the skill for common ailments. These are used in - //skill_additional_effect through sc cards. [Skotlex] - StatusSkillChangeTable[SC_STONE] = MG_STONECURSE; - StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER; - StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK; - StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK; - StatusSkillChangeTable[SC_POISON] = NPC_POISON; - StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK; - StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK; - StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM; - StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK; - StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH; - StatusSkillChangeTable[SC_DPOISON] = NPC_POISON; - - //These are the status-change flags for the common ailments. - StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE; - StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF; -// StatusChangeFlagTable[SC_STUN] = SCB_NONE; -// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE; - StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN; - StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED; -// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE; -// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE; - StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE; - StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN; - StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN; - - //The icons for the common ailments -// StatusIconChangeTable[SC_STONE] = SI_BLANK; -// StatusIconChangeTable[SC_FREEZE] = SI_BLANK; -// StatusIconChangeTable[SC_STUN] = SI_BLANK; -// StatusIconChangeTable[SC_SLEEP] = SI_BLANK; -// StatusIconChangeTable[SC_POISON] = SI_BLANK; -// StatusIconChangeTable[SC_CURSE] = SI_BLANK; -// StatusIconChangeTable[SC_SILENCE] = SI_BLANK; -// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK; -// StatusIconChangeTable[SC_BLIND] = SI_BLANK; - StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING; -// StatusIconChangeTable[SC_DPOISON] = SI_BLANK; - - - add_sc(SM_BASH, SC_STUN); - set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK); - add_sc(SM_MAGNUM, SC_WATK_ELEMENT); - set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD); - add_sc(MG_SIGHT, SC_SIGHT); - add_sc(MG_SAFETYWALL, SC_SAFETYWALL); - add_sc(MG_FROSTDIVER, SC_FREEZE); - add_sc(MG_STONECURSE, SC_STONE); - add_sc(AL_RUWACH, SC_RUWACH); - set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED); - set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED); - set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF); - set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2); - set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX); - set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX); - set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED); - add_sc(TF_POISON, SC_POISON); - set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD); - add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER); - set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK); - set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE); - set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE); - set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE); - set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN); - set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE); - set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN); - set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK); - add_sc(PR_LEXDIVINA, SC_SILENCE); - set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE); - add_sc(WZ_METEOR, SC_STUN); - add_sc(WZ_VERMILION, SC_BLIND); - add_sc(WZ_FROSTNOVA, SC_FREEZE); - add_sc(WZ_STORMGUST, SC_FREEZE); - set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED); - set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD); - set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE); - set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE); - set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE); - add_sc(HT_LANDMINE, SC_STUN); - add_sc(HT_ANKLESNARE, SC_ANKLE); - add_sc(HT_SANDMAN, SC_SLEEP); - add_sc(HT_FLASHER, SC_BLIND); - add_sc(HT_FREEZINGTRAP, SC_FREEZE); - set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED); - add_sc(AS_SONICBLOW, SC_STUN); - set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED); - set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE); - set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE); - add_sc(AS_VENOMDUST, SC_POISON); - add_sc(AS_SPLASHER, SC_SPLASHER); - set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN); - set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE); - add_sc(TF_SPRINKLESAND, SC_BLIND); - add_sc(TF_THROWSTONE, SC_STUN); - set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR); - set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE); - set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE); - add_sc(NPC_EMOTION_ON, SC_MODECHANGE); - set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE); - add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE); - add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE); - add_sc(NPC_POISON, SC_POISON); - add_sc(NPC_BLINDATTACK, SC_BLIND); - add_sc(NPC_SILENCEATTACK, SC_SILENCE); - add_sc(NPC_STUNATTACK, SC_STUN); - add_sc(NPC_PETRIFYATTACK, SC_STONE); - add_sc(NPC_CURSEATTACK, SC_CURSE); - add_sc(NPC_SLEEPATTACK, SC_SLEEP); - set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF); - add_sc(NPC_DARKBLESSING, SC_COMA); - set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF); - add_sc(NPC_LICK, SC_STUN); - set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE); - add_sc(NPC_REBIRTH, SC_KAIZEL); - add_sc(RG_RAID, SC_STUN); - set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK); - set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF); - set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT); - set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT); - add_sc(AM_ACIDTERROR, SC_BLEEDING); - set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE); - set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE); - set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE); - set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE); - set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE); - add_sc(CR_SHIELDCHARGE, SC_STUN); - set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE); - add_sc(CR_HOLYCROSS, SC_BLIND); - add_sc(CR_GRANDCROSS, SC_BLIND); - set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE); - set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC); - set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD); - set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD); - set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED); - add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT); - add_sc(MO_BLADESTOP, SC_BLADESTOP); - set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN); - set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN); - add_sc(SA_MAGICROD, SC_MAGICROD); - set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE); - set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE); - set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE); - set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE); - set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE); - set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK); - set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP); - set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE); - add_sc(SA_REVERSEORCISH, SC_ORCISH); - add_sc(SA_COMA, SC_COMA); - set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN); - add_sc(BD_RICHMANKIM, SC_RICHMANKIM); - set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2); - set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF); - set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK); - add_sc(BD_ROKISWEIL, SC_ROKISWEIL); - add_sc(BD_INTOABYSS, SC_INTOABYSS); - set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC); - add_sc(BA_FROSTJOKE, SC_FREEZE); - set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2); - set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD); - add_sc(BA_POEMBRAGI, SC_POEMBRAGI); - set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP); - add_sc(DC_SCREAM, SC_STUN); - set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT); - set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD); - set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI); - set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC); - add_sc(NPC_DARKCROSS, SC_BLIND); - add_sc(NPC_GRANDDARKNESS, SC_BLIND); - add_sc(NPC_STOP, SC_STOP); - set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE); - set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE); - add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE); - set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX); - set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI); - add_sc(NPC_INVISIBLE, SC_CLOAKING); - set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE); - set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE); - set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD); - set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN); - set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN); -// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill - set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE); - add_sc(HP_BASILICA, SC_BASILICA); - set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK); - add_sc(PA_SACRIFICE, SC_SACRIFICE); - set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD); - add_sc(PA_GOSPEL, SC_SCRESIST); - add_sc(CH_TIGERFIST, SC_STOP); - set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE); - set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT); - set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED); - set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE); - set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED); - set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED); - set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE); - add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER); - set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE); - set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); - set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK); - add_sc(LK_SPIRALPIERCE, SC_STOP); - add_sc(LK_HEADCRUSH, SC_BLEEDING); - set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD); - add_sc(HW_NAPALMVULCAN, SC_CURSE); - set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2); - add_sc(PF_MEMORIZE, SC_MEMORIZE); - add_sc(PF_FOGWALL, SC_FOGWALL); - set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE); - add_sc(WE_BABY, SC_BABY); - set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD); - set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR); - set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE); - set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE); - add_sc(TK_DOWNKICK, SC_STUN); - set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE); - set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE); - set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE); - set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE); - set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE); - set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE); - set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE); - add_sc(SG_MOON_WARM, SC_WARM); - add_sc(SG_STAR_WARM, SC_WARM); - set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2); - set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE); - set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD); - add_sc(SG_FRIEND, SC_SKILLRATE_UP); - set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC); - set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED); - set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD); - set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE); - set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE); - set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE); - set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE); - add_sc(SL_STUN, SC_STUN); - set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED); - set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2); - set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD); - set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE); - set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE); - set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE); - set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD); - add_sc(WS_CARTTERMINATION, SC_STUN); - set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE); - set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD); - add_sc(CG_HERMODE, SC_HERMODE); - set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC); - set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD); - set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2); - add_sc(GS_CRACKER, SC_STUN); - add_sc(GS_DISARM, SC_STRIPWEAPON); - add_sc(GS_PIERCINGSHOT, SC_BLEEDING); - set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD); - set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE); - set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT); - set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD); - set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE); - set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED); - add_sc(NJ_HYOUSYOURAKU, SC_FREEZE); - set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT); - set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE); +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <limits.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+#include "mercenary.h"
+
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+
+//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
+#define SC_HM_BASE 800
+#define SC_GD_BASE 900
+//Regen related flags.
+#define RGN_HP 0x01
+#define RGN_SP 0x02
+#define RGN_SHP 0x04
+#define RGN_SSP 0x08
+
+int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
+unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
+
+static int max_weight_base[MAX_PC_CLASS];
+static int hp_coefficient[MAX_PC_CLASS];
+static int hp_coefficient2[MAX_PC_CLASS];
+static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
+static int sp_coefficient[MAX_PC_CLASS];
+static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE]; //[blackhole89]
+static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
+static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
+
+static struct status_data dummy_status;
+int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
+//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+//to avoid cards exploits
+void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
+
+static void add_sc(int skill, int sc)
+{
+ int sk = skill;
+ if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+ else
+ if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+ if (sk < 0 || sk >= MAX_SKILL) {
+ if (battle_config.error_log)
+ ShowError("add_sc: Unsupported skill id %d\n", skill);
+ return;
+ }
+ if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
+ SkillStatusChangeTableArray[sk] = sc;
+ if (StatusSkillChangeTable[sc]==0)
+ StatusSkillChangeTable[sc] = skill;
+}
+
+static void set_sc(int skill, int sc, int icon, unsigned int flag)
+{
+ if (StatusIconChangeTable[sc]==SI_BLANK)
+ StatusIconChangeTable[sc] = icon;
+ StatusChangeFlagTable[sc] |= flag;
+ add_sc(skill, sc);
+}
+
+//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
+//but it is much less prone to errors. [Skotlex]
+void initChangeTables(void) {
+ int i;
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTableArray[i] = -1;
+ malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+ malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+
+ //First we define the skill for common ailments. These are used in
+ //skill_additional_effect through sc cards. [Skotlex]
+ StatusSkillChangeTable[SC_STONE] = MG_STONECURSE;
+ StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER;
+ StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK;
+ StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK;
+ StatusSkillChangeTable[SC_POISON] = NPC_POISON;
+ StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK;
+ StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK;
+ StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
+ StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK;
+ StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH;
+ StatusSkillChangeTable[SC_DPOISON] = NPC_POISON;
+
+ //These are the status-change flags for the common ailments.
+ StatusChangeFlagTable[SC_STONE] = SCB_DEF_ELE;
+ StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
+// StatusChangeFlagTable[SC_STUN] = SCB_NONE;
+// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
+ StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
+ StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
+// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
+// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
+ StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
+ StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
+ StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
+
+ //The icons for the common ailments
+// StatusIconChangeTable[SC_STONE] = SI_BLANK;
+// StatusIconChangeTable[SC_FREEZE] = SI_BLANK;
+// StatusIconChangeTable[SC_STUN] = SI_BLANK;
+// StatusIconChangeTable[SC_SLEEP] = SI_BLANK;
+// StatusIconChangeTable[SC_POISON] = SI_BLANK;
+// StatusIconChangeTable[SC_CURSE] = SI_BLANK;
+// StatusIconChangeTable[SC_SILENCE] = SI_BLANK;
+// StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
+// StatusIconChangeTable[SC_BLIND] = SI_BLANK;
+ StatusIconChangeTable[SC_BLEEDING] = SI_BLEEDING;
+// StatusIconChangeTable[SC_DPOISON] = SI_BLANK;
+
+
+ add_sc(SM_BASH, SC_STUN);
+ set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
+ add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
+ set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
+ add_sc(MG_SIGHT, SC_SIGHT);
+ add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
+ add_sc(MG_FROSTDIVER, SC_FREEZE);
+ add_sc(MG_STONECURSE, SC_STONE);
+ add_sc(AL_RUWACH, SC_RUWACH);
+ set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
+ set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
+ set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
+ set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
+ set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
+ set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
+ set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
+ add_sc(TF_POISON, SC_POISON);
+ set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
+ add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
+ set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
+ set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
+ set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
+ set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
+ set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
+ set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
+ set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
+ set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
+ add_sc(PR_LEXDIVINA, SC_SILENCE);
+ set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
+ add_sc(WZ_METEOR, SC_STUN);
+ add_sc(WZ_VERMILION, SC_BLIND);
+ add_sc(WZ_FROSTNOVA, SC_FREEZE);
+ add_sc(WZ_STORMGUST, SC_FREEZE);
+ set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
+ set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
+ set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
+ set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
+ set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
+ add_sc(HT_LANDMINE, SC_STUN);
+ add_sc(HT_ANKLESNARE, SC_ANKLE);
+ add_sc(HT_SANDMAN, SC_SLEEP);
+ add_sc(HT_FLASHER, SC_BLIND);
+ add_sc(HT_FREEZINGTRAP, SC_FREEZE);
+ set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED);
+ add_sc(AS_SONICBLOW, SC_STUN);
+ set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
+ set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE);
+ set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
+ add_sc(AS_VENOMDUST, SC_POISON);
+ add_sc(AS_SPLASHER, SC_SPLASHER);
+ set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
+ set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
+ add_sc(TF_SPRINKLESAND, SC_BLIND);
+ add_sc(TF_THROWSTONE, SC_STUN);
+ set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
+ set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
+ set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
+ add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
+ set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
+ add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
+ add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
+ add_sc(NPC_POISON, SC_POISON);
+ add_sc(NPC_BLINDATTACK, SC_BLIND);
+ add_sc(NPC_SILENCEATTACK, SC_SILENCE);
+ add_sc(NPC_STUNATTACK, SC_STUN);
+ add_sc(NPC_PETRIFYATTACK, SC_STONE);
+ add_sc(NPC_CURSEATTACK, SC_CURSE);
+ add_sc(NPC_SLEEPATTACK, SC_SLEEP);
+ set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
+ add_sc(NPC_DARKBLESSING, SC_COMA);
+ set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
+ add_sc(NPC_LICK, SC_STUN);
+ set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
+ add_sc(NPC_REBIRTH, SC_KAIZEL);
+ add_sc(RG_RAID, SC_STUN);
+ set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
+ set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
+ set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
+ set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
+ add_sc(AM_ACIDTERROR, SC_BLEEDING);
+ set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
+ set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
+ set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
+ set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
+ set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
+ add_sc(CR_SHIELDCHARGE, SC_STUN);
+ set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
+ add_sc(CR_HOLYCROSS, SC_BLIND);
+ add_sc(CR_GRANDCROSS, SC_BLIND);
+ set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
+ set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
+ set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
+ set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
+ set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
+ add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
+ add_sc(MO_BLADESTOP, SC_BLADESTOP);
+ set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
+ set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
+ add_sc(SA_MAGICROD, SC_MAGICROD);
+ set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
+ set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
+ set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
+ set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
+ set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
+ set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
+ set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
+ set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
+ add_sc(SA_REVERSEORCISH, SC_ORCISH);
+ add_sc(SA_COMA, SC_COMA);
+ set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
+ add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
+ set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
+ set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
+ set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
+ add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
+ add_sc(BD_INTOABYSS, SC_INTOABYSS);
+ set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
+ add_sc(BA_FROSTJOKE, SC_FREEZE);
+ set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
+ set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
+ add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
+ set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
+ add_sc(DC_SCREAM, SC_STUN);
+ set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
+ set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
+ set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
+ add_sc(NPC_DARKCROSS, SC_BLIND);
+ add_sc(NPC_GRANDDARKNESS, SC_BLIND);
+ add_sc(NPC_STOP, SC_STOP);
+ set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
+ set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
+ add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
+ set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
+ set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
+ add_sc(NPC_INVISIBLE, SC_CLOAKING);
+ set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
+ set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
+ set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
+ set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
+ set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
+// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
+ set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
+ add_sc(HP_BASILICA, SC_BASILICA);
+ set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
+ add_sc(PA_SACRIFICE, SC_SACRIFICE);
+ set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ add_sc(PA_GOSPEL, SC_SCRESIST);
+ add_sc(CH_TIGERFIST, SC_STOP);
+ set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
+ set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
+ set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
+ set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
+ set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
+ set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
+ set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
+ add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
+ set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+ set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+ add_sc(LK_SPIRALPIERCE, SC_STOP);
+ add_sc(LK_HEADCRUSH, SC_BLEEDING);
+ set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
+ add_sc(HW_NAPALMVULCAN, SC_CURSE);
+ set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
+ add_sc(PF_MEMORIZE, SC_MEMORIZE);
+ add_sc(PF_FOGWALL, SC_FOGWALL);
+ set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
+ add_sc(WE_BABY, SC_BABY);
+ set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
+ set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
+ set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
+ set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
+ add_sc(TK_DOWNKICK, SC_STUN);
+ set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
+ set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
+ set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
+ set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
+ set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
+ set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
+ set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
+ add_sc(SG_MOON_WARM, SC_WARM);
+ add_sc(SG_STAR_WARM, SC_WARM);
+ set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
+ set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
+ set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
+ add_sc(SG_FRIEND, SC_SKILLRATE_UP);
+ set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
+ set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
+ set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
+ set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
+ set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
+ set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
+ set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
+ add_sc(SL_STUN, SC_STUN);
+ set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
+ set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
+ set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
+ set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
+ set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
+ set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
+ set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
+ add_sc(WS_CARTTERMINATION, SC_STUN);
+ set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
+ set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
+ add_sc(CG_HERMODE, SC_HERMODE);
+ set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
+ set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
+ set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
+ add_sc(GS_CRACKER, SC_STUN);
+ add_sc(GS_DISARM, SC_STRIPWEAPON);
+ add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
+ set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
+ set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
+ set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
+ set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
+ set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
+ set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
+ add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
+ set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
+ set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
- set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE); - set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE); - set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE); - set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE); - set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE); - add_sc(MO_BALKYOUNG, SC_STUN); - add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE); - add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE); - add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE); - add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE); - - set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED); - set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_MAXHP|SCB_MAXSP); - set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK); - set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn] - set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn] - set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK); - - set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX); - set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX); - set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN); - - // Storing the target job rather than simply SC_SPIRIT simplifies code later on. - SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST, - SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK, - SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR, - SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE, - SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER, - SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, - SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT, - SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD, - SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST, - SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER, - SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE, - SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN, - SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH, - SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER, - SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER, - - //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50; - StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; - StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; - StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; - StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1; - StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2; - StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; - StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; - - //Other SC which are not necessarily associated to skills. - StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; - StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; - StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; - StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; - StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; - StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; - StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; - StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; - StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; - StatusChangeFlagTable[SC_INCINT] |= SCB_INT; - StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; - StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; - StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; - StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; - StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; - StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; - StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; - StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; - StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; - StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; - StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; - StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; - StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; - StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; - StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; - StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; - StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; - StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; - StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; - StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; - StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; - - if (!battle_config.display_hallucination) //Disable Hallucination. - StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; -} - -int SkillStatusChangeTable(int skill) -{ - int sk = skill; - if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE; - else - if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE; - if (sk < 0 || sk >= MAX_SKILL) { - if (battle_config.error_log) - ShowError("add_sc: Unsupported skill id %d\n", skill); - return -1; - } - return SkillStatusChangeTableArray[sk]; -} -int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. -static void initDummyData(void) { - malloc_set(&dummy_status, 0, sizeof(dummy_status)); - dummy_status.hp = - dummy_status.max_hp = - dummy_status.max_sp = - dummy_status.str = - dummy_status.agi = - dummy_status.vit = - dummy_status.int_ = - dummy_status.dex = - dummy_status.luk = - dummy_status.hit = 1; - dummy_status.speed = 2000; - dummy_status.adelay = 4000; - dummy_status.amotion = 2000; - dummy_status.dmotion = 2000; - dummy_status.ele_lv = 1; //Min elemental level. - dummy_status.mode = MD_CANMOVE; -} - -/*========================================== - * 精錬ボーナス - *------------------------------------------ - */ -int status_getrefinebonus(int lv,int type) -{ - if (lv >= 0 && lv < 5 && type >= 0 && type < 3) - return refinebonus[lv][type]; - return 0; -} - -//Sets HP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display -//on players) It will always succeed (overrides Berserk block), but it can't kill. -int status_set_hp(struct block_list *bl, unsigned int hp, int flag) -{ - struct status_data *status; - if (hp < 1) return 0; - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; - - if (hp > status->max_hp) hp = status->max_hp; - if (hp == status->hp) return 0; - if (hp > status->hp) - return status_heal(bl, hp - status->hp, 0, 1|flag); - return status_zap(bl, status->hp - hp, 0); -} - -//Sets SP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display -//on players) -int status_set_sp(struct block_list *bl, unsigned int sp, int flag) -{ - struct status_data *status; - - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; - - if (sp > status->max_sp) sp = status->max_sp; - if (sp == status->sp) return 0; - if (sp > status->sp) - return status_heal(bl, 0, sp - status->sp, 1|flag); - return status_zap(bl, 0, status->sp - sp); -} - -//Inflicts damage on the target with the according walkdelay. -//If flag&1, damage is passive and does not triggers cancelling status changes. -//If flag&2, fail if target does not has enough to substract. -//If flag&4, if killed, mob must not give exp/loot. -int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) -{ - struct status_data *status; - struct status_change *sc; - - if(sp && !(target->type&BL_CONSUME)) - sp = 0; //Not a valid SP target. - - if (hp < 0) { //Assume absorbed damage. - status_heal(target, -hp, 0, 1); - hp = 0; - } - - if (sp < 0) { - status_heal(target, 0, -sp, 1); - sp = 0; - } - - if (!hp && !sp) - return 0; - - - if (target->type == BL_SKILL) - return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); - - status = status_get_status_data(target); - - if (status == &dummy_status || !status->hp) - return 0; //Invalid targets: no damage or dead - -// Let through. battle.c/skill.c have the whole logic of when it's possible or -// not to hurt someone (and this check breaks pet catching) [Skotlex] -// if (!target->prev && !(flag&2)) -// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp - - sc = status_get_sc(target); - - if (sc && !sc->count) - sc = NULL; - - if (hp && !(flag&1)) { - if (sc) { - if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE) - { //Devotion prevents any of the other ailments from ending. - struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1); - if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id) - { - clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0); - status_fix_damage(NULL, &sd2->bl, hp, 0); - return 0; - } - status_change_end(target, SC_DEVOTION, -1); - } - if (sc->data[SC_FREEZE].timer != -1) - status_change_end(target,SC_FREEZE,-1); - if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - status_change_end(target,SC_STONE,-1); - if (sc->data[SC_SLEEP].timer != -1) - status_change_end(target,SC_SLEEP,-1); - if (sc->data[SC_WINKCHARM].timer != -1) - status_change_end(target,SC_WINKCHARM,-1); - if (sc->data[SC_CONFUSION].timer != -1) - status_change_end(target, SC_CONFUSION, -1); - if (sc->data[SC_TRICKDEAD].timer != -1) - status_change_end(target, SC_TRICKDEAD, -1); - if (sc->data[SC_HIDING].timer != -1) - status_change_end(target, SC_HIDING, -1); - if (sc->data[SC_CLOAKING].timer != -1) - status_change_end(target, SC_CLOAKING, -1); - if (sc->data[SC_CHASEWALK].timer != -1) - status_change_end(target, SC_CHASEWALK, -1); - if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) { - //Endure count is only reduced by non-players on non-gvg maps. - //val4 signals infinite endure. [Skotlex] - if (src && src->type != BL_PC && !map_flag_gvg(target->m) - && --(sc->data[SC_ENDURE].val2) < 0) - status_change_end(target, SC_ENDURE, -1); - } - if (sc->data[SC_GRAVITATION].timer != -1 && - sc->data[SC_GRAVITATION].val3 == BCT_SELF) { - struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4; - if (sg) { - skill_delunitgroup(target,sg, 0); - sc->data[SC_GRAVITATION].val4 = 0; - status_change_end(target, SC_GRAVITATION, -1); - } - } - if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2) - skill_stop_dancing(target); - } - unit_skillcastcancel(target, 2); - } - - if ((unsigned int)hp >= status->hp) { - if (flag&2) return 0; - hp = status->hp; - } - - if ((unsigned int)sp > status->sp) { - if (flag&2) return 0; - sp = status->sp; - } - - status->hp-= hp; - status->sp-= sp; - - if (sc && hp && status->hp) { - if (sc->data[SC_AUTOBERSERK].timer != -1 && - (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) && - status->hp < status->max_hp>>2) - sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); - } - - switch (target->type) - { - case BL_MOB: - mob_damage((TBL_MOB*)target, src, hp); - break; - case BL_PC: - pc_damage((TBL_PC*)target,src,hp,sp); - break; - case BL_HOM: - merc_damage((TBL_HOM*)target,src,hp,sp); - } - - if (status->hp) - { //Still lives! - if (walkdelay) - unit_set_walkdelay(target, gettick(), walkdelay, 0); - return hp+sp; - } - - status->hp = 1; //To let the dead function cast skills and all that. - //NOTE: These dead functions should return: [Skotlex] - //0: Death cancelled, auto-revived. - //Non-zero: Standard death. Clear status, cancel move/attack, etc - //&2: Also remove object from map. - //&4: Also delete object from memory. - switch (target->type) - { - case BL_MOB: - flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); - break; - case BL_PC: - flag = pc_dead((TBL_PC*)target,src); - break; - case BL_HOM: - flag = merc_hom_dead((TBL_HOM*)target,src); - break; - default: //Unhandled case, do nothing to object. - flag = 0; - break; - } - - if(!flag) //Death cancelled. - return hp+sp; - - //Normal death - status->hp = 0; - if (battle_config.clear_unit_ondeath && - battle_config.clear_unit_ondeath&target->type) - skill_clear_unitgroup(target); - status_change_clear(target,0); - - if(target->type&BL_REGEN) - { //Reset regen ticks. - struct regen_data *regen = status_get_regen_data(target); - if (regen) { - malloc_set(®en->tick, 0, sizeof(regen->tick)); - if (regen->sregen) - malloc_set(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); - if (regen->ssregen) - malloc_set(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); - } - } - if(flag&4) //Delete from memory. (also invokes map removal code) - unit_free(target,1); - else - if(flag&2) //remove from map - unit_remove_map(target,1); - else - { //Some death states that would normally be handled by unit_remove_map - unit_stop_attack(target); - unit_stop_walking(target,0); - unit_skillcastcancel(target,0); - clif_clearchar_area(target,1); - skill_unit_move(target,gettick(),4); - skill_cleartimerskill(target); - } - - return hp+sp; -} - -//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) -//If flag&2, when the player is healed, show the HP/SP heal effect. -int status_heal(struct block_list *bl,int hp,int sp, int flag) -{ - struct status_data *status; - struct status_change *sc; - - status = status_get_status_data(bl); - - if (status == &dummy_status || !status->hp) - return 0; - - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - - if (hp < 0) { - status_damage(NULL, bl, -hp, 0, 0, 1); - hp = 0; - } - - if(hp) { - if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1) - hp = 0; - - - if((unsigned int)hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; - } - - if(sp < 0) { - status_damage(NULL, bl, 0, -sp, 0, 1); - sp = 0; - } - - if(sp) { - if((unsigned int)sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; - } - - if(!sp && !hp) return 0; - - status->hp+= hp; - status->sp+= sp; - - if(hp && sc && - sc->data[SC_AUTOBERSERK].timer != -1 && - sc->data[SC_PROVOKE].timer!=-1 && - sc->data[SC_PROVOKE].val2==1 && - status->hp>=status->max_hp>>2 - ) //End auto berserk. - status_change_end(bl,SC_PROVOKE,-1); - - switch(bl->type) { - case BL_MOB: - mob_heal((TBL_MOB*)bl,hp); - break; - case BL_PC: - pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); - break; - case BL_HOM: - merc_hom_heal((TBL_HOM*)bl,hp,sp); - break; - } - return hp+sp; -} - -//Does percentual non-flinching damage/heal. If mob is killed this way, -//no exp/drops will be awarded if there is no src (or src is target) -//If rates are > 0, percent is of current HP/SP -//If rates are < 0, percent is of max HP/SP -//If flag, this is heal, otherwise it is damage. -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) -{ - struct status_data *status; - unsigned int hp =0, sp = 0; - - status = status_get_status_data(target); - - //Change the equation when the values are high enough to discard the - //imprecision in exchange of overflow protection [Skotlex] - //Also add 100% checks since those are the most used cases where we don't - //want aproximation errors. - if (hp_rate > 99) - hp = status->hp; - else if (hp_rate > 0) - hp = status->hp>10000? - hp_rate*(status->hp/100): - (hp_rate*status->hp)/100; - else if (hp_rate < -99) - hp = status->max_hp; - else if (hp_rate < 0) - hp = status->max_hp>10000? - (-hp_rate)*(status->max_hp/100): - (-hp_rate*status->max_hp)/100; - if (hp_rate && !hp) - hp = 1; - - //Should be safe to not do overflow protection here, noone should have - //millions upon millions of SP - if (sp_rate > 99) - sp = status->sp; - else if (sp_rate > 0) - sp = (sp_rate*status->sp)/100; - else if (sp_rate < -99) - sp = status->max_sp; - else if (sp_rate < 0) - sp = (-sp_rate)*status->max_sp/100; - if (sp_rate && !sp) - sp = 1; - - //Ugly check in case damage dealt is too much for the received args of - //status_heal / status_damage. [Skotlex] - if (hp > INT_MAX) { - hp -= INT_MAX; - if (flag) - status_heal(target, INT_MAX, 0, 0); - else - status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); - } - if (sp > INT_MAX) { - sp -= INT_MAX; - if (flag) - status_heal(target, 0, INT_MAX, 0); - else - status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); - } - if (flag) return status_heal(target, hp, sp, 0); - return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); -} - -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) -{ - struct status_data *status; - unsigned int hp, sp; - if (!status_isdead(bl)) return 0; - - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; //Invalid target. - - hp = status->max_hp * per_hp/100; - sp = status->max_sp * per_sp/100; - - if(hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; - - if(sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; - - status->hp += hp; - status->sp += sp; - - if (bl->prev) //Animation only if character is already on a map. - clif_resurrection(bl, 1); - switch (bl->type) { - case BL_MOB: - mob_revive((TBL_MOB*)bl, hp); - break; - case BL_PC: - pc_revive((TBL_PC*)bl, hp, sp); - break; - case BL_HOM: //[orn] - merc_hom_revive((TBL_HOM*)bl, hp, sp); - break; - } - return 1; -} -/*========================================== - * Checks whether the src can use the skill on the target, - * taking into account status/option of both source/target. [Skotlex] - * flag: - * 0 - Trying to use skill on target. - * 1 - Cast bar is done. - * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. - * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. - * target MAY Be null, in which case the checks are only to see - * whether the source can cast or not the skill on the ground. - *------------------------------------------ - */ -int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) -{ - struct status_data *status; - struct status_change *sc=NULL, *tsc; - int hide_flag; - - status = src?status_get_status_data(src):&dummy_status; - - if (src && status_isdead(src)) - return 0; - - if (!skill_num) { //Normal attack checks. - if (!(status->mode&MD_CANATTACK)) - return 0; //This mode is only needed for melee attacking. - //Dead state is not checked for skills as some skills can be used - //on dead characters, said checks are left to skill.c [Skotlex] - if (target && status_isdead(target)) - return 0; - } - - if (skill_num == PA_PRESSURE && flag) { - //Gloria Avoids pretty much everything.... - tsc = target?status_get_sc(target):NULL; - if(tsc) { - if (tsc->option&OPTION_HIDE) - return 0; - if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1) - return 0; - } - return 1; - } - - if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || - (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) - && !(status->mode&MD_BOSS)) - { //Basilica Check - if (!skill_num) return 0; - hide_flag = skill_get_inf(skill_num); - if (hide_flag&INF_ATTACK_SKILL) - return 0; - if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) - return 0; - } - - if (src) sc = status_get_sc(src); - - if(sc && sc->count) - { - if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) - //When sc do not cancel casting, the spell should come out. - return 0; - - if ( - (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD) - || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag) - || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL) - || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION) - || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) - ) - return 0; - - if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag) - { //Prevents skill usage - clif_emotion(src, 3); - return 0; - } - - if (sc->data[SC_BLADESTOP].timer != -1) { - switch (sc->data[SC_BLADESTOP].val1) - { - case 5: if (skill_num == MO_EXTREMITYFIST) break; - case 4: if (skill_num == MO_CHAINCOMBO) break; - case 3: if (skill_num == MO_INVESTIGATE) break; - case 2: if (skill_num == MO_FINGEROFFENSIVE) break; - default: return 0; - } - } - - if (sc->data[SC_DANCING].timer != -1 && flag!=2) - { - if(sc->data[SC_LONGING].timer != -1) - { //Allow everything except dancing/re-dancing. [Skotlex] - if (skill_num == BD_ENCORE || - skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) - ) - return 0; - } else - if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM - && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) - return 0; - if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION) - return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] - } - - if (skill_num && //Do not block item-casted skills. - (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) - ) { //Skills blocked through status changes... - if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through - sc->data[SC_SILENCE].timer != -1 || - (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || - (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || - sc->data[SC_STEELBODY].timer != -1 || - sc->data[SC_BERSERK].timer != -1 - )) - return 0; - - //Skill blocking. - if ( - (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) || - (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || - (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL) - ) - return 0; - - } - } - - if (sc && sc->option) - { - if (sc->option&OPTION_HIDE) - switch (skill_num) { //Usable skills while hiding. - case TF_HIDING: - case AS_GRIMTOOTH: - case RG_BACKSTAP: - case RG_RAID: - case NJ_SHADOWJUMP: - case NJ_KIRIKAGE: - break; - default: - return 0; - } - if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) - return 0; - } - if (target == NULL || target == src) //No further checking needed. - return 1; - - tsc = status_get_sc(target); - - if(tsc && tsc->count) - { - if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) - return 0; - if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1) - return 0; - if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE))) - return 0; - } - - //If targetting, cloak+hide protect you, otherwise only hiding does. - hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); - - //You cannot hide from ground skills. - if(skill_get_pl(skill_num) == ELE_EARTH) - hide_flag &= ~OPTION_HIDE; - - switch (target->type) - { - case BL_PC: - { - struct map_session_data *sd = (TBL_PC*) target; - if (pc_isinvisible(sd)) - return 0; - if (tsc->option&hide_flag && !(status->mode&MD_BOSS) - && (sd->state.perfect_hiding || !( - status->race == RC_INSECT || - status->race == RC_DEMON || - status->mode&MD_DETECTOR - ))) - return 0; - } - break; - case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). - //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (status->mode&MD_LOOTER) - return 1; - else - return 0; - default: - //Check for chase-walk/hiding/cloaking opponents. - if (tsc && !(status->mode&MD_BOSS)) - { - if (tsc->option&hide_flag && !( - status->race == RC_INSECT || - status->race == RC_DEMON || - status->mode&MD_DETECTOR - )) - return 0; - } - } - return 1; -} - -//Checks whether the source can see and chase target. -int status_check_visibility(struct block_list *src, struct block_list *target) -{ - int view_range; - struct status_data* status = status_get_status_data(src); - struct status_change* tsc = status_get_sc(target); - switch (src->type) { - case BL_MOB: - view_range = ((TBL_MOB*)src)->min_chase; - break; - case BL_PET: - view_range = ((TBL_PET*)src)->db->range2; - break; - default: - view_range = AREA_SIZE; - } - - if (src->m != target->m || !check_distance_bl(src, target, view_range)) - return 0; - - switch (target->type) - { - case BL_PC: - { - if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) - && !(status->mode&MD_BOSS) && ( - ((TBL_PC*)target)->state.perfect_hiding || !( - status->race == RC_INSECT || - status->race == RC_DEMON || - status->mode&MD_DETECTOR - ))) - return 0; - } - break; - default: - //Check for chase-walk/hiding/cloaking opponents. - if (tsc && !(status->mode&MD_BOSS)) - { - if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) - && !( - status->race == RC_INSECT || - status->race == RC_DEMON || - status->mode&MD_DETECTOR - )) - return 0; - } - } - return 1; -} - -void status_calc_bl(struct block_list *bl, unsigned long flag); - -static int status_base_atk(struct block_list *bl, struct status_data *status) -{ - int flag = 0, str, dex, dstr; - - if(!(bl->type&battle_config.enable_baseatk)) - return 0; - - if (bl->type == BL_PC) - switch(((TBL_PC*)bl)->status.weapon){ - case W_BOW: - case W_MUSICAL: - case W_WHIP: - case W_REVOLVER: - case W_RIFLE: - case W_SHOTGUN: - case W_GATLING: - case W_GRENADE: - flag = 1; - } - if (flag) { - str = status->dex; - dex = status->str; - } else { - str = status->str; - dex = status->dex; - } - dstr = str/10; - return str + dstr*dstr + dex/5 + status->luk/5; -} - - -//Fills in the misc data that can be calculated from the other status info (except for level) -void status_calc_misc(struct status_data *status, int type, int level) -{ - //Non players get the value set, players need to stack with previous bonuses. - if (type != BL_PC) - status->matk_min = status->matk_max = status->hit = status->flee = - status->def2 = status->mdef2 = status->cri = status->flee2 = 0; - - status->matk_min += status->int_+(status->int_/7)*(status->int_/7); - status->matk_max += status->int_+(status->int_/5)*(status->int_/5); - status->hit += level + status->dex; - status->flee += level + status->agi; - status->def2 += status->vit; - status->mdef2 += status->int_ + (status->vit>>1); - - if (type&battle_config.enable_critical) - status->cri += status->luk*3 + 10; - else - status->cri = 0; - - if (type&battle_config.enable_perfect_flee) - status->flee2 += status->luk + 10; - else - status->flee2 = 0; - - if (status->cri) - switch (type) { - case BL_MOB: - if(battle_config.mob_critical_rate != 100) - status->cri = status->cri*battle_config.mob_critical_rate/100; - if(!status->cri && battle_config.mob_critical_rate) - status->cri = 10; - break; - case BL_PC: - //Players don't have a critical adjustment setting as of yet. - break; - default: - if(battle_config.critical_rate != 100) - status->cri = status->cri*battle_config.critical_rate/100; - if (!status->cri && battle_config.critical_rate) - status->cri = 10; - } -} - -//Skotlex: Calculates the initial status for the given mob -//first will only be false when the mob leveled up or got a GuardUp level. -//first&2: Class-change invoked. -int status_calc_mob(struct mob_data* md, int first) -{ - struct status_data *status; - struct block_list *mbl = NULL; - int flag=0; - - if(first) - { //Set basic level on respawn. - if (md->spawn && !(first&2)) - md->level = md->spawn->level; - else - md->level = md->db->lv; // [Valaris] - } - - //Check if we need custom base-status - if (battle_config.mobs_level_up && md->level > md->db->lv) - flag|=1; - - if (md->special_state.size) - flag|=2; - - if (md->guardian_data && md->guardian_data->guardup_lv) - flag|=4; - - if (battle_config.slaves_inherit_speed && md->master_id) - flag|=8; - - if (md->master_id && md->special_state.ai>1) - flag|=16; - - if (!flag) - { //No special status required. - if (md->base_status) { - aFree(md->base_status); - md->base_status = NULL; - } - if(first) - memcpy(&md->status, &md->db->status, sizeof(struct status_data)); - return 0; - } - if (!md->base_status) - md->base_status = aCalloc(1, sizeof(struct status_data)); - - status = md->base_status; - memcpy(status, &md->db->status, sizeof(struct status_data)); - - - if (flag&(8|16)) - mbl = map_id2bl(md->master_id); - - if (flag&8 && mbl) { - struct status_data *mstatus = status_get_base_status(mbl); - if (mstatus) - status->speed = mstatus->speed; - } - - if (flag&16 && mbl) - { //Max HP setting from Summon Flora/marine Sphere - struct unit_data *ud = unit_bl2ud(mbl); - if (ud) - { // different levels of HP according to skill level - if (ud->skillid == AM_SPHEREMINE) { - status->max_hp = 2000 + 400*ud->skilllv; - } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl); - status->mode|= MD_CANATTACK|MD_AGGRESSIVE; - } - status->hp = status->max_hp; - } - } - - if (flag&1) - { // increase from mobs leveling up [Valaris] - int diff = md->level - md->db->lv; - status->str+= diff; - status->agi+= diff; - status->vit+= diff; - status->int_+= diff; - status->dex+= diff; - status->luk+= diff; - status->max_hp += diff*status->vit; - status->max_sp += diff*status->int_; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->speed -= diff; - } - - - if (flag&2) - { // change for sized monsters [Valaris] - if (md->special_state.size==1) { - status->max_hp>>=1; - status->max_sp>>=1; - if (!status->max_hp) status->max_hp = 1; - if (!status->max_sp) status->max_sp = 1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str>>=1; - status->agi>>=1; - status->vit>>=1; - status->int_>>=1; - status->dex>>=1; - status->luk>>=1; - if (!status->str) status->str = 1; - if (!status->agi) status->agi = 1; - if (!status->vit) status->vit = 1; - if (!status->int_) status->int_ = 1; - if (!status->dex) status->dex = 1; - if (!status->luk) status->luk = 1; - } else if (md->special_state.size==2) { - status->max_hp<<=1; - status->max_sp<<=1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str<<=1; - status->agi<<=1; - status->vit<<=1; - status->int_<<=1; - status->dex<<=1; - status->luk<<=1; - } - } - - status->batk = status_base_atk(&md->bl, status); - status_calc_misc(status, BL_MOB, md->level); - - if(flag&4) - { // Strengthen Guardians - custom value +10% / lv - struct guild_castle *gc; - gc=guild_mapname2gc(map[md->bl.m].name); - if (!gc) - ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); - else { - status->max_hp += 2000 * gc->defense; - status->max_sp += 200 * gc->defense; - if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP - status->hp = gc->guardian[md->guardian_data->number].hp; - else //Emperium - status->hp = status->max_hp; - status->sp = status->max_sp; - } - status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; - status->aspd_rate -= 100*md->guardian_data->guardup_lv; - } - - //Initial battle status - if (!first) - status_calc_bl(&md->bl, SCB_ALL); - else - memcpy(&md->status, status, sizeof(struct status_data)); - return 1; -} - -//Skotlex: Calculates the stats of the given pet. -int status_calc_pet(struct pet_data *pd, int first) -{ - - nullpo_retr(0, pd); - - if (first) { - memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); - pd->status.speed = pd->petDB->speed; - } - - if (battle_config.pet_lv_rate && pd->msd) - { - struct map_session_data *sd = pd->msd; - int lv; - - lv =sd->status.base_level*battle_config.pet_lv_rate/100; - if (lv < 0) - lv = 1; - if (lv != pd->pet.level || first) - { - struct status_data *bstat = &pd->db->status, *status = &pd->status; - pd->pet.level = lv; - if (!first) //Lv Up animation - clif_misceffect(&pd->bl, 0); - status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; - status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; - status->str = (bstat->str*lv)/pd->db->lv; - status->agi = (bstat->agi*lv)/pd->db->lv; - status->vit = (bstat->vit*lv)/pd->db->lv; - status->int_ = (bstat->int_*lv)/pd->db->lv; - status->dex = (bstat->dex*lv)/pd->db->lv; - status->luk = (bstat->luk*lv)/pd->db->lv; - - status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); - status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); - status->str = cap_value(status->str,1,battle_config.pet_max_stats); - status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); - status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); - status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); - status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); - status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); - - status->batk = status_base_atk(&pd->bl, &pd->status); - status_calc_misc(&pd->status, BL_PET, lv); - - if (!first) //Not done the first time because the pet is not visible yet - clif_send_petstatus(sd); - } - } else if (first) { - pd->status.batk = status_base_atk(&pd->bl, &pd->status); - status_calc_misc(&pd->status, BL_PET, pd->db->lv); - } - - //Support rate modifier (1000 = 100%) - pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; - if(battle_config.pet_support_rate != 100) - pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; - return 1; -} - -static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status) -{ - unsigned int val; - val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_] - + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100 - * (100 + status->vit)/100 + sd->param_equip[2]; - if (sd->class_&JOBL_UPPER) - val += val * 25/100; - else if (sd->class_&JOBL_BABY) - val -= val * 30/100; - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) - val *= 3; //Triple max HP for top ranking Taekwons over level 90. - if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) - val += 2000; - - return val; -} - -static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) -{ - unsigned int val; - val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100 - * (100 + status->int_)/100 + sd->param_equip[3]; - if (sd->class_&JOBL_UPPER) - val += val * 25/100; - else if (sd->class_&JOBL_BABY) - val -= val * 30/100; - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON)) - val *= 3; //Triple max SP for top ranking Taekwons over level 90. - - return val; -} - - -//Calculates player data from scratch without counting SC adjustments. -//Should be invoked whenever players raise stats, learn passive skills or change equipment. -int status_calc_pc(struct map_session_data* sd,int first) -{ - static int calculating = 0; //Check for recursive call preemption. [Skotlex] - struct status_data b_status, *status; - struct weapon_atk b_lhw; - struct skill b_skill[MAX_SKILL]; - - int b_weight,b_max_weight; - int i,index; - int skill,refinedef=0; - - if (++calculating > 10) //Too many recursive calls! - return -1; - - memcpy(&b_status, &sd->battle_status, sizeof(struct status_data)); - memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk)); - b_status.lhw = &b_lhw; - - memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); - b_weight = sd->weight; - b_max_weight = sd->max_weight; - - pc_calc_skilltree(sd); // スキルツリ?の計算 - - sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300; - - if(first&1) { - //Load Hp/SP from char-received data. - sd->battle_status.hp = sd->status.hp; - sd->battle_status.sp = sd->status.sp; - sd->battle_status.lhw = &sd->battle_lhw; - sd->base_status.lhw = &sd->base_lhw; - sd->regen.sregen = &sd->sregen; - sd->regen.ssregen = &sd->ssregen; - sd->weight=0; - for(i=0;i<MAX_INVENTORY;i++){ - if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) - continue; - sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; - } - sd->cart_max_weight=battle_config.max_cart_weight; - sd->cart_weight=0; - sd->cart_max_num=MAX_CART; - sd->cart_num=0; - for(i=0;i<MAX_CART;i++){ - if(sd->status.cart[i].nameid==0) - continue; - sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; - sd->cart_num++; - } - } - - status = &sd->base_status; - // these are not zeroed. [zzo] - sd->hprate=100; - sd->sprate=100; - sd->castrate=100; - sd->delayrate=100; - sd->dsprate=100; - sd->speed_rate = 100; - sd->hprecov_rate = 100; - sd->sprecov_rate = 100; - sd->atk_rate = sd->matk_rate = 100; - sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; - sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; - sd->regen.state.block = 0; - - // zeroed arays, order follows the order in map.h. - // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo] - malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus) - + sizeof(sd->param_equip) - + sizeof(sd->subele) - + sizeof(sd->subrace) - + sizeof(sd->subrace2) - + sizeof(sd->subsize) - + sizeof(sd->reseff) - + sizeof(sd->weapon_coma_ele) - + sizeof(sd->weapon_coma_race) - + sizeof(sd->weapon_atk) - + sizeof(sd->weapon_atk_rate) - + sizeof(sd->arrow_addele) - + sizeof(sd->arrow_addrace) - + sizeof(sd->arrow_addsize) - + sizeof(sd->magic_addele) - + sizeof(sd->magic_addrace) - + sizeof(sd->magic_addsize) - + sizeof(sd->critaddrace) - + sizeof(sd->expaddrace) - + sizeof(sd->itemgrouphealrate) - + sizeof(sd->sp_gain_race) - ); - - malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); - malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); - - malloc_set(&sd->special_state,0,sizeof(sd->special_state)); - malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw))); - malloc_set(status->lhw, 0, sizeof(struct weapon_atk)); - - //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex] - status->speed = DEFAULT_WALK_SPEED; - status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; - status->size = (sd->class_&JOBL_BABY)?0:1; - if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] - if (sd->class_&JOBL_BABY) { - if (battle_config.character_size&2) - status->size++; - } else - if(battle_config.character_size&1) - status->size++; - } - status->aspd_rate = 1000; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; - - //zero up structures... - malloc_set(&sd->autospell,0,sizeof(sd->autospell) - + sizeof(sd->autospell2) - + sizeof(sd->addeff) - + sizeof(sd->addeff2) - + sizeof(sd->skillatk) - + sizeof(sd->skillblown) - + sizeof(sd->add_def) - + sizeof(sd->add_mdef) - + sizeof(sd->add_dmg) - + sizeof(sd->add_mdmg) - + sizeof(sd->add_drop) - + sizeof(sd->itemhealrate) - ); - - // vars zeroing. ints, shorts, chars. in that order. - malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk) - + sizeof(sd->arrow_ele) - + sizeof(sd->arrow_cri) - + sizeof(sd->arrow_hit) - + sizeof(sd->nsshealhp) - + sizeof(sd->nsshealsp) - + sizeof(sd->critical_def) - + sizeof(sd->double_rate) - + sizeof(sd->long_attack_atk_rate) - + sizeof(sd->near_attack_def_rate) - + sizeof(sd->long_attack_def_rate) - + sizeof(sd->magic_def_rate) - + sizeof(sd->misc_def_rate) - + sizeof(sd->ignore_mdef_ele) - + sizeof(sd->ignore_mdef_race) - + sizeof(sd->perfect_hit) - + sizeof(sd->perfect_hit_add) - + sizeof(sd->get_zeny_rate) - + sizeof(sd->get_zeny_num) - + sizeof(sd->double_add_rate) - + sizeof(sd->short_weapon_damage_return) - + sizeof(sd->long_weapon_damage_return) - + sizeof(sd->magic_damage_return) - + sizeof(sd->random_attack_increase_add) - + sizeof(sd->random_attack_increase_per) - + sizeof(sd->break_weapon_rate) - + sizeof(sd->break_armor_rate) - + sizeof(sd->crit_atk_rate) - + sizeof(sd->hp_loss_rate) - + sizeof(sd->sp_loss_rate) - + sizeof(sd->classchange) - + sizeof(sd->speed_add_rate) - + sizeof(sd->aspd_add_rate) - + sizeof(sd->setitem_hash) - + sizeof(sd->setitem_hash2) - // shorts - + sizeof(sd->splash_range) - + sizeof(sd->splash_add_range) - + sizeof(sd->add_steal_rate) - + sizeof(sd->hp_loss_value) - + sizeof(sd->sp_loss_value) - + sizeof(sd->hp_loss_type) - + sizeof(sd->hp_gain_value) - + sizeof(sd->sp_gain_value) - + sizeof(sd->add_drop_count) - + sizeof(sd->unbreakable) - + sizeof(sd->unbreakable_equip) - + sizeof(sd->unstripable_equip) - + sizeof(sd->add_def_count) - + sizeof(sd->add_mdef_count) - + sizeof(sd->add_dmg_count) - + sizeof(sd->add_mdmg_count) - ); - - // Parse equipment. - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) - continue; - if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) - continue; - if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) - continue; - if(!sd->inventory_data[index]) - continue; - - status->def += sd->inventory_data[index]->def; - - if(first&1 && sd->inventory_data[index]->equip_script) - { //Execute equip-script on login - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - if (!calculating) - return 1; - } - - if(sd->inventory_data[index]->type == 4) { - int r,wlv = sd->inventory_data[index]->wlv; - struct weapon_data *wd; - struct weapon_atk *wa; - - if (wlv >= MAX_REFINE_BONUS) - wlv = MAX_REFINE_BONUS - 1; - if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { - wd = &sd->left_weapon; // Left-hand weapon - wa = status->lhw; - } else { - wd = &sd->right_weapon; - wa = &status->rhw; - } - wa->atk += sd->inventory_data[index]->atk; - wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; - if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. - wd->overrefine = r*refinebonus[wlv][1]; - - wa->range += sd->inventory_data[index]->range; - if(sd->inventory_data[index]->script) { - if (wd == &sd->left_weapon) { - sd->state.lr_flag = 1; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } else - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. [Skotlex] - return 1; - } - - if(sd->status.inventory[index].card[0]==CARD0_FORGE) - { // Forged weapon - wd->star += (sd->status.inventory[index].card[1]>>8); - if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg - if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) - wd->star += 10; - - if (!wa->ele) //Do not overwrite element from previous bonuses. - wa->ele = (sd->status.inventory[index].card[1]&0x0f); - } - } - else if(sd->inventory_data[index]->type == 5) { - refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; - if(sd->inventory_data[index]->script) { - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. [Skotlex] - return 1; - } - } - } - - if(sd->equip_index[EQI_AMMO] >= 0){ - index = sd->equip_index[EQI_AMMO]; - if(sd->inventory_data[index]){ // Arrows - sd->arrow_atk += sd->inventory_data[index]->atk; - sd->state.lr_flag = 2; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] - return 1; - } - } - - //Store equipment script bonuses - memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); - malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus)); - - status->def += (refinedef+50)/100; - - //Parse Cards - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) - continue; - if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) - continue; - if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) - continue; - - if(sd->inventory_data[index]) { - int j,c; - struct item_data *data; - - //Card script execution. - if(itemdb_isspecial(sd->status.inventory[index].card[0])) - continue; - for(j=0;j<sd->inventory_data[index]->slot;j++){ - current_equip_card_id= c= sd->status.inventory[index].card[j]; - if(!c) - continue; - data = itemdb_exists(c); - if(!data) - continue; - if(first&1 && data->equip_script) - { //Execute equip-script on login - run_script(data->equip_script,0,sd->bl.id,0); - if (!calculating) - return 1; - } - if(!data->script) - continue; - if(data->flag.no_equip) { //Card restriction checks. - if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone) - continue; - if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1) - continue; - if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) - continue; - } - if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) - { //Left hand status. - sd->state.lr_flag = 1; - run_script(data->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } else - run_script(data->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script his function. [Skotlex] - return 1; - } - } - } - - if(sd->pd && battle_config.pet_status_support) - { // Pet - struct pet_data *pd=sd->pd; - if(pd && pd->pet.intimate > 0 && - (!battle_config.pet_equip_required || pd->pet.equip > 0) && - pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets - pc_bonus(sd,pd->bonus->type, pd->bonus->val); - } - //param_bonus now holds card bonuses. - - if(status->rhw.range < 1) status->rhw.range = 1; - if(status->lhw->range < 1) status->lhw->range = 1; - if(status->rhw.range < status->lhw->range) - status->rhw.range = status->lhw->range; - - sd->double_rate += sd->double_add_rate; - sd->perfect_hit += sd->perfect_hit_add; - sd->splash_range += sd->splash_add_range; - if(sd->aspd_add_rate) - status->aspd_rate += 10*sd->aspd_add_rate; - if(sd->speed_add_rate) - sd->speed_rate += sd->speed_add_rate; - - // Damage modifiers from weapon type - sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; - sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; - sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; - sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; - sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; - sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; - - if(pc_isriding(sd) && - (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) - { //When Riding with spear, damage modifier to mid-class becomes - //same as versus large size. - sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; - sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; - } - -// ----- STATS CALCULATION ----- - - // Job bonuses - for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ - if(!job_bonus[sd->status.class_][i]) - continue; - switch(job_bonus[sd->status.class_][i]) { - case 1: - status->str++; - break; - case 2: - status->agi++; - break; - case 3: - status->vit++; - break; - case 4: - status->int_++; - break; - case 5: - status->dex++; - break; - case 6: - status->luk++; - break; - } - } - - // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ - status->str += 10; - status->agi += 10; - status->vit += 10; - status->int_+= 10; - status->dex += 10; - status->luk += 10; - } - - // Absolute modifiers from passive skills - if(pc_checkskill(sd,BS_HILTBINDING)>0) - status->str++; - if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) - status->int_ += (skill+1)/2; // +1 INT / 2 lv - if((skill=pc_checkskill(sd,AC_OWL))>0) - status->dex += skill; - - // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. - i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; - status->str = cap_value(i,0,USHRT_MAX); - i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; - status->agi = cap_value(i,0,USHRT_MAX); - i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; - status->vit = cap_value(i,0,USHRT_MAX); - i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; - status->int_ = cap_value(i,0,USHRT_MAX); - i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; - status->dex = cap_value(i,0,USHRT_MAX); - i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; - status->luk = cap_value(i,0,USHRT_MAX); - -// ------ BASE ATTACK CALCULATION ------ - - // Basic Base ATK value - status->batk += status_base_atk(&sd->bl,status); - // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) - if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) - status->batk += sd->weapon_atk[sd->status.weapon]; - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) - status->batk += 4; - -// ----- MISC CALCULATION ----- - status_calc_misc(status, BL_PC, sd->status.base_level); - -// ----- HIT CALCULATION ----- - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) - status->hit += skill*2; - if((skill=pc_checkskill(sd,AC_VULTURE))>0){ - status->hit += skill; - if(sd->status.weapon == W_BOW) - status->rhw.range += skill; - } - if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) - { - if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) - status->hit += 2*skill; - if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { - status->hit += skill; - status->rhw.range += skill; - } - } - -// ----- FLEE CALCULATION ----- - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,TF_MISS))>0) - status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); - if((skill=pc_checkskill(sd,MO_DODGE))>0) - status->flee += (skill*3)>>1; - -// ----- EQUIPMENT-DEF CALCULATION ----- - - // Apply relative modifiers from equipment - if(sd->def_rate != 100) { - i = status->def * sd->def_rate/100; - status->def = cap_value(i, CHAR_MIN, CHAR_MAX); - } - - if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) - { - status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); - status->def = (unsigned char)battle_config.max_def; - } - -// ----- EQUIPMENT-MDEF CALCULATION ----- - - // Apply relative modifiers from equipment - if(sd->mdef_rate != 100) { - i = status->mdef * sd->mdef_rate/100; - status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX); - } - - if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) - { - status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); - status->mdef = (signed char)battle_config.max_def; - } - -// ----- WALKING SPEED CALCULATION ----- - - // Relative modifiers from passive skills - if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0) - status->speed -= status->speed * skill/100; - if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) - status->speed -= status->speed * 25/100; - if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) - status->speed += status->speed * (100-10*skill)/100; - -// ----- ASPD CALCULATION ----- -// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied - - // Basic ASPD value - if (sd->status.weapon < MAX_WEAPON_TYPE) - i = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - i = (( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype1]/1000 - )+( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype2]/1000 - )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] - - status->amotion = cap_value(i,battle_config.max_aspd,2000); - - // Relative modifiers from passive skills - if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate -= 5*skill; - if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) - status->aspd_rate -= 30*skill; - if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && - (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate -= ((skill+1)/2) * 10; - if(pc_isriding(sd)) - status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); - - status->adelay = 2*status->amotion; - - -// ----- DMOTION ----- -// - i = 800-status->agi*4; - status->dmotion = cap_value(i, 400, 800); - -// ----- HP MAX CALCULATION ----- - - // Basic MaxHP value - //We hold the standard Max HP here to make it faster to recalculate on vit changes. - sd->status.max_hp = status_base_pc_maxhp(sd,status); - status->max_hp += sd->status.max_hp; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,CR_TRUST))>0) - status->max_hp += skill*200; - -// ----- SP MAX CALCULATION ----- - - // Basic MaxSP value - sd->status.max_sp = status_base_pc_maxsp(sd,status); - status->max_sp += sd->status.max_sp; - - // Absolute modifiers from passive skills - if((skill=pc_checkskill(sd,SL_KAINA))>0) - status->max_sp += 30*skill; - - if(status->sp>status->max_sp) - status->sp=status->max_sp; - -// ----- RESPAWN HP/SP ----- -// - //Calc respawn hp and store it on base_status - if (sd->special_state.restart_full_recover) - { - status->hp = status->max_hp; - status->sp = status->max_sp; - } else { - if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) - && battle_config.restart_hp_rate < 50) - status->hp=status->max_hp>>1; - else - status->hp=status->max_hp * battle_config.restart_hp_rate/100; - if(!status->hp) - status->hp = 1; - - status->sp = status->max_sp * battle_config.restart_sp_rate /100; - } - -// ----- MISC CALCULATIONS ----- - - // Weight - if((skill=pc_checkskill(sd,MC_INCCARRY))>0) - sd->max_weight += 2000*skill; - if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) - sd->max_weight += 10000; - if(sd->sc.data[SC_KNOWLEDGE].timer != -1) - sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10; - - if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) - sd->regen.state.walk = 1; - else - sd->regen.state.walk = 0; - - // Skill SP cost - if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) - sd->dsprate -= 4*skill; - - if(sd->sc.count){ - if(sd->sc.data[SC_SERVICE4U].timer!=-1) - sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3; - } - - if(sd->dsprate < 0) sd->dsprate = 0; - - // Anti-element and anti-race - if((skill=pc_checkskill(sd,CR_TRUST))>0) - sd->subele[6] += skill*5; - if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { - sd->subele[0] += skill; - sd->subele[3] += skill*4; - } - if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ - skill = skill*4; - sd->right_weapon.addrace[RC_DRAGON]+=skill; - sd->left_weapon.addrace[RC_DRAGON]+=skill; - sd->magic_addrace[RC_DRAGON]+=skill; - sd->subrace[RC_DRAGON]+=skill; - } - - if(sd->sc.count){ - if(sd->sc.data[SC_CONCENTRATE].timer!=-1) - { //Update the card-bonus data - sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi - sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex - } - if(sd->sc.data[SC_SIEGFRIED].timer!=-1){ - sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2; - } - if(sd->sc.data[SC_PROVIDENCE].timer!=-1){ - sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2; - sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2; - } - } - - status_cpy(&sd->battle_status, status); - status_calc_bl(&sd->bl, SCB_ALL); //Status related changes. - status = &sd->battle_status; //Need to compare versus this. - -// ----- CLIENT-SIDE REFRESH ----- - if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) - clif_skillinfoblock(sd); - if(b_status.speed != status->speed) - clif_updatestatus(sd,SP_SPEED); - if(b_weight != sd->weight) - clif_updatestatus(sd,SP_WEIGHT); - if(b_max_weight != sd->max_weight) { - clif_updatestatus(sd,SP_MAXWEIGHT); - pc_checkweighticon(sd); - } - if(b_status.str != status->str) - clif_updatestatus(sd,SP_STR); - if(b_status.agi != status->agi) - clif_updatestatus(sd,SP_AGI); - if(b_status.vit != status->vit) - clif_updatestatus(sd,SP_VIT); - if(b_status.int_ != status->int_) - clif_updatestatus(sd,SP_INT); - if(b_status.dex != status->dex) - clif_updatestatus(sd,SP_DEX); - if(b_status.luk != status->luk) - clif_updatestatus(sd,SP_LUK); - if(b_status.hit != status->hit) - clif_updatestatus(sd,SP_HIT); - if(b_status.flee != status->flee) - clif_updatestatus(sd,SP_FLEE1); - if(b_status.amotion != status->amotion) - clif_updatestatus(sd,SP_ASPD); - if(b_status.rhw.atk != status->rhw.atk || - b_status.lhw->atk != status->lhw->atk || - b_status.batk != status->batk) - clif_updatestatus(sd,SP_ATK1); - if(b_status.def != status->def) - clif_updatestatus(sd,SP_DEF1); - if(b_status.rhw.atk2 != status->rhw.atk2 || - b_status.lhw->atk2 != status->lhw->atk2) - clif_updatestatus(sd,SP_ATK2); - if(b_status.def2 != status->def2) - clif_updatestatus(sd,SP_DEF2); - if(b_status.flee2 != status->flee2) - clif_updatestatus(sd,SP_FLEE2); - if(b_status.cri != status->cri) - clif_updatestatus(sd,SP_CRITICAL); - if(b_status.matk_max != status->matk_max) - clif_updatestatus(sd,SP_MATK1); - if(b_status.matk_min != status->matk_min) - clif_updatestatus(sd,SP_MATK2); - if(b_status.mdef != status->mdef) - clif_updatestatus(sd,SP_MDEF1); - if(b_status.mdef2 != status->mdef2) - clif_updatestatus(sd,SP_MDEF2); - if(b_status.rhw.range != status->rhw.range) - clif_updatestatus(sd,SP_ATTACKRANGE); - if(b_status.max_hp != status->max_hp) - clif_updatestatus(sd,SP_MAXHP); - if(b_status.max_sp != status->max_sp) - clif_updatestatus(sd,SP_MAXSP); - if(b_status.hp != status->hp) - clif_updatestatus(sd,SP_HP); - if(b_status.sp != status->sp) - clif_updatestatus(sd,SP_SP); - - calculating = 0; - return 0; -} - -int status_calc_homunculus(struct homun_data *hd, int first) -{ - struct status_data b_status, *status; - struct map_session_data *sd; - struct s_homunculus *hom; - int skill; - - memcpy(&b_status, &hd->base_status, sizeof(struct status_data)); - sd = hd->master; - hom = &sd->homunculus; - - status = &hd->base_status; - - status->str = hom->str / 10; - status->agi = hom->agi / 10; - status->vit = hom->vit / 10; - status->dex = hom->dex / 10; - status->int_ = hom->int_ / 10; - status->luk = hom->luk / 10; - - status->def_ele = hd->homunculusDB->element ; //[orn] - status->ele_lv = 1; - status->race = hd->homunculusDB->race ; //[orn] - status->size = hd->homunculusDB->size ; //[orn] - status->rhw.range = 1 + status->size; //[orn] - status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn] - status->speed = DEFAULT_WALK_SPEED; - skill = hom->level/10 + status->vit/5; - status->def = cap_value(skill, 0, 99); - skill = hom->level/10 + status->int_/5; - status->mdef = cap_value(skill, 0, 99); - - status->hp = 1; - status->sp = 1; - status->max_hp = hom->max_hp ; - status->max_sp = hom->max_sp ; - - merc_hom_calc_skilltree(sd); - - if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) - status->def += skill * 4; - - if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0) - { - status->int_ += 1 +skill/2 -skill/4 +skill/5; - status->str += 1 +2*(skill/3) +skill/4; - } - - if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) - status->max_hp += skill * 2 * status->max_hp / 100; - - if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0) - status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; - - if (first) { - hd->battle_status.hp = hom->hp ; - hd->battle_status.sp = hom->sp ; - } - - status->batk = status_base_atk(&hd->bl, status); - status->rhw.atk = status->dex; - status->rhw.atk2 = status->str + hom->level; - - status->aspd_rate = 1000; - - skill = (1000 -4*status->agi -status->dex) - *hd->homunculusDB->baseASPD/1000; - - status->amotion = cap_value(skill,battle_config.max_aspd,2000); - status->adelay = 2*status->amotion; - - status_calc_misc(status, BL_HOM, hom->level); - status_calc_bl(&hd->bl, SCB_ALL); //Status related changes. - - if (memcmp(&b_status, status, sizeof(struct status_data))) - clif_hominfo(hd->master,hd,0) ; - - return 1; -} - -static unsigned short status_calc_str(struct block_list *,struct status_change *,int); -static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); -static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); -static unsigned short status_calc_int(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); -static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); -static signed short status_calc_hit(struct block_list *,struct status_change *,int); -static signed short status_calc_critical(struct block_list *,struct status_change *,int); -static signed short status_calc_flee(struct block_list *,struct status_change *,int); -static signed short status_calc_flee2(struct block_list *,struct status_change *,int); -static signed char status_calc_def(struct block_list *,struct status_change *,int); -static signed short status_calc_def2(struct block_list *,struct status_change *,int); -static signed char status_calc_mdef(struct block_list *,struct status_change *,int); -static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); -static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); -static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); -static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int); -static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); - -//Calculates base regen values. -void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) -{ - struct map_session_data *sd; - int val, skill; - - if (!(bl->type&BL_REGEN) || !regen) - return; - BL_CAST(BL_PC,bl,sd); - - val = 1 + (status->vit/5) + (status->max_hp/200); - - if (sd && sd->hprecov_rate != 100) - val = val*sd->hprecov_rate/100; - - regen->hp = cap_value(val, 1, SHRT_MAX); - - val = 1 + (status->int_/6) + (status->max_sp/100); - if(status->int_ >= 120) - val += ((status->int_-120)>>1) + 4; - - if(sd && sd->sprecov_rate != 100) - val = val*sd->sprecov_rate/100; - - regen->sp = cap_value(val, 1, SHRT_MAX); - - if(sd) - { - struct regen_data_sub *sregen; - if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) - { - val = regen->sp*(100+3*skill)/100; - regen->sp = cap_value(val, 1, SHRT_MAX); - } - //Only players have skill/sitting skill regen for now. - sregen = regen->sregen; - - val = 0; - if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) - val += skill*5 + (status->max_hp*skill/500); - sregen->hp = cap_value(val, 0, SHRT_MAX); - - val = 0; - if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) - val += skill*3 + (status->max_sp*skill/500); - if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) - val += skill*3 + (status->max_sp*skill/500); - sregen->sp = cap_value(val, 0, SHRT_MAX); - - // Skill-related recovery (only when sit) - sregen = regen->ssregen; - - val = 0; - if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) - val += skill*4 + (status->max_hp*skill/500); - - if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest) - val += skill*30 + (status->max_hp*skill/500); - sregen->hp = cap_value(val, 0, SHRT_MAX); - - val = 0; - if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest) - { - val += skill*3 + (status->max_sp*skill/500); - if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest - val += (30+10*skill)*val/100; - } - if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) - val += skill*2 + (status->max_sp*skill/500); - sregen->sp = cap_value(val, 0, SHRT_MAX); - } - - if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master) - { - sd = ((TBL_HOM*)bl)->master; - if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) - { - val = regen->hp*(100+5*skill)/100; - regen->hp = cap_value(val, 1, SHRT_MAX); - } - if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0) - { - val = regen->sp*(100+3*skill)/100; - regen->sp = cap_value(val, 1, SHRT_MAX); - } - } -} - -//Calculates SC related regen rates. -void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) -{ - if (!(bl->type&BL_REGEN) || !regen) - return; - - regen->flag = RGN_HP|RGN_SP; - if(regen->sregen) - { - if (regen->sregen->hp) - regen->flag|=RGN_SHP; - - if (regen->sregen->sp) - regen->flag|=RGN_SSP; - regen->sregen->rate.hp = regen->sregen->rate.sp = 1; - } - if (regen->ssregen) - { - if (regen->ssregen->hp) - regen->flag|=RGN_SHP; - - if (regen->ssregen->sp) - regen->flag|=RGN_SSP; - regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; - } - regen->rate.hp = regen->rate.sp = 1; - - if (!sc || !sc->count) - return; - - if ( - (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) - || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) - || sc->data[SC_BERSERK].timer != -1 - || sc->data[SC_TRICKDEAD].timer != -1 - || sc->data[SC_BLEEDING].timer != -1 - || (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4) - ) //No regen - regen->flag = 0; - - if ( - sc->data[SC_EXTREMITYFIST].timer != -1 - || sc->data[SC_DANCING].timer != -1 - || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1 - && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK)) - ) //No SP regen - regen->flag &=~(RGN_SP|RGN_SSP); - - if( - sc->data[SC_TENSIONRELAX].timer!=-1 - ) { - regen->rate.hp += 2; - if (regen->sregen) - regen->sregen->rate.hp += 3; - } - if (sc->data[SC_MAGNIFICAT].timer != -1) - { - regen->rate.hp += 1; - regen->rate.sp += 1; - } - if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4) - { - regen->rate.hp += sc->data[SC_REGENERATION].val2; - regen->rate.sp += sc->data[SC_REGENERATION].val3; - } -} - -//Calculates some attributes that depends on modified stats from status changes. -void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) -{ - struct status_data *status = &sd->battle_status, *b_status = &sd->base_status; - int skill; - - if(flag&(SCB_MAXHP|SCB_VIT)) - { - flag|=SCB_MAXHP; //Ensures client-side refresh - - status->max_hp = status_base_pc_maxhp(sd,status); - status->max_hp += b_status->max_hp - sd->status.max_hp; - - status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp); - // Apply relative modifiers from equipment - if(sd->hprate!=100) - status->max_hp = status->max_hp * sd->hprate/100; - if(battle_config.hp_rate != 100) - status->max_hp = status->max_hp * battle_config.hp_rate/100; - - if(status->max_hp > (unsigned int)battle_config.max_hp) - status->max_hp = battle_config.max_hp; - else if(!status->max_hp) - status->max_hp = 1; - - if(status->hp > status->max_hp) { - status->hp = status->max_hp; - clif_updatestatus(sd,SP_HP); - } - } - - if(flag&(SCB_MAXSP|SCB_INT)) - { - flag|=SCB_MAXSP; - - status->max_sp = status_base_pc_maxsp(sd,status); - status->max_sp += b_status->max_sp - sd->status.max_sp; - - if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) - status->max_sp += status->max_sp * skill/100; - if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) - status->max_sp += status->max_sp * 2*skill/100; - - status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); - - // Apply relative modifiers from equipment - if(sd->sprate!=100) - status->max_sp = status->max_sp * sd->sprate/100; - if(battle_config.sp_rate != 100) - status->max_sp = status->max_sp * battle_config.sp_rate/100; - - if(status->max_sp > (unsigned int)battle_config.max_sp) - status->max_sp = battle_config.max_sp; - else if(!status->max_sp) - status->max_sp = 1; - - if(status->sp > status->max_sp) { - status->sp = status->max_sp; - clif_updatestatus(sd,SP_SP); - } - } - - if(flag&SCB_MATK) { - //New matk - status->matk_min = status->int_+(status->int_/7)*(status->int_/7); - status->matk_max = status->int_+(status->int_/5)*(status->int_/5); - - //Bonuses from previous matk - status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5)); - status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7)); - - status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min); - status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max); - if(sd->matk_rate != 100){ - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; - } - - if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values - sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min; - sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max; - } - } - - if(flag&SCB_HIT) { - if(sd->hit_rate != 100) - status->hit = status->hit * sd->hit_rate/100; - - if(status->hit < 1) status->hit = 1; - } - - if(flag&SCB_FLEE) { - if(sd->flee_rate != 100) - status->flee = status->flee * sd->flee_rate/100; - - if(status->flee < 1) status->flee = 1; - } - - if(flag&SCB_DEF2) { - if(sd->def2_rate != 100) - status->def2 = status->def2 * sd->def2_rate/100; - - if(status->def2 < 1) status->def2 = 1; - } - - if(flag&SCB_MDEF2) { - if(sd->mdef2_rate != 100) - status->mdef2 = status->mdef2 * sd->mdef2_rate/100; - - if(status->mdef2 < 1) status->mdef2 = 1; - } - - if(flag&SCB_SPEED) { - if(sd->speed_rate != 100) - status->speed = status->speed*sd->speed_rate/100; - - if(status->speed < battle_config.max_walk_speed) - status->speed = battle_config.max_walk_speed; - - if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { - //Store casting walk speed for quick restoration. [Skotlex] - sd->prev_speed = status->speed * (175-5*skill)/100; - if(sd->ud.skilltimer != -1) { //Swap speed. - skill = status->speed; - status->speed = sd->prev_speed; - sd->prev_speed = skill; - } - } - } - if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { - flag|=SCB_ASPD; - if (sd->status.weapon < MAX_WEAPON_TYPE) - skill = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - skill = (( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype1]/1000 - )+( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype2]/1000 - )) *2/3; - - status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); - - // Apply all relative modifiers - if(status->aspd_rate != 1000) - skill = skill *status->aspd_rate/1000; - - status->amotion = cap_value(skill,battle_config.max_aspd,2000); - - status->adelay = 2*status->amotion; - if ((skill=pc_checkskill(sd,SA_FREECAST))>0) { - //Store casting adelay for quick restoration. [Skotlex] - sd->prev_adelay = status->adelay*(150-5*skill)/100; - if(sd->ud.skilltimer != -1) { //Swap adelay. - skill = status->adelay; - status->adelay = sd->prev_adelay; - sd->prev_adelay = skill; - } - } - - } - - if(flag&(SCB_AGI|SCB_DSPD)) { - //Even though people insist this is too slow, packet data reports this is the actual real equation. - skill = 800-status->agi*4; - status->dmotion = cap_value(skill, 400, 800); - - if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; - status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion); - } - - - if(flag&SCB_CRI) - { - if(sd->critical_rate != 100) - status->cri = status->cri * sd->critical_rate/100; - - if(status->cri < 10) status->cri = 10; - } - - if(flag&SCB_FLEE2) { - if(sd->flee2_rate != 100) - status->flee2 = status->flee2 * sd->flee2_rate/100; - - if(status->flee2 < 10) status->flee2 = 10; - } - - if(flag&SCB_SPEED) { - clif_updatestatus(sd,SP_SPEED); - if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex] - unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy); - } - - if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP)) - status_calc_regen(&sd->bl, status, &sd->regen); - - if(flag&SCB_REGEN) - status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc); - - if (flag == SCB_ALL) - return; //Refresh is done on invoking function (status_calc_pc) - - if(flag&SCB_STR) - clif_updatestatus(sd,SP_STR); - if(flag&SCB_AGI) - clif_updatestatus(sd,SP_AGI); - if(flag&SCB_VIT) - clif_updatestatus(sd,SP_VIT); - if(flag&SCB_INT) - clif_updatestatus(sd,SP_INT); - if(flag&SCB_DEX) - clif_updatestatus(sd,SP_DEX); - if(flag&SCB_LUK) - clif_updatestatus(sd,SP_LUK); - if(flag&SCB_HIT) - clif_updatestatus(sd,SP_HIT); - if(flag&SCB_FLEE) - clif_updatestatus(sd,SP_FLEE1); - if(flag&SCB_ASPD) - clif_updatestatus(sd,SP_ASPD); - if(flag&(SCB_BATK|SCB_WATK)) - clif_updatestatus(sd,SP_ATK1); - if(flag&SCB_DEF) - clif_updatestatus(sd,SP_DEF1); - if(flag&SCB_WATK) - clif_updatestatus(sd,SP_ATK2); - if(flag&SCB_DEF2) - clif_updatestatus(sd,SP_DEF2); - if(flag&SCB_FLEE2) - clif_updatestatus(sd,SP_FLEE2); - if(flag&SCB_CRI) - clif_updatestatus(sd,SP_CRITICAL); - if(flag&SCB_MATK) { - clif_updatestatus(sd,SP_MATK1); - clif_updatestatus(sd,SP_MATK2); - } - if(flag&SCB_MDEF) - clif_updatestatus(sd,SP_MDEF1); - if(flag&SCB_MDEF2) - clif_updatestatus(sd,SP_MDEF2); - if(flag&SCB_RANGE) - clif_updatestatus(sd,SP_ATTACKRANGE); - if(flag&SCB_MAXHP) - clif_updatestatus(sd,SP_MAXHP); - if(flag&SCB_MAXSP) - clif_updatestatus(sd,SP_MAXSP); -} - -//Calculates some attributes that depends on modified stats from status changes. -void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] -{ - struct status_data *status = &hd->battle_status, *b_status = &hd->base_status; - int skill = 0; - - - if(flag&(SCB_MAXHP|SCB_VIT)) - { - flag|=SCB_MAXHP; //Ensures client-side refresh - // Apply relative modifiers from equipment - if(status->max_hp > (unsigned int)battle_config.max_hp) - status->max_hp = battle_config.max_hp; - else if(!status->max_hp) - status->max_hp = 1; - if(status->hp > status->max_hp) - status->hp = status->max_hp; - } - if(flag&SCB_VIT) - { - flag|=SCB_DEF; - status->def += (status->vit/5 - b_status->vit/5); - } - if(flag&(SCB_MAXSP|SCB_INT)) - { - flag|=SCB_MAXSP; - if(status->max_sp > (unsigned int)battle_config.max_sp) - status->max_sp = battle_config.max_sp; - else if(!status->max_sp) - status->max_sp = 1; - if(status->sp > status->max_sp) - status->sp = status->max_sp; - } - if(flag&SCB_INT) { - flag|=SCB_MDEF; - status->mdef += (status->int_/5 - b_status->int_/5); - } - if(flag&SCB_DEX) { - flag |=SCB_WATK; - status->rhw.atk += (status->dex - b_status->dex); - } - if(flag&SCB_STR) { - flag |=SCB_WATK; - status->rhw.atk += (status->str - b_status->str); - } - if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk) - status->rhw.atk2 = status->rhw.atk; - - if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { - flag|=SCB_ASPD; - - skill = (1000 -4*status->agi -status->dex) - *hd->homunculusDB->baseASPD/1000; - - status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate); - if(status->aspd_rate != 1000) - skill = skill*status->aspd_rate/1000; - - status->amotion = cap_value(skill,battle_config.max_aspd,2000); - status->adelay = 2*status->amotion; - } - - if(flag&(SCB_AGI|SCB_DSPD)) { - skill = 800-status->agi*4; - status->dmotion = cap_value(skill, 400, 800); - status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion); - } - - if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP)) - status_calc_regen(&hd->bl, status, &hd->regen); - - if(flag&SCB_REGEN) - status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc); - - if (flag == SCB_ALL) - return; //Refresh is done on invoking function (status_calc_hom) - - if (hd->master && flag&( - SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK| - SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2| - SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2| - SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED| - SCB_RANGE|SCB_MAXHP|SCB_MAXSP) - ) - clif_hominfo(hd->master,hd,0); -} - -void status_calc_bl(struct block_list *bl, unsigned long flag) -{ - struct status_data *b_status, *status; - struct status_change *sc; - int temp; - TBL_PC *sd; - b_status = status_get_base_status(bl); - status = status_get_status_data(bl); - sc = status_get_sc(bl); - - if (!b_status || !status) - return; - - BL_CAST(BL_PC,bl,sd); - - if(sd && flag&SCB_PC) - { //Recalc everything. - status_calc_pc(sd,0); - return; - } - - if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference. - status_cpy(status, b_status); - return; - } - - if(flag&SCB_STR) { - status->str = status_calc_str(bl, sc, b_status->str); - flag|=SCB_BATK; - } - - if(flag&SCB_AGI) { - status->agi = status_calc_agi(bl, sc, b_status->agi); - flag|=SCB_FLEE; - } - - if(flag&SCB_VIT) { - status->vit = status_calc_vit(bl, sc, b_status->vit); - flag|=SCB_DEF2|SCB_MDEF2; - } - - if(flag&SCB_INT) { - status->int_ = status_calc_int(bl, sc, b_status->int_); - flag|=SCB_MATK|SCB_MDEF2; - } - - if(flag&SCB_DEX) { - status->dex = status_calc_dex(bl, sc, b_status->dex); - flag|=SCB_BATK|SCB_HIT; - } - - if(flag&SCB_LUK) { - status->luk = status_calc_luk(bl, sc, b_status->luk); - flag|=SCB_CRI|SCB_FLEE2; - } - - if(flag&SCB_BATK && b_status->batk) { - status->batk = status_base_atk(bl,status); - temp = b_status->batk - status_base_atk(bl,b_status); - if (temp) - status->batk += temp; - status->batk = status_calc_batk(bl, sc, status->batk); - } - - if(flag&SCB_WATK) { - status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); - status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); - if(status->lhw && b_status->lhw && b_status->lhw->atk) { - if (sd) sd->state.lr_flag = 1; - status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk); - status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2); - if (sd) sd->state.lr_flag = 0; - } - } - - if(flag&SCB_HIT) { - if (status->dex == b_status->dex) - status->hit = status_calc_hit(bl, sc, b_status->hit); - else - status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex)); - } - - if(flag&SCB_FLEE) { - if (status->agi == b_status->agi) - status->flee = status_calc_flee(bl, sc, b_status->flee); - else - status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)); - } - - if(flag&SCB_DEF) - status->def = status_calc_def(bl, sc, b_status->def); - - if(flag&SCB_DEF2) { - if (status->vit == b_status->vit) - status->def2 = status_calc_def2(bl, sc, b_status->def2); - else - status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); - } - - if(flag&SCB_MDEF) - status->mdef = status_calc_mdef(bl, sc, b_status->mdef); - - if(flag&SCB_MDEF2) { - if (status->int_ == b_status->int_ && status->vit == b_status->vit) - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); - else - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1)); - } - - if(flag&SCB_SPEED) { - status->speed = status_calc_speed(bl, sc, b_status->speed); - if (!sd) - { //Player speed is updated on calc_bl_sub_pc - struct unit_data *ud = unit_bl2ud(bl); - if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex] - unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy); - } - } - if(flag&SCB_CRI && b_status->cri) { - if (status->luk == b_status->luk) - status->cri = status_calc_critical(bl, sc, b_status->cri); - else - status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); - } - - if(flag&SCB_FLEE2 && b_status->flee2) { - if (status->luk == b_status->luk) - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); - else - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); - } - - if(flag&SCB_ATK_ELE) { - status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); - if(status->lhw && b_status->lhw) { - if (sd) sd->state.lr_flag = 1; - status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele); - if (sd) sd->state.lr_flag = 0; - } - } - - if(flag&SCB_DEF_ELE) { - status->def_ele = status_calc_element(bl, sc, b_status->def_ele); - status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); - } - - if(flag&SCB_MODE) - { - status->mode = status_calc_mode(bl, sc, b_status->mode); - //Since mode changed, reset their state. - if (!(status->mode&MD_CANATTACK)) - unit_stop_attack(bl); - if (!(status->mode&MD_CANMOVE)) - unit_stop_walking(bl,0); - } - -// No status changes alter these yet. -// if(flag&SCB_SIZE) -// if(flag&SCB_RACE) -// if(flag&SCB_RANGE) - - if(sd) { - //The remaining are handled quite different by players, so use their own function. - status_calc_bl_sub_pc(sd, flag); - return; - } - - if(flag&SCB_MAXHP) { - status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); - if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued? - status->hp = status->max_hp; - } - - if(flag&SCB_MAXSP) { - status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); - if (status->sp > status->max_sp) - status->sp = status->max_sp; - } - - if(flag&SCB_MATK) { - status->matk_min = status->int_+(status->int_/7)*(status->int_/7); - status->matk_max = status->int_+(status->int_/5)*(status->int_/5); - status->matk_min = status_calc_matk(bl, sc, status->matk_min); - status->matk_max = status_calc_matk(bl, sc, status->matk_max); - if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values - sc->data[SC_MAGICPOWER].val3 = status->matk_min; - sc->data[SC_MAGICPOWER].val4 = status->matk_max; - } - } - - if(bl->type == BL_HOM) { - //The remaining are handled quite different by homunculus, so use their own function. - status_calc_bl_sub_hom((TBL_HOM*)bl, flag); - return; - } - - if(flag&SCB_ASPD) { - status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate); - temp = status->aspd_rate*b_status->amotion/1000; - status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000); - - temp = status->aspd_rate*b_status->adelay/1000; - status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000); - } - - if(flag&SCB_DSPD) - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); - - if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP)) - status_calc_regen(bl, status, status_get_regen_data(bl)); - - if(flag&SCB_REGEN && bl->type&BL_REGEN) - status_calc_regen_rate(bl, status_get_regen_data(bl), sc); -} -/*========================================== - * Apply shared stat mods from status changes [DracoRPG] - *------------------------------------------ - */ -static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) -{ - if(!sc || !sc->count) - return cap_value(str,1,USHRT_MAX); - - if(sc->data[SC_INCALLSTATUS].timer!=-1) - str += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCSTR].timer!=-1) - str += sc->data[SC_INCSTR].val1; - if(sc->data[SC_STRFOOD].timer!=-1) - str += sc->data[SC_STRFOOD].val1; - if(sc->data[SC_BATTLEORDERS].timer!=-1) - str += 5; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16) - str += sc->data[SC_GUILDAURA].val3>>16; - if(sc->data[SC_LOUD].timer!=-1) - str += 4; - if(sc->data[SC_TRUESIGHT].timer!=-1) - str += 5; - if(sc->data[SC_SPURT].timer!=-1) - str += 10; - if(sc->data[SC_NEN].timer!=-1) - str += sc->data[SC_NEN].val1; - if(sc->data[SC_BLESSING].timer != -1){ - if(sc->data[SC_BLESSING].val2) - str += sc->data[SC_BLESSING].val2; - else - str >>= 1; - } - if(sc->data[SC_MARIONETTE].timer!=-1) - str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50) - str = 50; - - return cap_value(str,1,USHRT_MAX); -} - -static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) -{ - if(!sc || !sc->count) - return cap_value(agi,1,USHRT_MAX); - - if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) - agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100; - if(sc->data[SC_INCAGIRATE].timer!=-1) - agi += agi*sc->data[SC_INCAGIRATE].val1/100; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - agi += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCAGI].timer!=-1) - agi += sc->data[SC_INCAGI].val1; - if(sc->data[SC_AGIFOOD].timer!=-1) - agi += sc->data[SC_AGIFOOD].val1; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16) - agi += sc->data[SC_GUILDAURA].val4>>16; - if(sc->data[SC_TRUESIGHT].timer!=-1) - agi += 5; - if(sc->data[SC_INCREASEAGI].timer!=-1) - agi += 2 + sc->data[SC_INCREASEAGI].val1; - if(sc->data[SC_INCREASING].timer!=-1) - agi += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_DECREASEAGI].timer!=-1) - agi -= 2 + sc->data[SC_DECREASEAGI].val1; - if(sc->data[SC_QUAGMIRE].timer!=-1) - agi -= sc->data[SC_QUAGMIRE].val2; - if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas. - agi -= sc->data[SC_SUITON].val2; - if(sc->data[SC_MARIONETTE].timer!=-1) - agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50) - agi = 50; - - return cap_value(agi,1,USHRT_MAX); -} - -static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) -{ - if(!sc || !sc->count) - return cap_value(vit,1,USHRT_MAX); - - if(sc->data[SC_INCALLSTATUS].timer!=-1) - vit += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCVIT].timer!=-1) - vit += sc->data[SC_INCVIT].val1; - if(sc->data[SC_VITFOOD].timer!=-1) - vit += sc->data[SC_VITFOOD].val1; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF) - vit += sc->data[SC_GUILDAURA].val3&0xFFFF; - if(sc->data[SC_TRUESIGHT].timer!=-1) - vit += 5; - if(sc->data[SC_STRIPARMOR].timer!=-1) - vit -= vit * sc->data[SC_STRIPARMOR].val2/100; - if(sc->data[SC_MARIONETTE].timer!=-1) - vit -= sc->data[SC_MARIONETTE].val3&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - vit += sc->data[SC_MARIONETTE2].val3&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50) - vit = 50; - - return cap_value(vit,1,USHRT_MAX); -} - -static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) -{ - if(!sc || !sc->count) - return cap_value(int_,1,USHRT_MAX); - - if(sc->data[SC_INCALLSTATUS].timer!=-1) - int_ += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCINT].timer!=-1) - int_ += sc->data[SC_INCINT].val1; - if(sc->data[SC_INTFOOD].timer!=-1) - int_ += sc->data[SC_INTFOOD].val1; - if(sc->data[SC_BATTLEORDERS].timer!=-1) - int_ += 5; - if(sc->data[SC_TRUESIGHT].timer!=-1) - int_ += 5; - if(sc->data[SC_BLESSING].timer != -1){ - if (sc->data[SC_BLESSING].val2) - int_ += sc->data[SC_BLESSING].val2; - else - int_ >>= 1; - } - if(sc->data[SC_STRIPHELM].timer!=-1) - int_ -= int_ * sc->data[SC_STRIPHELM].val2/100; - if(sc->data[SC_NEN].timer!=-1) - int_ += sc->data[SC_NEN].val1; - if(sc->data[SC_MARIONETTE].timer!=-1) - int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50) - int_ = 50; - - return cap_value(int_,1,USHRT_MAX); -} - -static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) -{ - if(!sc || !sc->count) - return cap_value(dex,1,USHRT_MAX); - - if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) - dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100; - - if(sc->data[SC_INCDEXRATE].timer!=-1) - dex += dex*sc->data[SC_INCDEXRATE].val1/100; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - dex += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCDEX].timer!=-1) - dex += sc->data[SC_INCDEX].val1; - if(sc->data[SC_DEXFOOD].timer!=-1) - dex += sc->data[SC_DEXFOOD].val1; - if(sc->data[SC_BATTLEORDERS].timer!=-1) - dex += 5; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF) - dex += sc->data[SC_GUILDAURA].val4&0xFFFF; - if(sc->data[SC_TRUESIGHT].timer!=-1) - dex += 5; - if(sc->data[SC_QUAGMIRE].timer!=-1) - dex -= sc->data[SC_QUAGMIRE].val2; - if(sc->data[SC_BLESSING].timer != -1){ - if (sc->data[SC_BLESSING].val2) - dex += sc->data[SC_BLESSING].val2; - else - dex >>= 1; - } - if(sc->data[SC_INCREASING].timer!=-1) - dex += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_MARIONETTE].timer!=-1) - dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50) - dex = 50; - - return cap_value(dex,1,USHRT_MAX); -} - -static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) -{ - if(!sc || !sc->count) - return cap_value(luk,1,USHRT_MAX); - - if(sc->data[SC_CURSE].timer!=-1) - return 0; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - luk += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCLUK].timer!=-1) - luk += sc->data[SC_INCLUK].val1; - if(sc->data[SC_LUKFOOD].timer!=-1) - luk += sc->data[SC_LUKFOOD].val1; - if(sc->data[SC_TRUESIGHT].timer!=-1) - luk += 5; - if(sc->data[SC_GLORIA].timer!=-1) - luk += 30; - if(sc->data[SC_MARIONETTE].timer!=-1) - luk -= sc->data[SC_MARIONETTE].val4&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - luk += sc->data[SC_MARIONETTE2].val4&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50) - luk = 50; - - return cap_value(luk,1,USHRT_MAX); -} - -static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) -{ - if(!sc || !sc->count) - return cap_value(batk,0,USHRT_MAX); - - if(sc->data[SC_ATKPOTION].timer!=-1) - batk += sc->data[SC_ATKPOTION].val1; - if(sc->data[SC_BATKFOOD].timer!=-1) - batk += sc->data[SC_BATKFOOD].val1; - if(sc->data[SC_INCATKRATE].timer!=-1) - batk += batk * sc->data[SC_INCATKRATE].val1/100; - if(sc->data[SC_PROVOKE].timer!=-1) - batk += batk * sc->data[SC_PROVOKE].val3/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - batk += batk * sc->data[SC_CONCENTRATION].val2/100; - if(sc->data[SC_SKE].timer!=-1) - batk += batk * 3; - if(sc->data[SC_BLOODLUST].timer!=-1) - batk += batk * sc->data[SC_BLOODLUST].val2/100; - if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4) - batk -= batk * 25/100; - if(sc->data[SC_CURSE].timer!=-1) - batk -= batk * 25/100; -//Curse shouldn't effect on this? <- Curse OR Bleeding?? -// if(sc->data[SC_BLEEDING].timer != -1) -// batk -= batk * 25/100; - if(sc->data[SC_FLEET].timer!=-1) - batk += batk * sc->data[SC_FLEET].val3/100; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - batk += sc->data[SC_GATLINGFEVER].val3; - if(sc->data[SC_MADNESSCANCEL].timer!=-1) - batk += 100; - return cap_value(batk,0,USHRT_MAX); -} - -static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) -{ - if(!sc || !sc->count) - return cap_value(watk,0,USHRT_MAX); - - if(sc->data[SC_IMPOSITIO].timer!=-1) - watk += sc->data[SC_IMPOSITIO].val2; - if(sc->data[SC_WATKFOOD].timer!=-1) - watk += sc->data[SC_WATKFOOD].val1; - if(sc->data[SC_DRUMBATTLE].timer!=-1) - watk += sc->data[SC_DRUMBATTLE].val2; - if(sc->data[SC_VOLCANO].timer!=-1) - watk += sc->data[SC_VOLCANO].val2; - if(sc->data[SC_INCATKRATE].timer!=-1) - watk += watk * sc->data[SC_INCATKRATE].val1/100; - if(sc->data[SC_PROVOKE].timer!=-1) - watk += watk * sc->data[SC_PROVOKE].val3/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - watk += watk * sc->data[SC_CONCENTRATION].val2/100; - if(sc->data[SC_SKE].timer!=-1) - watk += watk * 3; - if(sc->data[SC_NIBELUNGEN].timer!=-1) { - if (bl->type != BL_PC) - watk += sc->data[SC_NIBELUNGEN].val2; - else { - TBL_PC *sd = (TBL_PC*)bl; - int index = sd->equip_index[sd->state.lr_flag?8:9]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - watk += sc->data[SC_NIBELUNGEN].val2; - } - } - if(sc->data[SC_BLOODLUST].timer!=-1) - watk += watk * sc->data[SC_BLOODLUST].val2/100; - if(sc->data[SC_FLEET].timer!=-1) - watk += watk * sc->data[SC_FLEET].val3/100; - if(sc->data[SC_CURSE].timer!=-1) - watk -= watk * 25/100; - if(sc->data[SC_STRIPWEAPON].timer!=-1) - watk -= watk * sc->data[SC_STRIPWEAPON].val2/100; - - return cap_value(watk,0,USHRT_MAX); -} - -static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) -{ - if(!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); - - if(sc->data[SC_MATKPOTION].timer!=-1) - matk += sc->data[SC_MATKPOTION].val1; - if(sc->data[SC_MATKFOOD].timer!=-1) - matk += sc->data[SC_MATKFOOD].val1; - if(sc->data[SC_MAGICPOWER].timer!=-1) - matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100; - if(sc->data[SC_MINDBREAKER].timer!=-1) - matk += matk * sc->data[SC_MINDBREAKER].val2/100; - if(sc->data[SC_INCMATKRATE].timer!=-1) - matk += matk * sc->data[SC_INCMATKRATE].val1/100; - - return cap_value(matk,0,USHRT_MAX); -} - -static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) -{ - if(!sc || !sc->count) - return cap_value(critical,10,SHRT_MAX); - - if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) - critical += sc->data[SC_EXPLOSIONSPIRITS].val2; - if (sc->data[SC_FORTUNE].timer!=-1) - critical += sc->data[SC_FORTUNE].val2; - if (sc->data[SC_TRUESIGHT].timer!=-1) - critical += sc->data[SC_TRUESIGHT].val2; - if(sc->data[SC_CLOAKING].timer!=-1) - critical += critical; - - return cap_value(critical,10,SHRT_MAX); -} - -static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) -{ - - if(!sc || !sc->count) - return cap_value(hit,1,SHRT_MAX); - - if(sc->data[SC_INCHIT].timer != -1) - hit += sc->data[SC_INCHIT].val1; - if(sc->data[SC_HITFOOD].timer!=-1) - hit += sc->data[SC_HITFOOD].val1; - if(sc->data[SC_TRUESIGHT].timer != -1) - hit += sc->data[SC_TRUESIGHT].val3; - if(sc->data[SC_HUMMING].timer!=-1) - hit += sc->data[SC_HUMMING].val2; - if(sc->data[SC_CONCENTRATION].timer != -1) - hit += sc->data[SC_CONCENTRATION].val3; - if(sc->data[SC_INCHITRATE].timer != -1) - hit += hit * sc->data[SC_INCHITRATE].val1/100; - if(sc->data[SC_BLIND].timer != -1) - hit -= hit * 25/100; - if(sc->data[SC_ADJUSTMENT].timer!=-1) - hit -= 30; - if(sc->data[SC_INCREASING].timer!=-1) - hit += 20; // RockmanEXE; changed based on updated [Reddozen] - - return cap_value(hit,1,SHRT_MAX); -} - -static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) -{ - if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex] - flee -= flee * battle_config.gvg_flee_penalty/100; - - if(!sc || !sc->count) - return cap_value(flee,1,SHRT_MAX); - - if(sc->data[SC_INCFLEE].timer!=-1) - flee += sc->data[SC_INCFLEE].val1; - if(sc->data[SC_FLEEFOOD].timer!=-1) - flee += sc->data[SC_FLEEFOOD].val1; - if(sc->data[SC_WHISTLE].timer!=-1) - flee += sc->data[SC_WHISTLE].val2; - if(sc->data[SC_WINDWALK].timer!=-1) - flee += sc->data[SC_WINDWALK].val2; - if(sc->data[SC_INCFLEERATE].timer!=-1) - flee += flee * sc->data[SC_INCFLEERATE].val1/100; - if(sc->data[SC_VIOLENTGALE].timer!=-1) - flee += flee * sc->data[SC_VIOLENTGALE].val2/100; - if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka] - flee += sc->data[SC_MOON_COMFORT].val2; - if(sc->data[SC_CLOSECONFINE].timer!=-1) - flee += 10; - if(sc->data[SC_SPIDERWEB].timer!=-1) - flee -= flee * 50/100; - if(sc->data[SC_BERSERK].timer!=-1) - flee -= flee * 50/100; - if(sc->data[SC_BLIND].timer!=-1) - flee -= flee * 25/100; - if(sc->data[SC_ADJUSTMENT].timer!=-1) - flee += 30; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - flee -= sc->data[SC_GATLINGFEVER].val4; - if(sc->data[SC_SPEED].timer!=-1) - flee += 10 + sc->data[SC_SPEED].val1 * 10 ; - - return cap_value(flee,1,SHRT_MAX); -} - -static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) -{ - if(!sc || !sc->count) - return cap_value(flee2,10,SHRT_MAX); - - if(sc->data[SC_WHISTLE].timer!=-1) - flee2 += sc->data[SC_WHISTLE].val3*10; - - return cap_value(flee2,10,SHRT_MAX); -} - -static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def) -{ - if(!sc || !sc->count) - return cap_value(def,0,CHAR_MAX); - - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_KEEPING].timer!=-1) - return 100; - if(sc->data[SC_SKA].timer != -1) - return sc->data[SC_SKA].val3; - if (sc->data[SC_DEFENCE].timer != -1) //[orn] - def += sc->data[SC_DEFENCE].val2 ; - if(sc->data[SC_STEELBODY].timer!=-1) - return 90; - if(sc->data[SC_DRUMBATTLE].timer!=-1) - def += sc->data[SC_DRUMBATTLE].val3; - if(sc->data[SC_INCDEFRATE].timer!=-1) - def += def * sc->data[SC_INCDEFRATE].val1/100; - if(sc->data[SC_FREEZE].timer!=-1) - def >>=1; - if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - def >>=1; - if(sc->data[SC_SIGNUMCRUCIS].timer!=-1) - def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def -= def * sc->data[SC_CONCENTRATION].val4/100; - if(sc->data[SC_SKE].timer!=-1) - def >>=1; - if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. - def -= def * sc->data[SC_PROVOKE].val4/100; - if(sc->data[SC_STRIPSHIELD].timer!=-1) - def -= def * sc->data[SC_STRIPSHIELD].val2/100; - if (sc->data[SC_FLING].timer!=-1) - def -= def * (sc->data[SC_FLING].val2)/100; - - return cap_value(def,0,CHAR_MAX); -} - -static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) -{ - if(!sc || !sc->count) - return cap_value(def2,1,SHRT_MAX); - - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_ETERNALCHAOS].timer!=-1) - return 0; - if(sc->data[SC_SUN_COMFORT].timer!=-1) - def2 += sc->data[SC_SUN_COMFORT].val2; - if(sc->data[SC_ANGELUS].timer!=-1) - def2 += def2 * sc->data[SC_ANGELUS].val2/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100; - if(sc->data[SC_POISON].timer!=-1) - def2 -= def2 * 25/100; - if(sc->data[SC_DPOISON].timer!=-1) - def2 -= def2 * 25/100; - if(sc->data[SC_SKE].timer!=-1) - def2 -= def2 * 50/100; - if(sc->data[SC_PROVOKE].timer!=-1) - def2 -= def2 * sc->data[SC_PROVOKE].val4/100; - if(sc->data[SC_JOINTBEAT].timer!=-1){ - if(sc->data[SC_JOINTBEAT].val2==3) - def2 -= def2 * 50/100; - else if(sc->data[SC_JOINTBEAT].val2==4) - def2 -= def2 * 25/100; - } - if(sc->data[SC_FLING].timer!=-1) - def2 -= def2 * (sc->data[SC_FLING].val3)/100; - - return cap_value(def2,1,SHRT_MAX); -} - -static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) -{ - if(!sc || !sc->count) - return cap_value(mdef,0,CHAR_MAX); - - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_BARRIER].timer!=-1) - return 100; - if(sc->data[SC_STEELBODY].timer!=-1) - return 90; - if(sc->data[SC_SKA].timer != -1) // [marquis007] - return 90; - if(sc->data[SC_FREEZE].timer!=-1) - mdef += 25*mdef/100; - if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - mdef += 25*mdef/100; - if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0) - mdef += sc->data[SC_ENDURE].val1; - - return cap_value(mdef,0,CHAR_MAX); -} - -static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) -{ - if(!sc || !sc->count) - return cap_value(mdef2,0,SHRT_MAX); - - if(sc->data[SC_BERSERK].timer!=-1) - return 0; - if(sc->data[SC_MINDBREAKER].timer!=-1) - mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100; - - return cap_value(mdef2,0,SHRT_MAX); -} - -static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) -{ - if(!sc || !sc->count) - return cap_value(speed,10,USHRT_MAX); - - // Fixed reductions - if(sc->data[SC_CURSE].timer!=-1) - speed += 450; - if(sc->data[SC_SWOO].timer != -1) // [marquis007] - speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) - if(sc->data[SC_WEDDING].timer!=-1) - speed += 300; - - //% increases (they don't stack, with the exception of Speedup1? @.@) - if(sc->data[SC_SPEEDUP1].timer!=-1) - speed -= speed * 50/100; - if(sc->data[SC_RUN].timer!=-1) - speed -= speed * 50/100; - else if(sc->data[SC_SPEEDUP0].timer!=-1) - speed -= speed * 25/100; - else if(sc->data[SC_INCREASEAGI].timer!=-1) - speed -= speed * 25/100; - else if(sc->data[SC_FUSION].timer != -1) - speed -= speed * 25/100; - else if(sc->data[SC_CARTBOOST].timer!=-1) - speed -= speed * 20/100; - else if(sc->data[SC_BERSERK].timer!=-1) - speed -= speed * 20/100; - else if(sc->data[SC_AVOID].timer!=-1) - speed -= speed * sc->data[SC_AVOID].val2/100; - else if(sc->data[SC_WINDWALK].timer!=-1) - speed -= speed * sc->data[SC_WINDWALK].val3/100; - - //% reductions (they stack) - if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF) - speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100; - if(sc->data[SC_DECREASEAGI].timer!=-1) - speed = speed * 100/75; - if(sc->data[SC_STEELBODY].timer!=-1) - speed = speed * 100/75; - if(sc->data[SC_QUAGMIRE].timer!=-1) - speed = speed * 100/50; - if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) - speed = speed * 100/sc->data[SC_SUITON].val3; - if(sc->data[SC_DONTFORGETME].timer!=-1) - speed = speed * 100/sc->data[SC_DONTFORGETME].val3; - if(sc->data[SC_DEFENDER].timer!=-1) - speed = speed * 100/sc->data[SC_DEFENDER].val3; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) - speed = speed * 100/75; - if(sc->data[SC_JOINTBEAT].timer!=-1) { - if (sc->data[SC_JOINTBEAT].val2 == 0) - speed = speed * 100/50; - else - if (sc->data[SC_JOINTBEAT].val2 == 2) - speed = speed * 100/70; - } - if(sc->data[SC_CLOAKING].timer!=-1) - speed = speed * 100 /( - (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus - +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus. - - if(sc->data[SC_LONGING].timer!=-1) - speed = speed * 100/sc->data[SC_LONGING].val3; - if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3) - speed = speed * 100/sc->data[SC_HIDING].val3; - if(sc->data[SC_CHASEWALK].timer!=-1) - speed = speed * 100/sc->data[SC_CHASEWALK].val3; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - speed = speed * 100/75; - if(sc->data[SC_SLOWDOWN].timer!=-1) - speed = speed * 100/75; - - return cap_value(speed,10,USHRT_MAX); -} - -static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) -{ - int i; - if(!sc || !sc->count) - return cap_value(aspd_rate,0,SHRT_MAX); - - if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1) - { - int max = 0; - if(sc->data[SC_STAR_COMFORT].timer!=-1) - max = sc->data[SC_STAR_COMFORT].val2; - - if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 && - max < sc->data[SC_TWOHANDQUICKEN].val2) - max = sc->data[SC_TWOHANDQUICKEN].val2; - - if(sc->data[SC_ONEHAND].timer!=-1 && - max < sc->data[SC_ONEHAND].val2) - max = sc->data[SC_ONEHAND].val2; - - if(sc->data[SC_ADRENALINE2].timer!=-1 && - max < sc->data[SC_ADRENALINE2].val3) - max = sc->data[SC_ADRENALINE2].val3; - - if(sc->data[SC_ADRENALINE].timer!=-1 && - max < sc->data[SC_ADRENALINE].val3) - max = sc->data[SC_ADRENALINE].val3; - - if(sc->data[SC_SPEARQUICKEN].timer!=-1 && - max < sc->data[SC_SPEARQUICKEN].val2) - max = sc->data[SC_SPEARQUICKEN].val2; - - if(sc->data[SC_GATLINGFEVER].timer!=-1 && - max < sc->data[SC_GATLINGFEVER].val2) - max = sc->data[SC_GATLINGFEVER].val2; - - if(sc->data[SC_FLEET].timer!=-1 && - max < sc->data[SC_FLEET].val2) - max = sc->data[SC_FLEET].val2; - - if(sc->data[SC_ASSNCROS].timer!=-1 && - max < sc->data[SC_ASSNCROS].val2) - { - if (bl->type!=BL_PC) - max = sc->data[SC_ASSNCROS].val2; - else - switch(((TBL_PC*)bl)->status.weapon) - { - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_SHOTGUN: - case W_GATLING: - case W_GRENADE: - break; - default: - max = sc->data[SC_ASSNCROS].val2; - } - } - aspd_rate -= max; - - //These stack with the rest of bonuses. - if(sc->data[SC_BERSERK].timer!=-1) - aspd_rate -= 300; - else if(sc->data[SC_MADNESSCANCEL].timer!=-1) - aspd_rate -= 200; - } - if(sc->data[i=SC_ASPDPOTION3].timer!=-1 || - sc->data[i=SC_ASPDPOTION2].timer!=-1 || - sc->data[i=SC_ASPDPOTION1].timer!=-1 || - sc->data[i=SC_ASPDPOTION0].timer!=-1) - aspd_rate -= sc->data[i].val2; - if(sc->data[SC_DONTFORGETME].timer!=-1) - aspd_rate += sc->data[SC_DONTFORGETME].val2; - if(sc->data[SC_LONGING].timer!=-1) - aspd_rate += sc->data[SC_LONGING].val2; - if(sc->data[SC_STEELBODY].timer!=-1) - aspd_rate += 250; - if(sc->data[SC_SKA].timer!=-1) - aspd_rate += 250; - if(sc->data[SC_DEFENDER].timer != -1) - aspd_rate += sc->data[SC_DEFENDER].val4; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) - aspd_rate += 250; - if(sc->data[SC_GRAVITATION].timer!=-1) - aspd_rate += sc->data[SC_GRAVITATION].val2; -//Curse shouldn't effect on this? -// if(sc->data[SC_BLEEDING].timer != -1) -// aspd_rate += 250; - if(sc->data[SC_JOINTBEAT].timer!=-1) { - if (sc->data[SC_JOINTBEAT].val2 == 1) - aspd_rate += 250; - else if (sc->data[SC_JOINTBEAT].val2 == 2) - aspd_rate += 100; - } - - return cap_value(aspd_rate,0,SHRT_MAX); -} - -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) -{ - if(!sc || !sc->count || map_flag_gvg(bl->m)) - return cap_value(dmotion,0,USHRT_MAX); - - if (sc->data[SC_ENDURE].timer!=-1) - return 0; - if (sc->data[SC_CONCENTRATION].timer!=-1) - return 0; - if(sc->data[SC_RUN].timer!=-1) - return 0; - - return cap_value(dmotion,0,USHRT_MAX); -} - -static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp) -{ - if(!sc || !sc->count) - return cap_value(maxhp,1,UINT_MAX); - - if(sc->data[SC_CHANGE].timer!=-1) - maxhp = sc->data[SC_CHANGE].val3; - if(sc->data[SC_INCMHPRATE].timer!=-1) - maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100; - if(sc->data[SC_APPLEIDUN].timer!=-1) - maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100; - if(sc->data[SC_DELUGE].timer!=-1) - maxhp += maxhp * sc->data[SC_DELUGE].val2/100; - if(sc->data[SC_BERSERK].timer!=-1) - maxhp += maxhp * 2; - - return cap_value(maxhp,1,UINT_MAX); -} - -static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) -{ - if(!sc || !sc->count) - return cap_value(maxsp,1,UINT_MAX); - - if(sc->data[SC_CHANGE].timer!=-1) - maxsp = sc->data[SC_CHANGE].val2; - if(sc->data[SC_INCMSPRATE].timer!=-1) - maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100; - if(sc->data[SC_SERVICE4U].timer!=-1) - maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100; - - return cap_value(maxsp,1,UINT_MAX); -} - -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) -{ - if(!sc || !sc->count) - return element; - if( sc->data[SC_FREEZE].timer!=-1 ) - return ELE_WATER; - if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - return ELE_EARTH; - if( sc->data[SC_BENEDICTIO].timer!=-1 ) - return ELE_HOLY; - if( sc->data[SC_ELEMENTALCHANGE].timer!=-1) - return sc->data[SC_ELEMENTALCHANGE].val3; - return cap_value(element,0,UCHAR_MAX); -} - -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) -{ - if(!sc || !sc->count) - return lv; - if( sc->data[SC_FREEZE].timer!=-1 ) - return 1; - if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - return 1; - if( sc->data[SC_BENEDICTIO].timer!=-1 ) - return 1; - if(sc->data[SC_ELEMENTALCHANGE].timer!=-1) - return sc->data[SC_ELEMENTALCHANGE].val4; - return cap_value(lv,1,4); -} - - -unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) -{ - if(!sc || !sc->count) - return element; - if( sc->data[SC_WATERWEAPON].timer!=-1) - return ELE_WATER; - if( sc->data[SC_EARTHWEAPON].timer!=-1) - return ELE_EARTH; - if( sc->data[SC_FIREWEAPON].timer!=-1) - return ELE_FIRE; - if( sc->data[SC_WINDWEAPON].timer!=-1) - return ELE_WIND; - if( sc->data[SC_ENCPOISON].timer!=-1) - return ELE_POISON; - if( sc->data[SC_ASPERSIO].timer!=-1) - return ELE_HOLY; - if( sc->data[SC_SHADOWWEAPON].timer!=-1) - return ELE_DARK; - if( sc->data[SC_GHOSTWEAPON].timer!=-1) - return ELE_GHOST; - return cap_value(element,0,UCHAR_MAX); -} - -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) -{ - if(!sc || !sc->count) - return mode; - if(sc->data[SC_MODECHANGE].timer!=-1) { - if (sc->data[SC_MODECHANGE].val2) - mode = sc->data[SC_MODECHANGE].val2; //Set mode - if (sc->data[SC_MODECHANGE].val3) - mode|= sc->data[SC_MODECHANGE].val3; //Add mode - if (sc->data[SC_MODECHANGE].val4) - mode&=~sc->data[SC_MODECHANGE].val4; //Del mode - } - return cap_value(mode,0,USHRT_MAX); -} - -/*========================================== - * Quick swap of adelay/speed when starting ending SA_FREECAST - *------------------------------------------ - */ -void status_freecast_switch(struct map_session_data *sd) -{ - struct status_data *status; - unsigned short b_speed,tmp; - - status = &sd->battle_status; - - b_speed = status->speed; - - tmp = status->speed; - status->speed = sd->prev_speed; - sd->prev_speed = tmp; - - tmp = status->adelay; - status->adelay = sd->prev_adelay; - sd->prev_adelay = tmp; - - if(b_speed != status->speed) - clif_updatestatus(sd,SP_SPEED); -} - -/*========================================== - * 対象のClassを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_class(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob. - return ((struct mob_data *)bl)->vd->class_; - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.class_; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->pet.class_; - if(bl->type==BL_HOM) - return ((struct homun_data *)bl)->master->homunculus.class_; - return 0; -} -/*========================================== - * 対象のレベルを返す(汎用) - * 戻りは整数で0以上 - *------------------------------------------ - */ -int status_get_lv(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB) - return ((TBL_MOB*)bl)->level; - if(bl->type==BL_PC) - return ((TBL_PC*)bl)->status.base_level; - if(bl->type==BL_PET) - return ((TBL_PET*)bl)->pet.level; - if(bl->type==BL_HOM) - return ((TBL_HOM*)bl)->master->homunculus.level; - return 1; -} - -struct regen_data *status_get_regen_data(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_PC: - return &((TBL_PC*)bl)->regen; - case BL_HOM: - return &((TBL_HOM*)bl)->regen; - default: - return NULL; - } -} -struct status_data *status_get_status_data(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - - switch (bl->type) { - case BL_PC: - return &((TBL_PC*)bl)->battle_status; - case BL_MOB: - return &((TBL_MOB*)bl)->status; - case BL_PET: - return &((TBL_PET*)bl)->status; - case BL_HOM: - return &((TBL_HOM*)bl)->battle_status; - default: - return &dummy_status; - } -} - -struct status_data *status_get_base_status(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_PC: - return &((TBL_PC*)bl)->base_status; - case BL_MOB: - return ((TBL_MOB*)bl)->base_status? - ((TBL_MOB*)bl)->base_status: - &((TBL_MOB*)bl)->db->status; - case BL_PET: - return &((TBL_PET*)bl)->db->status; - case BL_HOM: - return &((TBL_HOM*)bl)->base_status; - default: - return NULL; - } -} - -unsigned short status_get_lwatk(struct block_list *bl) -{ - struct status_data *status = status_get_status_data(bl); - return status->lhw?status->lhw->atk:0; -} - -unsigned short status_get_lwatk2(struct block_list *bl) -{ - struct status_data *status = status_get_status_data(bl); - return status->lhw?status->lhw->atk2:0; -} - -unsigned char status_get_def(struct block_list *bl) -{ - struct unit_data *ud; - struct status_data *status = status_get_status_data(bl); - int def = status?status->def:0; - ud = unit_bl2ud(bl); - if (ud && ud->skilltimer != -1) - def -= def * skill_get_castdef(ud->skillid)/100; - if(def < 0) def = 0; - return def; -} - -unsigned short status_get_speed(struct block_list *bl) -{ - if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] - return ((struct npc_data *)bl)->speed; - return status_get_status_data(bl)->speed; -} - -unsigned char status_get_attack_lelement(struct block_list *bl) -{ - struct status_data *status = status_get_status_data(bl); - return status->lhw?status->lhw->ele:0; -} - -int status_get_party_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.party_id; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->msd->status.party_id; - if(bl->type==BL_MOB){ - struct mob_data *md=(struct mob_data *)bl; - if( md->master_id>0 ) - { - struct map_session_data *msd; - if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) - return msd->status.party_id; - return -md->master_id; - } - return 0; //No party. - } - if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.party_id; - if(bl->type==BL_SKILL) - return ((struct skill_unit *)bl)->group->party_id; - return 0; -} - -int status_get_guild_id(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_PC) - return ((struct map_session_data *)bl)->status.guild_id; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->msd->status.guild_id; - if(bl->type==BL_MOB) - { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->guild_id; - if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) - return msd->status.guild_id; //Alchemist's mobs [Skotlex] - return 0; //No guild. - } - if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.guild_id; - if (bl->type == BL_NPC && bl->subtype == SCRIPT) - return ((TBL_NPC*)bl)->u.scr.guild_id; - if(bl->type==BL_SKILL) - return ((struct skill_unit *)bl)->group->guild_id; - return 0; -} - -int status_get_mexp(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type==BL_MOB) - return ((struct mob_data *)bl)->db->mexp; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->mexp; - return 0; -} -int status_get_race2(struct block_list *bl) -{ - nullpo_retr(0, bl); - if(bl->type == BL_MOB) - return ((struct mob_data *)bl)->db->race2; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->race2; - return 0; -} - -int status_isdead(struct block_list *bl) -{ - nullpo_retr(0, bl); - return status_get_status_data(bl)->hp == 0; -} - -int status_isimmune(struct block_list *bl) -{ - struct status_change *sc =status_get_sc(bl); - if (bl->type == BL_PC && - ((TBL_PC*)bl)->special_state.no_magic_damage) - return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity; - if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) - return 1; - return 0; -} - -struct view_data *status_get_viewdata(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) - { - case BL_PC: - return &((TBL_PC*)bl)->vd; - case BL_MOB: - return ((TBL_MOB*)bl)->vd; - case BL_PET: - return &((TBL_PET*)bl)->vd; - case BL_NPC: - return ((TBL_NPC*)bl)->vd; - case BL_HOM: //[blackhole89] - return ((TBL_HOM*)bl)->vd; - } - return NULL; -} - -void status_set_viewdata(struct block_list *bl, int class_) -{ - struct view_data* vd; - nullpo_retv(bl); - if (mobdb_checkid(class_) || mob_is_clone(class_)) - vd = mob_get_viewdata(class_); - else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) - vd = npc_get_viewdata(class_); - else - vd = NULL; - - switch (bl->type) { - case BL_PC: - { - TBL_PC* sd = (TBL_PC*)bl; - if (pcdb_checkid(class_)) { - if (sd->sc.option&OPTION_WEDDING) - class_ = JOB_WEDDING; - else - if (sd->sc.option&OPTION_XMAS) - class_ = JOB_XMAS; - else - if (sd->sc.option&OPTION_RIDING) - switch (class_) - { //Adapt class to a Mounted one. - case JOB_KNIGHT: - class_ = JOB_KNIGHT2; - break; - case JOB_CRUSADER: - class_ = JOB_CRUSADER2; - break; - case JOB_LORD_KNIGHT: - class_ = JOB_LORD_KNIGHT2; - break; - case JOB_PALADIN: - class_ = JOB_PALADIN2; - break; - case JOB_BABY_KNIGHT: - class_ = JOB_BABY_KNIGHT2; - break; - case JOB_BABY_CRUSADER: - class_ = JOB_BABY_CRUSADER2; - break; - } - sd->vd.class_ = class_; - clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - sd->vd.head_top = sd->status.head_top; - sd->vd.head_mid = sd->status.head_mid; - sd->vd.head_bottom = sd->status.head_bottom; - sd->vd.hair_style = sd->status.hair; - sd->vd.hair_color = sd->status.hair_color; - sd->vd.cloth_color = sd->status.clothes_color; - sd->vd.sex = sd->status.sex; - } else if (vd) - memcpy(&sd->vd, vd, sizeof(struct view_data)); - else if (battle_config.error_log) - ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); - } - break; - case BL_MOB: - { - TBL_MOB* md = (TBL_MOB*)bl; - if (vd) - md->vd = vd; - else if (battle_config.error_log) - ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); - } - break; - case BL_PET: - { - TBL_PET* pd = (TBL_PET*)bl; - if (vd) { - memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pcdb_checkid(vd->class_)) { - pd->vd.hair_style = battle_config.pet_hair_style; - if(pd->pet.equip) { - pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->pet.equip; - } - } - } else if (battle_config.error_log) - ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); - } - break; - case BL_NPC: - { - TBL_NPC* nd = (TBL_NPC*)bl; - if (vd) - nd->vd = vd; - else if (battle_config.error_log) - ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); - } - break; - case BL_HOM: //[blackhole89] - { - struct homun_data *hd = (struct homun_data*)bl; - if (vd) - hd->vd = vd; - else if (battle_config.error_log) - ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); - } - break; - } - vd = status_get_viewdata(bl); - if (vd && vd->cloth_color && ( - (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette) - || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette) - )) - vd->cloth_color = 0; -} - -struct status_change *status_get_sc(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_MOB: - return &((TBL_MOB*)bl)->sc; - case BL_PC: - return &((TBL_PC*)bl)->sc; - case BL_NPC: - return &((TBL_NPC*)bl)->sc; - case BL_HOM: //[blackhole89] - return &((TBL_HOM*)bl)->sc; - } - return NULL; -} - -void status_change_init(struct block_list *bl) -{ - struct status_change *sc = status_get_sc(bl); - int i; - nullpo_retv(sc); - malloc_set(sc, 0, sizeof (struct status_change)); - for (i=0; i< SC_MAX; i++) - sc->data[i].timer = -1; -} - -//Returns defense against the specified status change. -//Return range is 0 (no resist) to 10000 (inmunity) -int status_get_sc_def(struct block_list *bl, int type) -{ - int sc_def; - struct status_data* status; - struct status_change* sc; - struct map_session_data *sd; - - nullpo_retr(0, bl); - - //Status that are blocked by Golden Thief Bug card or Wand of Hermod - if (status_isimmune(bl)) - switch (type) - { - case SC_DECREASEAGI: - case SC_SILENCE: - case SC_COMA: - case SC_INCREASEAGI: - case SC_BLESSING: - case SC_SLOWPOISON: - case SC_IMPOSITIO: - case SC_AETERNA: - case SC_SUFFRAGIUM: - case SC_BENEDICTIO: - case SC_PROVIDENCE: - case SC_KYRIE: - case SC_ASSUMPTIO: - case SC_ANGELUS: - case SC_MAGNIFICAT: - case SC_GLORIA: - case SC_WINDWALK: - case SC_MAGICROD: - case SC_HALLUCINATION: - case SC_STONE: - case SC_QUAGMIRE: - case SC_SUITON: - return 10000; - } - - status = status_get_status_data(bl); - switch (type) - { - case SC_STUN: - case SC_POISON: - case SC_DPOISON: - case SC_SILENCE: - case SC_BLEEDING: - sc_def = 300 +100*status->vit; - break; - case SC_SLEEP: - sc_def = 300 +100*status->int_; - break; - case SC_STONE: - case SC_FREEZE: - case SC_DECREASEAGI: - case SC_COMA: - sc_def = 300 +100*status->mdef; - break; - case SC_CURSE: - if (status->luk > status_get_lv(bl)) - return 10000; //Special property: inmunity when luk is greater than level - else - sc_def = 300 +100*status->luk; - break; - case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value. - sc_def = 300 +50*status->vit +50*status->int_; - break; - case SC_CONFUSION: - sc_def = 300 +50*status->str +50*status->int_; - break; - default: - return 0; //Effect that cannot be reduced? Likely a buff. - } - - BL_CAST(BL_PC,bl,sd); - - if (sd) { - - if (battle_config.pc_sc_def_rate != 100) - sc_def = sc_def*battle_config.pc_sc_def_rate/100; - - if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX - && sd->reseff[type-SC_COMMON_MIN] > 0) - sc_def+= sd->reseff[type-SC_COMMON_MIN]; - - if (sc_def < battle_config.pc_max_sc_def) - sc_def += (battle_config.pc_max_sc_def - sc_def)* - status->luk/battle_config.pc_luk_sc_def; - else - sc_def = battle_config.pc_max_sc_def; - - } else { - - if (battle_config.mob_sc_def_rate != 100) - sc_def = sc_def*battle_config.mob_sc_def_rate/100; - - if (sc_def < battle_config.mob_max_sc_def) - sc_def += (battle_config.mob_max_sc_def - sc_def)* - status->luk/battle_config.mob_luk_sc_def; - else - sc_def = battle_config.mob_max_sc_def; - - } - - sc = status_get_sc(bl); - if (sc && sc->count) - { - if (sc->data[SC_SCRESIST].timer != -1) - sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist - else if (sc->data[SC_SIEGFRIED].timer != -1) - sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance. - } - - return sc_def>10000?10000:sc_def; -} - -//Reduces tick delay based on type and character defenses. -int status_get_sc_tick(struct block_list *bl, int type, int tick) -{ - struct map_session_data *sd; - struct status_data* status; - int rate=0, min=0; - //If rate is positive, it is a % reduction (10000 -> 100%) - //if it is negative, it is an absolute reduction in ms. - BL_CAST(BL_PC,bl,sd); - status = status_get_status_data(bl); - switch (type) { - case SC_DECREASEAGI: /* 速度減少 */ - if (sd) // Celest - tick>>=1; - break; - case SC_ADRENALINE: - case SC_ADRENALINE2: - case SC_WEAPONPERFECTION: - case SC_OVERTHRUST: - if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_DPOISON: - case SC_POISON: - case SC_STUN: - case SC_BLEEDING: - case SC_SILENCE: - case SC_CURSE: - rate = 100*status->vit; - break; - case SC_SLEEP: - rate = 100*status->int_; - break; - case SC_STONE: - rate = -200*status->mdef; - break; - case SC_FREEZE: - rate = 100*status->mdef; - break; - case SC_BLIND: - rate = 50*status->vit +50*status->int_; - break; - case SC_CONFUSION: - rate = 50*status->str +50*status->int_; - break; - case SC_SWOO: - if (status->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_ANKLE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - rate = -100*status->agi; - // Minimum trap time of 3+0.03*skilllv seconds [celest] - // Changed to 3 secs and moved from skill.c [Skotlex] - min = 3000; - break; - case SC_SPIDERWEB: - if (map[bl->m].flag.pvp) - tick /=2; - break; - } - if (rate) { - if (bl->type == BL_PC) { - if (battle_config.pc_sc_def_rate != 100) - rate = rate*battle_config.pc_sc_def_rate/100; - if (battle_config.pc_max_sc_def != 10000) - min = tick*(10000-battle_config.pc_max_sc_def)/10000; - } else { - if (battle_config.mob_sc_def_rate != 100) - rate = rate*battle_config.mob_sc_def_rate/100; - if (battle_config.mob_max_sc_def != 10000) - min = tick*(10000-battle_config.mob_max_sc_def)/10000; - } - - if (rate >0) - tick -= tick*rate/10000; - else - tick += rate; - } - return tick<min?min:tick; -} -/*========================================== - * Starts a status change. - * type = type, val1~4 depend on the type. - * rate = base success rate. 10000 = 100% - * Tick is base duration - * flag: - * &1: Cannot be avoided (it has to start) - * &2: Tick should not be reduced (by vit, luk, lv, etc) - * &4: sc_data loaded, no value has to be altered. - * &8: rate should not be reduced - *------------------------------------------ - */ -int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) -{ - struct map_session_data *sd = NULL; - struct status_change* sc; - struct status_data *status; - struct view_data *vd; - int opt_flag, calc_flag, undead_flag; - - nullpo_retr(0, bl); - sc=status_get_sc(bl); - status = status_get_status_data(bl); - - if (!sc || status_isdead(bl)) - return 0; - - switch (bl->type) - { - case BL_PC: - sd=(struct map_session_data *)bl; - break; - case BL_MOB: - if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL) - return 0; //Emperium can't be afflicted by status changes. - break; - } - - if(type < 0 || type >= SC_MAX) { - if(battle_config.error_log) - ShowError("status_change_start: invalid status change (%d)!\n", type); - return 0; - } - - //Check rate - if (!(flag&(4|1))) { - int def; - def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value. - - if (def) - rate -= rate*def/10000; - - if (!(rand()%10000 < rate)) - return 0; - } - - //SC duration reduction. - if(!(flag&(2|4)) && tick) { - tick = status_get_sc_tick(bl, type, tick); - if (tick <= 0) - return 0; - } - - undead_flag=battle_check_undead(status->race,status->def_ele); - - //Check for inmunities / sc fails - switch (type) { - case SC_FREEZE: - case SC_STONE: - //Undead are inmune to Freeze/Stone - if (undead_flag && !(flag&1)) - return 0; - case SC_SLEEP: - case SC_STUN: - if (sc->opt1) - return 0; //Cannot override other opt1 status changes. [Skotlex] - break; - case SC_CURSE: - //Dark Elementals are inmune to curse. - if (status->def_ele == ELE_DARK && !(flag&1)) - return 0; - break; - case SC_COMA: - //Dark elementals and Demons are inmune to coma. - if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1)) - return 0; - break; - case SC_SIGNUMCRUCIS: - //Only affects demons and undead. - if(status->race != RC_DEMON && !undead_flag) - return 0; - break; - case SC_AETERNA: - if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1) - return 0; - break; - case SC_OVERTHRUST: - if (sc->data[SC_MAXOVERTHRUST].timer != -1) - return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] - break; - case SC_ADRENALINE: - if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) - return 0; - if (sc->data[SC_QUAGMIRE].timer!=-1 || - sc->data[SC_DONTFORGETME].timer!=-1 || - sc->data[SC_DECREASEAGI].timer!=-1 - ) - return 0; - break; - case SC_ADRENALINE2: - if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) - return 0; - if (sc->data[SC_QUAGMIRE].timer!=-1 || - sc->data[SC_DONTFORGETME].timer!=-1 || - sc->data[SC_DECREASEAGI].timer!=-1 - ) - return 0; - break; - case SC_ONEHAND: - case SC_TWOHANDQUICKEN: - if(sc->data[SC_DECREASEAGI].timer!=-1) - return 0; - case SC_CONCENTRATE: - case SC_INCREASEAGI: - case SC_SPEARQUICKEN: - case SC_TRUESIGHT: - case SC_WINDWALK: - case SC_CARTBOOST: - case SC_ASSNCROS: - if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1) - return 0; - break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl)) - if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc)) - return 0; - break; - case SC_MODECHANGE: - { - int mode; - struct status_data *bstatus = status_get_base_status(bl); - if (!bstatus) return 0; - mode = val2?val2:bstatus->mode; //Base mode - if (val3) mode|= val3; //Add mode - if (val4) mode&=~val4; //Del mode - if (mode == bstatus->mode) { //No change. - if (sc->data[type].timer != -1) //Abort previous status - return status_change_end(bl, type, -1); - return 0; - } - } - } - - //Check for BOSS resistances - if(status->mode&MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { - case SC_BLESSING: - if (!undead_flag && status->race != RC_DEMON) - break; - case SC_QUAGMIRE: - case SC_DECREASEAGI: - case SC_SIGNUMCRUCIS: - case SC_PROVOKE: - case SC_ROKISWEIL: - case SC_COMA: - case SC_GRAVITATION: - case SC_SUITON: - return 0; - } - } - //Before overlapping fail, one must check for status cured. - switch (type) { - case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { - if (sc->data[SC_CURSE].timer!=-1) - status_change_end(bl,SC_CURSE,-1); - if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) - status_change_end(bl,SC_STONE,-1); - } - break; - case SC_INCREASEAGI: - if(sc->data[SC_DECREASEAGI].timer!=-1 ) - status_change_end(bl,SC_DECREASEAGI,-1); - break; - case SC_DONTFORGETME: - //is this correct? Maybe all three should stop the same subset of SCs... - if(sc->data[SC_ASSNCROS].timer!=-1 ) - status_change_end(bl,SC_ASSNCROS,-1); - case SC_QUAGMIRE: - if(sc->data[SC_CONCENTRATE].timer!=-1 ) - status_change_end(bl,SC_CONCENTRATE,-1); - if(sc->data[SC_TRUESIGHT].timer!=-1 ) - status_change_end(bl,SC_TRUESIGHT,-1); - if(sc->data[SC_WINDWALK].timer!=-1 ) - status_change_end(bl,SC_WINDWALK,-1); - //Also blocks the ones below... - case SC_DECREASEAGI: - if(sc->data[SC_INCREASEAGI].timer!=-1 ) - status_change_end(bl,SC_INCREASEAGI,-1); - if(sc->data[SC_ADRENALINE].timer!=-1 ) - status_change_end(bl,SC_ADRENALINE,-1); - if(sc->data[SC_ADRENALINE2].timer!=-1 ) - status_change_end(bl,SC_ADRENALINE2,-1); - if(sc->data[SC_SPEARQUICKEN].timer!=-1 ) - status_change_end(bl,SC_SPEARQUICKEN,-1); - if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 ) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc->data[SC_CARTBOOST].timer!=-1 ) - status_change_end(bl,SC_CARTBOOST,-1); - if(sc->data[SC_ONEHAND].timer!=-1 ) - status_change_end(bl,SC_ONEHAND,-1); - break; - case SC_ONEHAND: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - if(sc->data[SC_ASPDPOTION0].timer!=-1) - status_change_end(bl,SC_ASPDPOTION0,-1); - if(sc->data[SC_ASPDPOTION1].timer!=-1) - status_change_end(bl,SC_ASPDPOTION1,-1); - if(sc->data[SC_ASPDPOTION2].timer!=-1) - status_change_end(bl,SC_ASPDPOTION2,-1); - if(sc->data[SC_ASPDPOTION3].timer!=-1) - status_change_end(bl,SC_ASPDPOTION3,-1); - break; - case SC_MAXOVERTHRUST: - //Cancels Normal Overthrust. [Skotlex] - if (sc->data[SC_OVERTHRUST].timer != -1) - status_change_end(bl, SC_OVERTHRUST, -1); - break; - case SC_KYRIE: - // -- moonsoul (added to undo assumptio status if target has it) - if(sc->data[SC_ASSUMPTIO].timer!=-1 ) - status_change_end(bl,SC_ASSUMPTIO,-1); - break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1) - status_change_end(bl,SC_BLIND,-1); - break; - case SC_SILENCE: - if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) - //Clear Gospel [Skotlex] - status_change_end(bl,SC_GOSPEL,-1); - break; - case SC_HIDING: - if(sc->data[SC_CLOSECONFINE].timer != -1) - status_change_end(bl, SC_CLOSECONFINE, -1); - if(sc->data[SC_CLOSECONFINE2].timer != -1) - status_change_end(bl, SC_CLOSECONFINE2, -1); - break; - case SC_BERSERK: - if(battle_config.berserk_cancels_buffs) - { - if (sc->data[SC_ONEHAND].timer != -1) - status_change_end(bl,SC_ONEHAND,-1); - if (sc->data[SC_TWOHANDQUICKEN].timer != -1) - status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if (sc->data[SC_CONCENTRATION].timer != -1) - status_change_end(bl,SC_CONCENTRATION,-1); - if (sc->data[SC_PARRYING].timer != -1) - status_change_end(bl,SC_PARRYING,-1); - if (sc->data[SC_AURABLADE].timer != -1) - status_change_end(bl,SC_AURABLADE,-1); - } - break; - case SC_ASSUMPTIO: - if(sc->data[SC_KYRIE].timer!=-1) - status_change_end(bl,SC_KYRIE,-1); - break; - case SC_CARTBOOST: - if(sc->data[SC_DECREASEAGI].timer!=-1 ) - { //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl,SC_DECREASEAGI,-1); - return 0; - } - break; - case SC_FUSION: - if(sc->data[SC_SPIRIT].timer!=-1 ) - status_change_end(bl,SC_SPIRIT,-1); - break; - case SC_ADJUSTMENT: - if(sc->data[SC_MADNESSCANCEL].timer != -1) - status_change_end(bl,SC_MADNESSCANCEL,-1); - break; - case SC_MADNESSCANCEL: - if(sc->data[SC_ADJUSTMENT].timer!=-1) - status_change_end(bl,SC_ADJUSTMENT,-1); - break; - } - //Check for overlapping fails - if(sc->data[type].timer != -1){ - switch (type) { - case SC_ADRENALINE: - case SC_ADRENALINE2: - case SC_WEAPONPERFECTION: - case SC_OVERTHRUST: - if (sc->data[type].val2 > val2) - return 0; - break; - case SC_WARM: - { //Fetch the Group, half the attack interval. [Skotlex] - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; - if (group) - group->interval/=2; - return 1; - } - case SC_STUN: - case SC_SLEEP: - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_BLEEDING: - case SC_DPOISON: - case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it) - case SC_CLOSECONFINE2: //Can't be re-closed in. - case SC_MARIONETTE: - case SC_MARIONETTE2: - case SC_NOCHAT: - return 0; - case SC_DANCING: - case SC_DEVOTION: - case SC_ASPDPOTION0: - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - case SC_ATKPOTION: - case SC_MATKPOTION: - case SC_JAILED: - case SC_ARMOR_ELEMENT: - break; - case SC_GOSPEL: - //Must not override a casting gospel char. - if(sc->data[type].val4 == BCT_SELF) - return 0; - if(sc->data[type].val1 > val1) - return 1; - break; - case SC_ENDURE: - if(sc->data[type].val4 && !val4) - return 1; //Don't let you override infinite endure. - if(sc->data[type].val1 > val1) - return 1; - break; - case SC_KAAHI: - if(sc->data[type].val1 > val1) - return 1; - //Delete timer if it exists. - if (sc->data[type].val4 != -1) { - delete_timer(sc->data[type].val4,kaahi_heal_timer); - sc->data[type].val4=-1; - } - break; - default: - if(sc->data[type].val1 > val1) - return 1; //Return true to not mess up skill animations. [Skotlex - } - (sc->count)--; - delete_timer(sc->data[type].timer, status_change_timer); - sc->data[type].timer = -1; - } - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - if(!(flag&4)) //Do not parse val settings when loading SCs - switch(type){ - case SC_ENDURE: /* インデュア */ - val2 = 7; // Hit-count [Celest] - break; - case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && - (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); - break; - - case SC_SIGNUMCRUCIS: - val2 = 10 + val1*2; //Def reduction - clif_emotion(bl,4); - break; - case SC_MAXIMIZEPOWER: - val2 = tick>0?tick:60000; - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; //Chance to Poison enemies. - 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 = 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 will store matk_min (needed in case you use ground-spells) - //val4 will store matk_max - break; - case SC_SACRIFICE: - val2 = 5; //Lasts 5 hits - 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 is skill level, val2 is skill that invoked this. - if (!val3) //Val 3 holds the element, when not given, a random one is picked. - val3 = rand()%ELE_MAX; - val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4. - break; - case SC_PROVIDENCE: - val2=val1*5; //Race/Ele resist - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; //% Dmg reflected - break; - case SC_STRIPWEAPON: - if (bl->type != BL_PC) //Watk reduction - val2 = 5*val1; - break; - case SC_STRIPSHIELD: - if (bl->type != BL_PC) //Def reduction - val2 = 3*val1; - break; - case SC_STRIPARMOR: - if (bl->type != BL_PC) //Vit reduction - val2 = 8*val1; - break; - case SC_STRIPHELM: - if (bl->type != BL_PC) //Int reduction - val2 = 8*val1; - 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: - if (status->def_ele == ELE_FIRE) - val2 = val1*10; //Watk increase - else - val2 = 0; - break; - case SC_VIOLENTGALE: - if (status->def_ele == ELE_WIND) - val2 = val1*3; //Flee increase - else - val2 = 0; - break; - case SC_DELUGE: - if(status->def_ele == ELE_WATER) - val2 = deluge_eff[val1-1]; //HP increase - else - val2 = 0; - break; - case SC_SUITON: - val2 = 0; //Agi penalty - val3 = 0; //Walk speed penalty - val4 = 2*val1; //NJ_HYOUSENSOU damage bonus. - - if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) ) - break; - else { - val3 = 50; - - switch ((val1+1)/3) { - case 3: - val2 = 8; - break; - case 2: - val2 = 5; - break; - case 1: - val2 = 3; - break; - case 0: - val2 = 0; - break; - default: - val2 = 3*((val1+1)/3); - break; - } - } - break; - case SC_ONEHAND: - case SC_TWOHANDQUICKEN: - val2 = 300; - if (val1 > 10) //For boss casted skills [Skotlex] - val2 += 20*(val1-10); - break; - case SC_SPEARQUICKEN: - val2 = 200+10*val1; - break; - case SC_MOONLIT: - val2 = bl->id; - skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT); - break; - case SC_DANCING: - //val1 : Skill which is being danced. - //val2 : Skill Group of the Dance. - //val4 : Partner - val3 = 0; //Tick duration/Speed penalty. - if (sd) { //Store walk speed change in lower part of val3 - val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); - if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER) - val3 -= 40; //TODO: Figure out real bonus rate. - } - val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3 - tick = 1000; - break; - case SC_LONGING: - val2 = 500-100*val1; //Aspd penalty. - val3 = 50+10*val1; //Walk speed adjustment. - 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_WEDDING: - case SC_XMAS: - if (!vd) return 0; - //Store previous values as they could be removed. - val1 = vd->class_; - val2 = vd->weapon; - val3 = vd->shield; - val4 = vd->cloth_color; - unit_stop_attack(bl); - clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS); - clif_changelook(bl,LOOK_WEAPON,0); - clif_changelook(bl,LOOK_SHIELD,0); - clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - break; - case SC_NOCHAT: - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. - if (sd) clif_updatestatus(sd,SP_MANNER); - break; - - case SC_STONE: - val2 = status->max_hp/100; //Petrified damage per second: 1% - if (!val2) val2 = 1; - val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; - tick = 5000; //Petrifying time. - 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); - status_zap(bl, diff, 0); - } - // fall through - case SC_POISON: /* 毒 */ - val3 = tick/1000; //Damage iterations - if(val3 < 1) val3 = 1; - tick = 1000; - //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; - - break; - case SC_CONFUSION: - clif_emotion(bl,1); - break; - case SC_BLEEDING: - val4 = tick/10000; - if (!val4) val4 = 1; - tick = 10000; - break; - - case SC_HIDING: - val2 = tick/1000; - tick = 1000; - //Store speed penalty on val3. - if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0) - val3 = 20 + 6*val3; - val4 = val1+3; //Seconds before SP substraction happen. - break; - case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. - val3 = 65+val1*5; //Speed adjustment. - if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE) - val3 += 10; //TODO: Figure out real bonus. Temp value +10% - val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m)) val4 *= 5; - break; - case SC_CLOAKING: - val2 = tick>0?tick:60000; //SP consumption rate. - val3 = 0; - if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && - (val3=pc_checkskill(sd,TF_MISS))>0) - val3 *= -1; //Substract the Dodge speed bonus. - val3+= 70+val1*3; //Speed adjustment without a wall. - //With a wall, it is val3 +25. - //val4&1 signals the presence of a wall. - //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex] - if (bl->type == BL_PC) //Standard cloaking. - val4 |= battle_config.pc_cloak_check_type&3; - else - val4 |= battle_config.monster_cloak_check_type&3; - break; - case SC_SIGHT: /* サイト/ルアフ */ - case SC_RUWACH: - case SC_SIGHTBLASTER: - val2 = tick/250; - tick = 10; - break; - - //Permanent effects. - case SC_MODECHANGE: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_READYSTORM: // Taekwon stances SCs [Dralnu] - case SC_READYDOWN: - case SC_READYCOUNTER: - case SC_READYTURN: - case SC_DODGE: - tick = 600*1000; - break; - - case SC_AUTOGUARD: - if (!flag) - { - struct map_session_data *tsd; - int i,t; - for(i=val2=0;i<val1;i++) { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; - } - if (sd) - for (i = 0; i < 5; i++) - { //Pass the status to the other affected chars. [Skotlex] - if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1); - } - } - break; - - case SC_DEFENDER: - if (!flag) - { - struct map_session_data *tsd; - int i; - val2 = 5 + 15*val1; //Damage reduction - val3 = 65 + 5*val1; //Speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment - - if (sd) - 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,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1); - } - } - break; - - case SC_TENSIONRELAX: - if (sd) { - pc_setsit(sd); - clif_sitting(sd); - } - val2 = 12; //SP cost - val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = val4; - 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 - val3 = 4*val2; //movement speed % increase is 4 times that - break; - - case SC_JOINTBEAT: // Random break [DracoRPG] - val2 = rand()%6; //Type of break - if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); - break; - - case SC_BERSERK: - if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick); - //HP healing is performing after the calc_status call. - //Val2 holds HP penalty - if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1); - if (!val4) val4 = 10000; //Val4 holds damage interval - val3 = tick/val4; //val3 holds skill duration - tick = val4; - break; - - case SC_GOSPEL: - if(val4 == BCT_SELF) { // self effect - val2 = tick/10000; - tick = 10000; - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - } - break; - - case SC_MARIONETTE: - if (sd) { - val3 = 0; - val2 = sd->status.str>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2<<16; - - val2 = sd->status.agi>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2<<8; - - val2 = sd->status.vit>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2; - - val4 = 0; - val2 = sd->status.int_>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2<<16; - - val2 = sd->status.dex>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2<<8; - - val2 = sd->status.luk>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2; - } else { - struct status_data *b_status = status_get_base_status(bl); - if (!b_status) - return 0; - - val3 = 0; - val2 = b_status->str>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2<<16; - - val2 = b_status->agi>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2<<8; - - val2 = b_status->vit>>1; - if (val2 > 0xFF) val2 = 0xFF; - val3|=val2; - - val4 = 0; - val2 = b_status->int_>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2<<16; - - val2 = b_status->dex>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2<<8; - - val2 = b_status->luk>>1; - if (val2 > 0xFF) val2 = 0xFF; - val4|=val2; - } - val2 = tick/1000; - tick = 1000; - break; - case SC_MARIONETTE2: - { - struct block_list *pbl = map_id2bl(val1); - struct status_change *psc = pbl?status_get_sc(pbl):NULL; - int stat,max; - if (!psc || psc->data[SC_MARIONETTE].timer == -1) - return 0; - val2 = tick /1000; - val3 = val4 = 0; - if (sd) { - max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] - //Str - stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; - if (sd->status.str+stat > max) - stat =max-sd->status.str; - val3 |= stat<<16; - //Agi - stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; - if (sd->status.agi+stat > max) - stat =max-sd->status.agi; - val3 |= stat<<8; - //Vit - stat = psc->data[SC_MARIONETTE].val3&0xFF; - if (sd->status.vit+stat > max) - stat =max-sd->status.vit; - val3 |= stat; - //Int - stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; - if (sd->status.int_+stat > max) - stat =max-sd->status.int_; - val4 |= stat<<16; - //Dex - stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; - if (sd->status.dex+stat > max) - stat =max-sd->status.dex; - val4 |= stat<<8; - //Luk - stat = psc->data[SC_MARIONETTE].val4&0xFF; - if (sd->status.luk+stat > max) - stat =max-sd->status.luk; - val4 |= stat; - } else { - struct status_data *status = status_get_base_status(bl); - if (!status) return 0; - max = 0xFF; //Assume a 256 max parameter - //Str - stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; - if (status->str+stat > max) - stat = max - status->str; - val3 |= stat<<16; - //Agi - stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; - if (status->agi+stat > max) - stat = max - status->agi; - val3 |= stat<<8; - //Vit - stat = psc->data[SC_MARIONETTE].val3&0xFF; - if (status->vit+stat > max) - stat = max - status->vit; - val3 |= stat; - //Int - stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; - if (status->int_+stat > max) - stat = max - status->int_; - val4 |= stat<<16; - //Dex - stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; - if (status->dex+stat > max) - stat = max - status->dex; - val4 |= stat<<8; - //Luk - stat = psc->data[SC_MARIONETTE].val4&0xFF; - if (status->luk+stat > max) - stat = max - status->luk; - val4 |= stat; - } - tick = 1000; - break; - } - case SC_REJECTSWORD: - val2 = 15*val1; //Reflect chance - val3 = 3; //Reflections - break; - - case SC_MEMORIZE: - val2 = 5; //Memorized casts. - break; - - case SC_GRAVITATION: - val2 = 50*val1; //aspd reduction - if (val3 == BCT_SELF) { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) { - ud->canmove_tick += tick; - ud->canact_tick += tick; - } - } - break; - - case SC_HERMODE: - status_change_clear_buffs(bl,1); - 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 map_session_data *src; - if ((src = map_id2sd(val1)) && src->sc.count) - { //Try to inherit the status from the Crusader [Skotlex] - //Ideally, we should calculate the remaining time and use that, but we'll trust that - //once the Crusader's status changes, it will reflect on the others. - int type2 = SC_AUTOGUARD; - if (src->sc.data[type2].timer != -1) - sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); - type2 = SC_DEFENDER; - if (src->sc.data[type2].timer != -1) - sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); - type2 = SC_REFLECTSHIELD; - if (src->sc.data[type2].timer != -1) - sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); - - } - break; - } - - case SC_COMA: //Coma. Sends a char to 1HP - status_zap(bl, status_get_hp(bl)-1, 0); - return 1; - - case SC_CLOSECONFINE2: - { - struct block_list *src = val2?map_id2bl(val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2) { - if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster. - sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000); - else { //Increase count of locked enemies and refresh time. - sc2->data[SC_CLOSECONFINE].val2++; - delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer); - sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); - } - } else //Status failed. - return 0; - } - break; - case SC_KAITE: - val2 = 1+val1/5; //Number of bounces: 1 + skilllv/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: - { - struct unit_data *ud = unit_bl2ud(bl); - switch (val1) { //Val1 contains the skill id - case TK_STORMKICK: - clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); - break; - case TK_DOWNKICK: - clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); - break; - case TK_TURNKICK: - clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); - break; - case TK_COUNTER: - clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); - break; - } - if (ud) { - ud->attackabletime = gettick()+tick; - unit_set_walkdelay(bl, gettick(), tick, 1); - } - val4 = tick; //Store combo-time in val4. - } - break; - case SC_TKREST: - val2 = 11-val1; //Chance to consume: 11-skilllv% - break; - case SC_RUN: - val4 = gettick(); //Store time at which you started running. - break; - case SC_KAAHI: - if(flag&4) { - val4 = -1; - break; - } - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = -1; //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; - 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_ADRENALINE2: - case SC_ADRENALINE: - if (val2 || !battle_config.party_skill_penalty) - val3 = 300; - else - val3 = 200; - 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; //luk 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; - - case SC_FLING: - val2 = 3*val1; //Def reduction - val3 = 3*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 = rand()%100; //Def changes randomly every second... - tick = 1000; - break; - case SC_JAILED: - tick = val1>0?1000:250; - if (sd && 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 - if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0) - pc_setsavepoint(sd, (unsigned short)val2,val3,val4); - //2. Set restore point (val3 -> return map, val4 return coords - val3 = map; - val4 = pos; - } - 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: - { - struct status_data *status = status_get_base_status(bl); - if (!status) return 0; - val2= status->max_hp; //Base Max HP - val3= status->max_sp; //Base Max SP - } - break; - case SC_ARMOR_ELEMENT: - break; // It just change the armor element of the player (used by battle_attr_fix) - // So it has no SCB and no skill associated (used by potion scripts) - default: - if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0) - { //Status change with no calc, and no skill associated...? unknown? - if(battle_config.error_log) - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } - } - else //Special considerations when loading SC data. - switch (type) { - case SC_WEDDING: - case SC_XMAS: - clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS); - clif_changelook(bl,LOOK_WEAPON,0); - clif_changelook(bl,LOOK_SHIELD,0); - clif_changelook(bl,LOOK_CLOTHES_COLOR,val4); - break; - case SC_KAAHI: - val4 = -1; - break; - //In case the speed reduction comes loaded incorrectly, - //prevent division by 0. - case SC_DONTFORGETME: - case SC_CLOAKING: - case SC_LONGING: - case SC_HIDING: - case SC_CHASEWALK: - case SC_DEFENDER: - if (!val3) - return 0; - break; - } - //Those that make you stop attacking/walking.... - switch (type) { - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_STONE: - if (sd && pc_issit(sd)) //Avoid sprite sync problems. - pc_setstand(sd); - case SC_TRICKDEAD: - unit_stop_attack(bl); - skill_stop_dancing(bl); - // Cancel cast when get status [LuzZza] - if (battle_config.sc_castcancel) - unit_skillcastcancel(bl, 0); - case SC_STOP: - case SC_CONFUSION: - case SC_CLOSECONFINE: - case SC_CLOSECONFINE2: - case SC_ANKLE: - case SC_SPIDERWEB: - unit_stop_walking(bl,1); - break; - case SC_HIDING: - case SC_CLOAKING: - case SC_CHASEWALK: - unit_stop_attack(bl); - break; - case SC_SILENCE: - if (battle_config.sc_castcancel) - unit_skillcastcancel(bl, 0); - break; - } - - // Set option as needed. - opt_flag = 1; - switch(type){ - //OPT1 - case SC_STONE: - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - if(type == SC_STONE) - sc->opt1 = OPT1_STONEWAIT; - else - sc->opt1 = OPT1_STONE + (type - SC_STONE); - break; - //OPT2 - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 |= 1<<(type-SC_POISON); - break; - case SC_DPOISON: - sc->opt2 |= OPT2_DPOISON; - break; - case SC_SIGNUMCRUCIS: - sc->opt2 |= OPT2_SIGNUMCRUCIS; - break; - //OPT3 - case SC_TWOHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - sc->opt3 |= 1; - opt_flag = 0; - break; - case SC_MAXOVERTHRUST: - case SC_OVERTHRUST: - case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... - sc->opt3 |= 2; - opt_flag = 0; - break; - case SC_ENERGYCOAT: - sc->opt3 |= 4; - opt_flag = 0; - break; - case SC_INCATKRATE: - //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] - if (bl->type != BL_MOB) { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 |= 8; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 |= 16; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 |= 32; - opt_flag = 0; - break; - case SC_BERSERK: - sc->opt3 |= 128; - opt_flag = 0; - break; - case SC_MARIONETTE: - case SC_MARIONETTE2: - sc->opt3 |= 1024; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 |= 2048; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 |= 4096; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 |= 8192; - opt_flag = 0; - break; - //OPTION - case SC_HIDING: - sc->option |= OPTION_HIDE; - break; - case SC_CLOAKING: - sc->option |= OPTION_CLOAK; - break; - case SC_CHASEWALK: - sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; - break; - case SC_SIGHT: - sc->option |= OPTION_SIGHT; - break; - case SC_RUWACH: - sc->option |= OPTION_RUWACH; - break; - case SC_WEDDING: - sc->option |= OPTION_WEDDING; - break; - case SC_XMAS: - sc->option |= OPTION_XMAS; - break; - case SC_ORCISH: - sc->option |= OPTION_ORCISH; - break; - case SC_SIGHTTRASHER: - sc->option |= OPTION_SIGHTTRASHER; - break; - case SC_FUSION: - sc->option |= OPTION_FLYING; - break; - default: - opt_flag = 0; - } - - //On Aegis, when turning on a status change, first goes the option packet, - // then the sc packet. - if(opt_flag) - clif_changeoption(bl); - - if (calc_flag&SCB_DYE) - { //Reset DYE color - if (vd && vd->cloth_color) - { - val4 = vd->cloth_color; - clif_changelook(bl,LOOK_CLOTHES_COLOR,0); - } - calc_flag&=~SCB_DYE; - } - - if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex] - clif_status_change(bl,StatusIconChangeTable[type],1); - else if (sd) //Send packet to self otherwise (disguised player?) - clif_status_load(bl,StatusIconChangeTable[type],1); - - (sc->count)++; - - sc->data[type].val1 = val1; - sc->data[type].val2 = val2; - sc->data[type].val3 = val3; - sc->data[type].val4 = val4; - - sc->data[type].timer = add_timer( - gettick() + tick, status_change_timer, bl->id, type); - - if (calc_flag) - status_calc_bl(bl,calc_flag); - - if(sd && sd->pd) - pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing - - if (type==SC_BERSERK) { - sc->data[type].val2 = 5*status->max_hp/100; - status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status_set_sp(bl, 0, 0); //Damage all SP - } else if (type==SC_CHANGE) //Heal all HP/SP - status_percent_heal(bl, 100, 100); - - - if (type==SC_RUN) { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) - ud->state.running = unit_run(bl); - } - return 1; -} -/*========================================== - * ステータス異常全解除 - *------------------------------------------ - */ -int status_change_clear(struct block_list *bl,int type) -{ - struct status_change* sc; - int i; - - sc = status_get_sc(bl); - - if (!sc || sc->count == 0) - return 0; - - if(sc->data[SC_DANCING].timer != -1) - skill_stop_dancing(bl); - for(i = 0; i < SC_MAX; i++) - { - if(sc->data[i].timer == -1) - continue; - if(type == 0) - switch (i) - { //Type 0: PC killed -> Place here stats that do not dispel on death. - case SC_EDP: - case SC_MELTDOWN: - case SC_XMAS: - case SC_NOCHAT: - case SC_FUSION: - case SC_TKREST: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYCOUNTER: - case SC_READYTURN: - case SC_DODGE: - case SC_JAILED: - case SC_STRFOOD: - case SC_AGIFOOD: - case SC_VITFOOD: - case SC_INTFOOD: - case SC_DEXFOOD: - case SC_LUKFOOD: - case SC_HITFOOD: - case SC_FLEEFOOD: - case SC_BATKFOOD: - case SC_WATKFOOD: - case SC_MATKFOOD: - continue; - } - status_change_end(bl, i, -1); - - if (type == 1 && sc->data[i].timer != -1) - { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] - (sc->count)--; - delete_timer(sc->data[i].timer, status_change_timer); - sc->data[i].timer = -1; - } - } - sc->opt1 = 0; - sc->opt2 = 0; - sc->opt3 = 0; - sc->option &= OPTION_MASK; - - if(!type || type&2) - clif_changeoption(bl); - - return 1; -} - -/*========================================== - * ステータス異常終了 - *------------------------------------------ - */ -int status_change_end( struct block_list* bl , int type,int tid ) -{ - struct map_session_data *sd; - struct status_change *sc; - struct status_data *status; - struct view_data *vd; - int opt_flag=0, calc_flag; - - nullpo_retr(0, bl); - - sc = status_get_sc(bl); - status = status_get_status_data(bl); - nullpo_retr(0,sc); - nullpo_retr(0,status); - - if(type < 0 || type >= SC_MAX) - return 0; - - BL_CAST(BL_PC,bl,sd); - - if (sc->data[type].timer == -1 || - (sc->data[type].timer != tid && tid != -1)) - return 0; - - if (tid == -1) - delete_timer(sc->data[type].timer,status_change_timer); - - sc->data[type].timer=-1; - (sc->count)--; - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - switch(type){ - case SC_WEDDING: - case SC_XMAS: - if (!vd) return 0; - if (sd) //Load data from sd->status.* as the stored values could have changed. - status_set_viewdata(bl, sd->status.class_); - else { - vd->class_ = sc->data[type].val1; - vd->weapon = sc->data[type].val2; - vd->shield = sc->data[type].val3; - vd->cloth_color = sc->data[type].val4; - } - clif_changelook(bl,LOOK_BASE,vd->class_); - clif_changelook(bl,LOOK_WEAPON,vd->weapon); - clif_changelook(bl,LOOK_SHIELD,vd->shield); - clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - break; - case SC_RUN: - { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) { - ud->state.running = 0; - if (ud->walktimer != -1) - unit_stop_walking(bl,1); - } - if (sc->data[type].val1 >= 7 && - DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 && - (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 && - (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER)) - ) - sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1)); - } - break; - case SC_AUTOBERSERK: - if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1) - status_change_end(bl,SC_PROVOKE,-1); - break; - - case SC_DEFENDER: - case SC_REFLECTSHIELD: - case SC_AUTOGUARD: - if (sd) { - struct map_session_data *tsd; - int i; - for (i = 0; i < 5; i++) - { //Clear the status from the others too [Skotlex] - if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1) - status_change_end(&tsd->bl,type,-1); - } - } - break; - case SC_DEVOTION: - { - struct map_session_data *md = map_id2sd(sc->data[type].val1); - //The status could have changed because the Crusader left the game. [Skotlex] - if (md) - { - md->devotion[sc->data[type].val2] = 0; - clif_devotion(md); - } - //Remove AutoGuard and Defender [Skotlex] - if (sc->data[SC_AUTOGUARD].timer != -1) - status_change_end(bl,SC_AUTOGUARD,-1); - if (sc->data[SC_DEFENDER].timer != -1) - status_change_end(bl,SC_DEFENDER,-1); - if (sc->data[SC_REFLECTSHIELD].timer != -1) - status_change_end(bl,SC_REFLECTSHIELD,-1); - break; - } - case SC_BLADESTOP: - if(sc->data[type].val4) - { - struct block_list *tbl = (struct block_list *)sc->data[type].val4; - struct status_change *tsc = status_get_sc(tbl); - sc->data[type].val4 = 0; - if(tsc && tsc->data[SC_BLADESTOP].timer!=-1) - { - tsc->data[SC_BLADESTOP].val4 = 0; - status_change_end(tbl,SC_BLADESTOP,-1); - } - clif_bladestop(bl,tbl,0); - } - break; - case SC_DANCING: - { - struct map_session_data *dsd; - struct status_change *dsc; - struct skill_unit_group *group; - if(sc->data[type].val2) - { - group = (struct skill_unit_group *)sc->data[type].val2; - sc->data[type].val2 = 0; - skill_delunitgroup(bl, group, 0); - } - if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){ - dsc = &dsd->sc; - if(dsc && dsc->data[type].timer!=-1) - { //This will prevent recursive loops. - dsc->data[type].val2 = dsc->data[type].val4 = 0; - status_change_end(&dsd->bl, type, -1); - } - } - } - //Only dance that doesn't has ground tiles... [Skotlex] - if(sc->data[type].val1 == CG_MOONLIT) - status_change_end(bl, SC_MOONLIT, -1); - - if (sc->data[SC_LONGING].timer!=-1) - status_change_end(bl,SC_LONGING,-1); - break; - case SC_NOCHAT: - if (sd) { - if (sd->status.manner < 0) sd->status.manner = 0; - clif_updatestatus(sd,SP_MANNER); - } - break; - case SC_SPLASHER: - { - struct block_list *src=map_id2bl(sc->data[type].val3); - if(src && tid!=-1) - skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 ); - } - break; - case SC_CLOSECONFINE2: - { - struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2 && sc2->count) { - //If status was already ended, do nothing. - if (sc2->data[SC_CLOSECONFINE].timer != -1) - { //Decrease count - if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up. - status_change_end(src, SC_CLOSECONFINE, -1); - } - } - } - case SC_CLOSECONFINE: - if (sc->data[type].val2 > 0) { - //Caster has been unlocked... nearby chars need to be unlocked. - int range = 1 - +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1) - +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... - map_foreachinarea(status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick()); - } - break; - case SC_COMBO: //Clear last used skill when it is part of a combo. - if (sd && sd->skillid_old == sc->data[type].val1) - sd->skillid_old = sd->skilllv_old = 0; - break; - - case SC_FREEZE: - sc->data[type].val3 = 0; //Clear Storm Gust hit count - break; - - case SC_MARIONETTE: - case SC_MARIONETTE2: /// Marionette target - if (sc->data[type].val1) - { // check for partner and end their marionette status as well - int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; - struct block_list *pbl = map_id2bl(sc->data[type].val1); - struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - - if (sc2 && sc2->count && sc2->data[type2].timer != -1) - { - sc2->data[type2].val1 = 0; - status_change_end(pbl, type2, -1); - } - } - if (type == SC_MARIONETTE) - clif_marionette(bl, 0); //Clear effect. - break; - - case SC_BERSERK: - //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if(status->hp > 100 && sc->data[type].val2) - status_set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE].timer != -1) - status_change_end(bl, SC_ENDURE, -1); - sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1, - gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1)); - break; - case SC_GRAVITATION: - if (sc->data[type].val3 == BCT_SELF) { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) - ud->canmove_tick = ud->canact_tick = gettick(); - } - break; - case SC_GOSPEL: //Clear the buffs from other chars. - if (sc->data[type].val3) { //Clear the group. - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3; - sc->data[type].val3 = 0; - skill_delunitgroup(bl, group, 0); - } - break; - case SC_HERMODE: - if(sc->data[type].val3 == BCT_SELF) - skill_clear_unitgroup(bl); - break; - case SC_BASILICA: //Clear the skill area. [Skotlex] - skill_clear_unitgroup(bl); - break; - case SC_MOONLIT: //Clear the unit effect. [Skotlex] - skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT); - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 0; - break; - case SC_WARM: - if (sc->data[type].val4) { //Clear the group. - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; - sc->data[type].val4 = 0; - skill_delunitgroup(bl, group, 0); - } - break; - case SC_KAAHI: - //Delete timer if it exists. - if (sc->data[type].val4 != -1) { - delete_timer(sc->data[type].val4,kaahi_heal_timer); - sc->data[type].val4=-1; - } - break; - case SC_JAILED: - if(tid == -1) - break; - //natural expiration. - if(sd && sd->mapindex == sc->data[type].val2) - { - if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0) - pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y); - } - break; //guess hes not in jail :P - case SC_CHANGE: - // "lose almost all her HP and SP" - status_set_hp(bl, 10, 0); - status_set_sp(bl, 10, 0); - break; - } - - opt_flag = 1; - switch(type){ - case SC_STONE: - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - sc->opt1 = 0; - break; - - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 &= ~(1<<(type-SC_POISON)); - break; - case SC_DPOISON: - sc->opt2 &= ~OPT2_DPOISON; - break; - case SC_SIGNUMCRUCIS: - sc->opt2 &= ~OPT2_SIGNUMCRUCIS; - break; - - case SC_HIDING: - sc->option &= ~OPTION_HIDE; - opt_flag = 2; //Check for warp trigger. - break; - case SC_CLOAKING: - sc->option &= ~OPTION_CLOAK; - opt_flag = 2; - break; - case SC_CHASEWALK: - sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); - opt_flag = 2; - break; - case SC_SIGHT: - sc->option &= ~OPTION_SIGHT; - break; - case SC_WEDDING: - sc->option &= ~OPTION_WEDDING; - break; - case SC_XMAS: - sc->option &= ~OPTION_XMAS; - break; - case SC_ORCISH: - sc->option &= ~OPTION_ORCISH; - break; - case SC_RUWACH: - sc->option &= ~OPTION_RUWACH; - break; - case SC_SIGHTTRASHER: - sc->option &= ~OPTION_SIGHTTRASHER; - break; - case SC_FUSION: - sc->option &= ~OPTION_FLYING; - break; - //opt3 - case SC_TWOHANDQUICKEN: - case SC_ONEHAND: - case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - sc->opt3 &= ~1; - opt_flag = 0; - break; - case SC_OVERTHRUST: - case SC_MAXOVERTHRUST: - case SC_SWOO: - sc->opt3 &= ~2; - opt_flag = 0; - break; - case SC_ENERGYCOAT: - sc->opt3 &= ~4; - opt_flag = 0; - break; - case SC_INCATKRATE: //Simulated Explosion spirits effect. - if (bl->type != BL_MOB) - break; - case SC_EXPLOSIONSPIRITS: - sc->opt3 &= ~8; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 &= ~16; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 &= ~32; - opt_flag = 0; - break; - case SC_BERSERK: - sc->opt3 &= ~128; - opt_flag = 0; - break; - case SC_MARIONETTE: - case SC_MARIONETTE2: - sc->opt3 &= ~1024; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 &= ~2048; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 &= ~4096; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 &= ~8192; - opt_flag = 0; - break; - default: - opt_flag = 0; - } - - if (calc_flag&SCB_DYE) - { //Restore DYE color - if (vd && !vd->cloth_color && sc->data[type].val4) - clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4); - calc_flag&=~SCB_DYE; - } - - //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. - if (vd && pcdb_checkid(vd->class_)) - clif_status_change(bl,StatusIconChangeTable[type],0); - else if (sd) - clif_status_load(bl,StatusIconChangeTable[type],0); - - if(opt_flag) - clif_changeoption(bl); - - if (calc_flag) - status_calc_bl(bl,calc_flag); - - if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) - npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. - - return 1; -} - -int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) -{ - struct block_list *bl; - struct status_change *sc; - struct status_data *status; - int hp; - - bl=map_id2bl(id); - sc=status_get_sc(bl); - status=status_get_status_data(bl); - - if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1) - return 0; - if(sc->data[data].val4 != tid) { - if (battle_config.error_log) - ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4); - sc->data[data].val4=-1; - return 0; - } - - if(!status_charge(bl, 0, sc->data[data].val3)) { - sc->data[data].val4=-1; - return 0; - } - - hp = status->max_hp - status->hp; - if (hp > sc->data[data].val2) - hp = sc->data[data].val2; - if (hp) - status_heal(bl, hp, 0, 2); - sc->data[data].val4=-1; - return 1; -} - -/*========================================== - * ステータス異常終了タイマー - *------------------------------------------ - */ -int status_change_timer(int tid, unsigned int tick, int id, int data) -{ - int type = data; - struct block_list *bl; - struct map_session_data *sd=NULL; - struct status_data *status; - struct status_change *sc; - -// security system to prevent forgetting timer removal - int temp_timerid; - - bl=map_id2bl(id); -#ifndef _WIN32 - nullpo_retr_f(0, bl, "id=%d data=%d",id,data); -#endif - sc=status_get_sc(bl); - status = status_get_status_data(bl); - - if (!sc || !status) - { //Temporal debug until case is resolved. [Skotlex] - ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1); - return 0; - } - - if(bl->type==BL_PC) - sd=(struct map_session_data *)bl; - - if(sc->data[type].timer != tid) { - if(battle_config.error_log) - ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id); - return 0; - } - - // security system to prevent forgetting timer removal - // you shouldn't be that careless inside the switch here - temp_timerid = sc->data[type].timer; - sc->data[type].timer = -1; - - switch(type){ /* 特殊な?理になる場合 */ - case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ - case SC_CLOAKING: - if(!status_charge(bl, 0, 1)) - break; //Not enough SP to continue. - sc->data[type].timer=add_timer( - sc->data[type].val2+tick, status_change_timer, bl->id, data); - return 0; - - case SC_CHASEWALK: - if(!status_charge(bl, 0, sc->data[type].val4)) - break; //Not enough SP to continue. - - if (sc->data[SC_INCSTR].timer == -1) { - sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1), - (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration - *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1)); - } - sc->data[type].timer = add_timer( - sc->data[type].val2+tick, status_change_timer, bl->id, data); - return 0; - break; - - case SC_SKA: - if((--sc->data[type].val2)>0){ - sc->data[type].val3 = rand()%100; //Random defense. - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_HIDING: - if((--sc->data[type].val2)>0){ - - if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1)) - break; //Fail if it's time to substract SP and there isn't. - - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_SIGHT: - case SC_RUWACH: - case SC_SIGHTBLASTER: - { - map_foreachinrange( status_change_timer_sub, bl, - skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1), - BL_CHAR, bl,sc,type,tick); - - if( (--sc->data[type].val2)>0 ){ - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - 250+tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_PROVOKE: - if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal) - sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_ENDURE: - if(sc->data[type].val4) { //Infinite Endure. - sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_STONE: - if(sc->opt1 == OPT1_STONEWAIT) { - sc->data[type].val4 = 0; - unit_stop_walking(bl,1); - sc->opt1 = OPT1_STONE; - clif_changeoption(bl); - sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - status_calc_bl(bl, SCB_DEF_ELE); - return 0; - } - if((--sc->data[type].val3) > 0) { - if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2) - status_zap(bl, sc->data[type].val2, 0); - sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_POISON: - if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left. - break; - case SC_DPOISON: - if ((--sc->data[type].val3) > 0) { - if (sc->data[SC_SLOWPOISON].timer == -1) { - status_zap(bl, sc->data[type].val4, 0); - if (status_isdead(bl)) - break; - } - sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_TENSIONRELAX: - if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){ - sc->data[type].timer=add_timer( - sc->data[type].val4+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - case SC_BLEEDING: // [celest] - // i hope i haven't interpreted it wrong.. which i might ^^; - // Source: - // - 10ゥェエェネェヒHPェャハ盒 - // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、 - // To-do: bleeding effect increases damage taken? - if ((--sc->data[type].val4) >= 0) { - status_fix_damage(NULL, bl, rand()%600 + 200, 0); - if (status_isdead(bl)) - break; - sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_KNOWLEDGE: - if (sd) { - if(bl->m != sd->feel_map[0].m - && bl->m != sd->feel_map[1].m - && bl->m != sd->feel_map[2].m) - break; //End it - } //Otherwise continue. - // Status changes that don't have a time limit - case SC_AETERNA: - case SC_TRICKDEAD: - case SC_MODECHANGE: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_MAGICPOWER: - case SC_REJECTSWORD: - case SC_MEMORIZE: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_SACRIFICE: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYTURN: - case SC_READYCOUNTER: - case SC_RUN: - case SC_DODGE: - case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex] - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); - return 0; - - case SC_DANCING: //ダンススキルの時間SP消費 - { - int s = 0; - int sp = 1; - int counter = sc->data[type].val3>>16; - if (--counter <= 0) - break; - sc->data[type].val3&= 0xFFFF; //Remove counter - sc->data[type].val3|=(counter<<16);//Reset it. - switch(sc->data[type].val1){ - case BD_RICHMANKIM: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_ASSASSINCROSS: - case DC_UGLYDANCE: - s=3; - break; - case BD_LULLABY: - case BD_ETERNALCHAOS: - case BD_ROKISWEIL: - case DC_FORTUNEKISS: - s=4; - break; - case CG_HERMODE: - case BD_INTOABYSS: - case BA_WHISTLE: - case DC_HUMMING: - case BA_POEMBRAGI: - case DC_SERVICEFORYOU: - s=5; - break; - case BA_APPLEIDUN: - s=6; - break; - case CG_MOONLIT: - sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex] - //Upkeep is also every 10 secs. - case DC_DONTFORGETME: - s=10; - break; - } - if (s && ((sc->data[type].val3 % s) == 0)) { - if (sc->data[SC_LONGING].timer != -1) - sp = s; - if (!status_charge(bl, 0, sp)) - break; - } - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_DEVOTION: - { //Check range and timeleft to preserve status [Skotlex] - //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl - struct map_session_data *md = map_id2sd(sc->data[type].val1); - if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0) - { - sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_BERSERK: - // 5% every 10 seconds [DracoRPG] - if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0)) - { - sc->data[type].timer = add_timer( - sc->data[type].val4+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - case SC_NOCHAT: - if(sd){ - sd->status.manner++; - clif_updatestatus(sd,SP_MANNER); - if (sd->status.manner < 0) - { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_SPLASHER: - if (sc->data[type].val4 % 1000 == 0) { - char timer[10]; - snprintf (timer, 10, "%d", sc->data[type].val4/1000); - clif_message(bl, timer); - } - if((sc->data[type].val4 -= 500) > 0) { - sc->data[type].timer = add_timer( - 500 + tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_MARIONETTE: - case SC_MARIONETTE2: - { - struct block_list *pbl = map_id2bl(sc->data[type].val1); - if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0) - { - sc->data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - - case SC_GOSPEL: - if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0) - { - int hp, sp; - hp = (sc->data[type].val1 > 5) ? 45 : 30; - sp = (sc->data[type].val1 > 5) ? 35 : 20; - if(!status_charge(bl, hp, sp)) - break; - sc->data[type].timer = add_timer( - 10000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - - case SC_GUILDAURA: - { - struct block_list *tbl = map_id2bl(sc->data[type].val2); - - if (tbl && battle_check_range(bl, tbl, 2)){ - sc->data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; - } - } - break; - case SC_JAILED: - if(--sc->data[type].val1 > 0) - { - sc->data[type].timer=add_timer( - 60000+tick, status_change_timer, bl->id,data); - return 0; - } - break; - case SC_BLIND: - if(sc->data[SC_FOGWALL].timer!= -1) - { //Blind lasts forever while you are standing on the fog. - sc->data[type].timer=add_timer( - 5000+tick, status_change_timer, - bl->id, data); - return 0; - } - break; - } - - // default for all non-handled control paths - // security system to prevent forgetting timer removal - - // if we reach this point we need the timer for the next call, - // so restore it to have status_change_end handle a valid timer - sc->data[type].timer = temp_timerid; - - return status_change_end( bl,type,tid ); -} - -/*========================================== - * ステータス異常タイマー範囲処理 - *------------------------------------------ - */ -int status_change_timer_sub(struct block_list *bl, va_list ap ) -{ - struct block_list *src; - struct status_change *sc, *tsc; - struct map_session_data* sd=NULL; - struct map_session_data* tsd=NULL; - - int type; - unsigned int tick; - - src=va_arg(ap,struct block_list*); - sc=va_arg(ap,struct status_change*); - type=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - tsc=status_get_sc(bl); - - if (status_isdead(bl)) - return 0; - if (src->type==BL_PC) sd= (struct map_session_data*)src; - if (bl->type==BL_PC) tsd= (struct map_session_data*)bl; - - switch( type ){ - case SC_SIGHT: /* サイト */ - case SC_CONCENTRATE: - if (tsc && tsc->count) { - if (tsc->data[SC_HIDING].timer != -1) - status_change_end( bl, SC_HIDING, -1); - if (tsc->data[SC_CLOAKING].timer != -1) - status_change_end( bl, SC_CLOAKING, -1); - } - break; - case SC_RUWACH: /* ルアフ */ - if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother - tsc->data[SC_CLOAKING].timer != -1)) { - status_change_end( bl, SC_HIDING, -1); - status_change_end( bl, SC_CLOAKING, -1); - if(battle_check_target( src, bl, BCT_ENEMY ) > 0) - skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); - } - break; - case SC_SIGHTBLASTER: - { - if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 && - status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) - { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex] - skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); - sc->data[type].val2 = 0; //This signals it to end. - } - } - break; - case SC_CLOSECONFINE: - //Lock char has released the hold on everyone... - if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) { - tsc->data[SC_CLOSECONFINE2].val2 = 0; - status_change_end(bl, SC_CLOSECONFINE2, -1); - } - break; - } - return 0; -} - -/*========================================== - * Clears buffs/debuffs of a character. - * type&1 -> buffs, type&2 -> debuffs - *------------------------------------------ - */ -int status_change_clear_buffs (struct block_list *bl, int type) -{ - int i; - struct status_change *sc= status_get_sc(bl); - - if (!sc || !sc->count) - return 0; - - if (type&2) //Debuffs - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) { - if(sc->data[i].timer != -1) - status_change_end(bl,i,-1); - } - - for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) { - - if(sc->data[i].timer == -1) - continue; - - switch (i) { - //Stuff that cannot be removed - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_COMBO: - case SC_SMA: - case SC_DANCING: - case SC_GUILDAURA: - case SC_SAFETYWALL: - case SC_NOCHAT: - case SC_JAILED: - case SC_ANKLE: - case SC_BLADESTOP: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - continue; - - //Debuffs that can be removed. - case SC_HALLUCINATION: - case SC_QUAGMIRE: - case SC_SIGNUMCRUCIS: - case SC_DECREASEAGI: - case SC_SLOWDOWN: - case SC_MINDBREAKER: - case SC_WINKCHARM: - case SC_STOP: - case SC_ORCISH: - case SC_STRIPWEAPON: - case SC_STRIPSHIELD: - case SC_STRIPARMOR: - case SC_STRIPHELM: - if (!(type&2)) - continue; - break; - //The rest are buffs that can be removed. - case SC_BERSERK: - if (!(type&1)) - continue; - sc->data[i].val4 = 1; - break; - default: - if (!(type&1)) - continue; - break; - } - status_change_end(bl,i,-1); - } - return 0; -} - -//Natural regen related stuff. -static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; -static int status_natural_heal(DBKey key,void * data,va_list app) -{ - struct block_list *bl = (struct block_list*)data; - struct regen_data *regen; - struct status_data *status; - struct status_change *sc; - struct unit_data *ud; - struct view_data *vd = NULL; - struct regen_data_sub *sregen; - struct map_session_data *sd; - int val,rate,bonus = 0,flag; - - if (!(bl->type&BL_REGEN)) - return 0; - - regen = status_get_regen_data(bl); - if (!regen) return 0; - status = status_get_status_data(bl); - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - BL_CAST(BL_PC,bl,sd); - - flag = regen->flag; - if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) - flag&=~(RGN_HP|RGN_SHP); - if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) - flag&=~(RGN_SP|RGN_SSP); - - if (flag && ( - status_isdead(bl) || - (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) - )) - flag=0; - - if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)) - pc_bleeding(sd, natural_heal_diff_tick); - - if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && - (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) - { //Apply sitting regen bonus. - sregen = regen->ssregen; - if(flag&(RGN_SHP)) - { //Sitting HP regen - val = natural_heal_diff_tick * sregen->rate.hp; - if (regen->state.overweight) - val>>=1; //Half as fast when overweight. - sregen->tick.hp += val; - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) - { //Full - flag&=~(RGN_HP|RGN_SHP); - break; - } - } - } - if(flag&(RGN_SSP)) - { //Sitting SP regen - val = natural_heal_diff_tick * sregen->rate.sp; - if (regen->state.overweight) - val>>=1; //Half as fast when overweight. - sregen->tick.sp += val; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) - { //Full - flag&=~(RGN_SP|RGN_SSP); - break; - } - } - } - } - - if (flag && regen->state.overweight) - flag=0; - - ud = unit_bl2ud(bl); - - if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1) - { - flag&=~(RGN_SHP|RGN_SSP); - if(!regen->state.walk) - flag&=~RGN_HP; - } - - if (!flag) - return 0; - - if (flag&(RGN_HP|RGN_SP)) - { - if(!vd) vd = status_get_viewdata(bl); - if(vd && vd->dead_sit == 2) - bonus++; - if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN)) - bonus++; - if(regen->state.gc) - bonus++; - } - - //Natural Hp regen - if (flag&RGN_HP) - { - rate = natural_heal_diff_tick*(regen->rate.hp+bonus); - if (ud && ud->walktimer != -1) - rate/=2; - regen->tick.hp += rate; - - if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) - { - val = 0; - do { - val += regen->hp; - regen->tick.hp -= battle_config.natural_healhp_interval; - } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); - if (status_heal(bl, val, 0, 1) < val) - flag&=~RGN_SHP; //full. - } - } - - //Natural SP regen - if(flag&RGN_SP) - { - regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus); - - if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) - { - val = 0; - do { - val += regen->sp; - regen->tick.sp -= battle_config.natural_healsp_interval; - } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); - if (status_heal(bl, 0, val, 1) < val) - flag&=~RGN_SSP; //full. - } - } - - if (!regen->sregen) - return flag; - - //Skill regen - sregen = regen->sregen; - - if(flag&RGN_SHP) - { //Skill HP regen - sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; - - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) - break; //Full - } - } - if(flag&RGN_SSP) - { //Skill SP regen - sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) - break; //Full - } - } - return flag; -} - -//Natural heal main timer. -static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data) -{ - natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); - map_foreachiddb(status_natural_heal); - natural_heal_prev_tick = tick; - return 0; -} - -static int status_calc_sigma(void) -{ - int i,j; - unsigned int k; - - for(i=0;i<MAX_PC_CLASS;i++) { - malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i])); - for(k=0,j=2;j<=MAX_LEVEL;j++) { - k += hp_coefficient[i]*j + 50; - k -= k%100; - hp_sigma_val[i][j-1] = k; - if (k >= INT_MAX) - break; //Overflow protection. [Skotlex] - } - for(;j<=MAX_LEVEL;j++) - hp_sigma_val[i][j-1] = INT_MAX; - } - return 0; -} - -int status_readdb(void) { - int i,j; - FILE *fp; - char line[1024], path[1024],*p; - - sprintf(path, "%s/job_db1.txt", db_path); - fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD) - if(fp==NULL){ - ShowError("can't read %s\n", path); - return 1; - } - i = 0; - while(fgets(line, sizeof(line)-1, fp)){ - char *split[MAX_WEAPON_TYPE + 5]; - i++; - if(line[0]=='/' && line[1]=='/') - continue; - for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89] - split[j]=p; - p=strchr(p,','); - if(p) *p++=0; - } - if(j < MAX_WEAPON_TYPE + 5) - { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89] - ShowDebug("%s: Not enough columns at line %d\n", path, i); - continue; - } - if(atoi(split[0])>=MAX_PC_CLASS) - continue; - - max_weight_base[atoi(split[0])]=atoi(split[1]); - hp_coefficient[atoi(split[0])]=atoi(split[2]); - hp_coefficient2[atoi(split[0])]=atoi(split[3]); - sp_coefficient[atoi(split[0])]=atoi(split[4]); - for(j=0;j<MAX_WEAPON_TYPE;j++) - aspd_base[atoi(split[0])][j]=atoi(split[j+5]); - } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - - malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus - sprintf(path, "%s/job_db2.txt", db_path); - fp=fopen(path,"r"); - if(fp==NULL){ - ShowError("can't read %s\n", path); - return 1; - } - while(fgets(line, sizeof(line)-1, fp)){ - char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex] - if(line[0]=='/' && line[1]=='/') - continue; - for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){ - split[j]=p; - p=strchr(p,','); - if(p) *p++=0; - } - if(atoi(split[0])>=MAX_PC_CLASS) - continue; - for(i=1;i<j && split[i];i++) - job_bonus[atoi(split[0])][i-1]=atoi(split[i]); - } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - - // サイズ補正テ?ブル - for(i=0;i<3;i++) - for(j=0;j<MAX_WEAPON_TYPE;j++) - atkmods[i][j]=100; - sprintf(path, "%s/size_fix.txt", db_path); - fp=fopen(path,"r"); - if(fp==NULL){ - ShowError("can't read %s\n", path); - return 1; - } - i=0; - while(fgets(line, sizeof(line)-1, fp)){ - char *split[MAX_WEAPON_TYPE]; - if(line[0]=='/' && line[1]=='/') - continue; - if(atoi(line)<=0) - continue; - malloc_tsetdword(split,0,sizeof(split)); - for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){ - split[j]=p; - p=strchr(p,','); - if(p) *p++=0; - atkmods[i][j]=atoi(split[j]); - } - i++; - } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - - // 精?デ?タテ?ブル - for(i=0;i<5;i++){ - for(j=0;j<MAX_REFINE; j++) - percentrefinery[i][j]=100; - percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex] - refinebonus[i][0]=0; - refinebonus[i][1]=0; - refinebonus[i][2]=10; - } - - sprintf(path, "%s/refine_db.txt", db_path); - fp=fopen(path,"r"); - if(fp==NULL){ - ShowError("can't read %s\n", path); - return 1; - } - i=0; - while(fgets(line, sizeof(line)-1, fp)){ - char *split[MAX_REFINE+4]; - if(line[0]=='/' && line[1]=='/') - continue; - if(atoi(line)<=0) - continue; - malloc_tsetdword(split,0,sizeof(split)); - for(j=0,p=line;j<MAX_REFINE+4 && p;j++){ - split[j]=p; - p=strchr(p,','); - if(p) *p++=0; - } - refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス - refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス - refinebonus[i][2]=atoi(split[2]); // 安全精?限界 - for(j=0;j<MAX_REFINE && split[j];j++) - percentrefinery[i][j]=atoi(split[j+3]); - i++; - } - fclose(fp); //Lupus. close this file!!! - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); - - return 0; -} - -/*========================================== - * スキル関係初期化処理 - *------------------------------------------ - */ -int do_init_status(void) -{ - if (SC_MAX > MAX_STATUSCHANGE) - { - ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE); - exit(1); - } - add_timer_func_list(status_change_timer,"status_change_timer"); - add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); - add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); - initChangeTables(); - initDummyData(); - status_readdb(); - status_calc_sigma(); - natural_heal_prev_tick = gettick(); - add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); - return 0; -} + set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
+ set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
+ set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
+ set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
+ add_sc(MO_BALKYOUNG, SC_STUN);
+ add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
+ add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
+
+ set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
+ set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_MAXHP|SCB_MAXSP);
+ set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
+ set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
+ set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
+ set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
+
+ set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
+ set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
+ set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
+
+ // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+ SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
+ SkillStatusChangeTableArray[SL_MONK] = MAPID_MONK,
+ SkillStatusChangeTableArray[SL_STAR] = MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTableArray[SL_SAGE] = MAPID_SAGE,
+ SkillStatusChangeTableArray[SL_CRUSADER] = MAPID_CRUSADER,
+ SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
+ SkillStatusChangeTableArray[SL_KNIGHT] = MAPID_KNIGHT,
+ SkillStatusChangeTableArray[SL_WIZARD] = MAPID_WIZARD,
+ SkillStatusChangeTableArray[SL_PRIEST] = MAPID_PRIEST,
+ SkillStatusChangeTableArray[SL_BARDDANCER] = MAPID_BARDDANCER,
+ SkillStatusChangeTableArray[SL_ROGUE] = MAPID_ROGUE,
+ SkillStatusChangeTableArray[SL_ASSASIN] = MAPID_ASSASSIN,
+ SkillStatusChangeTableArray[SL_BLACKSMITH] = MAPID_BLACKSMITH,
+ SkillStatusChangeTableArray[SL_HUNTER] = MAPID_HUNTER,
+ SkillStatusChangeTableArray[SL_SOULLINKER] = MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
+ StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
+ StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
+ StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
+ StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
+ StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
+ StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
+
+ //Other SC which are not necessarily associated to skills.
+ StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
+ StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
+ StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
+ StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
+ StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
+ StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+ StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
+ StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+ StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+ StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+ StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+ StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
+ StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
+ StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
+ StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
+ StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
+ StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
+ StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
+ StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+
+ if (!battle_config.display_hallucination) //Disable Hallucination.
+ StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
+}
+
+int SkillStatusChangeTable(int skill)
+{
+ int sk = skill;
+ if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+ else
+ if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+ if (sk < 0 || sk >= MAX_SKILL) {
+ if (battle_config.error_log)
+ ShowError("add_sc: Unsupported skill id %d\n", skill);
+ return -1;
+ }
+ return SkillStatusChangeTableArray[sk];
+}
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+static void initDummyData(void) {
+ malloc_set(&dummy_status, 0, sizeof(dummy_status));
+ dummy_status.hp =
+ dummy_status.max_hp =
+ dummy_status.max_sp =
+ dummy_status.str =
+ dummy_status.agi =
+ dummy_status.vit =
+ dummy_status.int_ =
+ dummy_status.dex =
+ dummy_status.luk =
+ dummy_status.hit = 1;
+ dummy_status.speed = 2000;
+ dummy_status.adelay = 4000;
+ dummy_status.amotion = 2000;
+ dummy_status.dmotion = 2000;
+ dummy_status.ele_lv = 1; //Min elemental level.
+ dummy_status.mode = MD_CANMOVE;
+}
+
+/*==========================================
+ * 精錬ボーナス
+ *------------------------------------------
+ */
+int status_getrefinebonus(int lv,int type)
+{
+ if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+ return refinebonus[lv][type];
+ return 0;
+}
+
+//Sets HP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players) It will always succeed (overrides Berserk block), but it can't kill.
+int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
+{
+ struct status_data *status;
+ if (hp < 1) return 0;
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (hp > status->max_hp) hp = status->max_hp;
+ if (hp == status->hp) return 0;
+ if (hp > status->hp)
+ return status_heal(bl, hp - status->hp, 0, 1|flag);
+ return status_zap(bl, status->hp - hp, 0);
+}
+
+//Sets SP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players)
+int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
+{
+ struct status_data *status;
+
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (sp > status->max_sp) sp = status->max_sp;
+ if (sp == status->sp) return 0;
+ if (sp > status->sp)
+ return status_heal(bl, 0, sp - status->sp, 1|flag);
+ return status_zap(bl, 0, status->sp - sp);
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ if(sp && !(target->type&BL_CONSUME))
+ sp = 0; //Not a valid SP target.
+
+ if (hp < 0) { //Assume absorbed damage.
+ status_heal(target, -hp, 0, 1);
+ hp = 0;
+ }
+
+ if (sp < 0) {
+ status_heal(target, 0, -sp, 1);
+ sp = 0;
+ }
+
+ if (!hp && !sp)
+ return 0;
+
+
+ if (target->type == BL_SKILL)
+ return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
+
+ status = status_get_status_data(target);
+
+ if (status == &dummy_status || !status->hp)
+ return 0; //Invalid targets: no damage or dead
+
+// Let through. battle.c/skill.c have the whole logic of when it's possible or
+// not to hurt someone (and this check breaks pet catching) [Skotlex]
+// if (!target->prev && !(flag&2))
+// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+
+ sc = status_get_sc(target);
+
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp && !(flag&1)) {
+ if (sc) {
+ if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
+ { //Devotion prevents any of the other ailments from ending.
+ struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
+ if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
+ {
+ clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
+ status_fix_damage(NULL, &sd2->bl, hp, 0);
+ return 0;
+ }
+ status_change_end(target, SC_DEVOTION, -1);
+ }
+ if (sc->data[SC_FREEZE].timer != -1)
+ status_change_end(target,SC_FREEZE,-1);
+ if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ status_change_end(target,SC_STONE,-1);
+ if (sc->data[SC_SLEEP].timer != -1)
+ status_change_end(target,SC_SLEEP,-1);
+ if (sc->data[SC_WINKCHARM].timer != -1)
+ status_change_end(target,SC_WINKCHARM,-1);
+ if (sc->data[SC_CONFUSION].timer != -1)
+ status_change_end(target, SC_CONFUSION, -1);
+ if (sc->data[SC_TRICKDEAD].timer != -1)
+ status_change_end(target, SC_TRICKDEAD, -1);
+ if (sc->data[SC_HIDING].timer != -1)
+ status_change_end(target, SC_HIDING, -1);
+ if (sc->data[SC_CLOAKING].timer != -1)
+ status_change_end(target, SC_CLOAKING, -1);
+ if (sc->data[SC_CHASEWALK].timer != -1)
+ status_change_end(target, SC_CHASEWALK, -1);
+ if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
+ //Endure count is only reduced by non-players on non-gvg maps.
+ //val4 signals infinite endure. [Skotlex]
+ if (src && src->type != BL_PC && !map_flag_gvg(target->m)
+ && --(sc->data[SC_ENDURE].val2) < 0)
+ status_change_end(target, SC_ENDURE, -1);
+ }
+ if (sc->data[SC_GRAVITATION].timer != -1 &&
+ sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
+ struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
+ if (sg) {
+ skill_delunitgroup(target,sg, 0);
+ sc->data[SC_GRAVITATION].val4 = 0;
+ status_change_end(target, SC_GRAVITATION, -1);
+ }
+ }
+ if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
+ skill_stop_dancing(target);
+ }
+ unit_skillcastcancel(target, 2);
+ }
+
+ if ((unsigned int)hp >= status->hp) {
+ if (flag&2) return 0;
+ hp = status->hp;
+ }
+
+ if ((unsigned int)sp > status->sp) {
+ if (flag&2) return 0;
+ sp = status->sp;
+ }
+
+ status->hp-= hp;
+ status->sp-= sp;
+
+ if (sc && hp && status->hp) {
+ if (sc->data[SC_AUTOBERSERK].timer != -1 &&
+ (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
+ status->hp < status->max_hp>>2)
+ sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ }
+
+ switch (target->type)
+ {
+ case BL_MOB:
+ mob_damage((TBL_MOB*)target, src, hp);
+ break;
+ case BL_PC:
+ pc_damage((TBL_PC*)target,src,hp,sp);
+ break;
+ case BL_HOM:
+ merc_damage((TBL_HOM*)target,src,hp,sp);
+ }
+
+ if (status->hp)
+ { //Still lives!
+ if (walkdelay)
+ unit_set_walkdelay(target, gettick(), walkdelay, 0);
+ return hp+sp;
+ }
+
+ status->hp = 1; //To let the dead function cast skills and all that.
+ //NOTE: These dead functions should return: [Skotlex]
+ //0: Death cancelled, auto-revived.
+ //Non-zero: Standard death. Clear status, cancel move/attack, etc
+ //&2: Also remove object from map.
+ //&4: Also delete object from memory.
+ switch (target->type)
+ {
+ case BL_MOB:
+ flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
+ break;
+ case BL_PC:
+ flag = pc_dead((TBL_PC*)target,src);
+ break;
+ case BL_HOM:
+ flag = merc_hom_dead((TBL_HOM*)target,src);
+ break;
+ default: //Unhandled case, do nothing to object.
+ flag = 0;
+ break;
+ }
+
+ if(!flag) //Death cancelled.
+ return hp+sp;
+
+ //Normal death
+ status->hp = 0;
+ if (battle_config.clear_unit_ondeath &&
+ battle_config.clear_unit_ondeath&target->type)
+ skill_clear_unitgroup(target);
+ status_change_clear(target,0);
+
+ if(target->type&BL_REGEN)
+ { //Reset regen ticks.
+ struct regen_data *regen = status_get_regen_data(target);
+ if (regen) {
+ malloc_set(®en->tick, 0, sizeof(regen->tick));
+ if (regen->sregen)
+ malloc_set(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
+ if (regen->ssregen)
+ malloc_set(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
+ }
+ }
+ if(flag&4) //Delete from memory. (also invokes map removal code)
+ unit_free(target,1);
+ else
+ if(flag&2) //remove from map
+ unit_remove_map(target,1);
+ else
+ { //Some death states that would normally be handled by unit_remove_map
+ unit_stop_attack(target);
+ unit_stop_walking(target,0);
+ unit_skillcastcancel(target,0);
+ clif_clearchar_area(target,1);
+ skill_unit_move(target,gettick(),4);
+ skill_cleartimerskill(target);
+ }
+
+ return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,int hp,int sp, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ status = status_get_status_data(bl);
+
+ if (status == &dummy_status || !status->hp)
+ return 0;
+
+ sc = status_get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp < 0) {
+ status_damage(NULL, bl, -hp, 0, 0, 1);
+ hp = 0;
+ }
+
+ if(hp) {
+ if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
+ hp = 0;
+
+
+ if((unsigned int)hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ }
+
+ if(sp < 0) {
+ status_damage(NULL, bl, 0, -sp, 0, 1);
+ sp = 0;
+ }
+
+ if(sp) {
+ if((unsigned int)sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ }
+
+ if(!sp && !hp) return 0;
+
+ status->hp+= hp;
+ status->sp+= sp;
+
+ if(hp && sc &&
+ sc->data[SC_AUTOBERSERK].timer != -1 &&
+ sc->data[SC_PROVOKE].timer!=-1 &&
+ sc->data[SC_PROVOKE].val2==1 &&
+ status->hp>=status->max_hp>>2
+ ) //End auto berserk.
+ status_change_end(bl,SC_PROVOKE,-1);
+
+ switch(bl->type) {
+ case BL_MOB:
+ mob_heal((TBL_MOB*)bl,hp);
+ break;
+ case BL_PC:
+ pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
+ break;
+ case BL_HOM:
+ merc_hom_heal((TBL_HOM*)bl,hp,sp);
+ break;
+ }
+ return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If flag, this is heal, otherwise it is damage.
+int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
+{
+ struct status_data *status;
+ unsigned int hp =0, sp = 0;
+
+ status = status_get_status_data(target);
+
+ //Change the equation when the values are high enough to discard the
+ //imprecision in exchange of overflow protection [Skotlex]
+ //Also add 100% checks since those are the most used cases where we don't
+ //want aproximation errors.
+ if (hp_rate > 99)
+ hp = status->hp;
+ else if (hp_rate > 0)
+ hp = status->hp>10000?
+ hp_rate*(status->hp/100):
+ (hp_rate*status->hp)/100;
+ else if (hp_rate < -99)
+ hp = status->max_hp;
+ else if (hp_rate < 0)
+ hp = status->max_hp>10000?
+ (-hp_rate)*(status->max_hp/100):
+ (-hp_rate*status->max_hp)/100;
+ if (hp_rate && !hp)
+ hp = 1;
+
+ //Should be safe to not do overflow protection here, noone should have
+ //millions upon millions of SP
+ if (sp_rate > 99)
+ sp = status->sp;
+ else if (sp_rate > 0)
+ sp = (sp_rate*status->sp)/100;
+ else if (sp_rate < -99)
+ sp = status->max_sp;
+ else if (sp_rate < 0)
+ sp = (-sp_rate)*status->max_sp/100;
+ if (sp_rate && !sp)
+ sp = 1;
+
+ //Ugly check in case damage dealt is too much for the received args of
+ //status_heal / status_damage. [Skotlex]
+ if (hp > INT_MAX) {
+ hp -= INT_MAX;
+ if (flag)
+ status_heal(target, INT_MAX, 0, 0);
+ else
+ status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+ }
+ if (sp > INT_MAX) {
+ sp -= INT_MAX;
+ if (flag)
+ status_heal(target, 0, INT_MAX, 0);
+ else
+ status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+ }
+ if (flag) return status_heal(target, hp, sp, 0);
+ return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+}
+
+int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
+{
+ struct status_data *status;
+ unsigned int hp, sp;
+ if (!status_isdead(bl)) return 0;
+
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0; //Invalid target.
+
+ hp = status->max_hp * per_hp/100;
+ sp = status->max_sp * per_sp/100;
+
+ if(hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+
+ if(sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+
+ status->hp += hp;
+ status->sp += sp;
+
+ if (bl->prev) //Animation only if character is already on a map.
+ clif_resurrection(bl, 1);
+ switch (bl->type) {
+ case BL_MOB:
+ mob_revive((TBL_MOB*)bl, hp);
+ break;
+ case BL_PC:
+ pc_revive((TBL_PC*)bl, hp, sp);
+ break;
+ case BL_HOM: //[orn]
+ merc_hom_revive((TBL_HOM*)bl, hp, sp);
+ break;
+ }
+ return 1;
+}
+/*==========================================
+ * Checks whether the src can use the skill on the target,
+ * taking into account status/option of both source/target. [Skotlex]
+ * flag:
+ * 0 - Trying to use skill on target.
+ * 1 - Cast bar is done.
+ * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+ * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+ * target MAY Be null, in which case the checks are only to see
+ * whether the source can cast or not the skill on the ground.
+ *------------------------------------------
+ */
+int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc=NULL, *tsc;
+ int hide_flag;
+
+ status = src?status_get_status_data(src):&dummy_status;
+
+ if (src && status_isdead(src))
+ return 0;
+
+ if (!skill_num) { //Normal attack checks.
+ if (!(status->mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+ //Dead state is not checked for skills as some skills can be used
+ //on dead characters, said checks are left to skill.c [Skotlex]
+ if (target && status_isdead(target))
+ return 0;
+ }
+
+ if (skill_num == PA_PRESSURE && flag) {
+ //Gloria Avoids pretty much everything....
+ tsc = target?status_get_sc(target):NULL;
+ if(tsc) {
+ if (tsc->option&OPTION_HIDE)
+ return 0;
+ if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
+ return 0;
+ }
+ return 1;
+ }
+
+ if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
+ (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
+ && !(status->mode&MD_BOSS))
+ { //Basilica Check
+ if (!skill_num) return 0;
+ hide_flag = skill_get_inf(skill_num);
+ if (hide_flag&INF_ATTACK_SKILL)
+ return 0;
+ if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
+ return 0;
+ }
+
+ if (src) sc = status_get_sc(src);
+
+ if(sc && sc->count)
+ {
+ if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
+ //When sc do not cancel casting, the spell should come out.
+ return 0;
+
+ if (
+ (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
+ || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
+ || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
+ || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
+ || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
+ )
+ return 0;
+
+ if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
+ { //Prevents skill usage
+ clif_emotion(src, 3);
+ return 0;
+ }
+
+ if (sc->data[SC_BLADESTOP].timer != -1) {
+ switch (sc->data[SC_BLADESTOP].val1)
+ {
+ case 5: if (skill_num == MO_EXTREMITYFIST) break;
+ case 4: if (skill_num == MO_CHAINCOMBO) break;
+ case 3: if (skill_num == MO_INVESTIGATE) break;
+ case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
+ default: return 0;
+ }
+ }
+
+ if (sc->data[SC_DANCING].timer != -1 && flag!=2)
+ {
+ if(sc->data[SC_LONGING].timer != -1)
+ { //Allow everything except dancing/re-dancing. [Skotlex]
+ if (skill_num == BD_ENCORE ||
+ skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+ )
+ return 0;
+ } else
+ if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
+ && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
+ return 0;
+ if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+
+ if (skill_num && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
+ ) { //Skills blocked through status changes...
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+ sc->data[SC_SILENCE].timer != -1 ||
+ (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
+ (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
+ sc->data[SC_STEELBODY].timer != -1 ||
+ sc->data[SC_BERSERK].timer != -1
+ ))
+ return 0;
+
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
+ (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
+ (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
+ )
+ return 0;
+
+ }
+ }
+
+ if (sc && sc->option)
+ {
+ if (sc->option&OPTION_HIDE)
+ switch (skill_num) { //Usable skills while hiding.
+ case TF_HIDING:
+ case AS_GRIMTOOTH:
+ case RG_BACKSTAP:
+ case RG_RAID:
+ case NJ_SHADOWJUMP:
+ case NJ_KIRIKAGE:
+ break;
+ default:
+ return 0;
+ }
+ if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
+ return 0;
+ }
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc = status_get_sc(target);
+
+ if(tsc && tsc->count)
+ {
+ if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
+ return 0;
+ if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
+ return 0;
+ if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
+ return 0;
+ }
+
+ //If targetting, cloak+hide protect you, otherwise only hiding does.
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+
+ //You cannot hide from ground skills.
+ if(skill_get_pl(skill_num) == ELE_EARTH)
+ hide_flag &= ~OPTION_HIDE;
+
+ switch (target->type)
+ {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (TBL_PC*) target;
+ if (pc_isinvisible(sd))
+ return 0;
+ if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
+ && (sd->state.perfect_hiding || !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ )))
+ return 0;
+ }
+ break;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (status->mode&MD_LOOTER)
+ return 1;
+ else
+ return 0;
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if (tsc && !(status->mode&MD_BOSS))
+ {
+ if (tsc->option&hide_flag && !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ ))
+ return 0;
+ }
+ }
+ return 1;
+}
+
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target)
+{
+ int view_range;
+ struct status_data* status = status_get_status_data(src);
+ struct status_change* tsc = status_get_sc(target);
+ switch (src->type) {
+ case BL_MOB:
+ view_range = ((TBL_MOB*)src)->min_chase;
+ break;
+ case BL_PET:
+ view_range = ((TBL_PET*)src)->db->range2;
+ break;
+ default:
+ view_range = AREA_SIZE;
+ }
+
+ if (src->m != target->m || !check_distance_bl(src, target, view_range))
+ return 0;
+
+ switch (target->type)
+ {
+ case BL_PC:
+ {
+ if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
+ && !(status->mode&MD_BOSS) && (
+ ((TBL_PC*)target)->state.perfect_hiding || !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ )))
+ return 0;
+ }
+ break;
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if (tsc && !(status->mode&MD_BOSS))
+ {
+ if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
+ && !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ ))
+ return 0;
+ }
+ }
+ return 1;
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag);
+
+static int status_base_atk(struct block_list *bl, struct status_data *status)
+{
+ int flag = 0, str, dex, dstr;
+
+ if(!(bl->type&battle_config.enable_baseatk))
+ return 0;
+
+ if (bl->type == BL_PC)
+ switch(((TBL_PC*)bl)->status.weapon){
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if (flag) {
+ str = status->dex;
+ dex = status->str;
+ } else {
+ str = status->str;
+ dex = status->dex;
+ }
+ dstr = str/10;
+ return str + dstr*dstr + dex/5 + status->luk/5;
+}
+
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct status_data *status, int type, int level)
+{
+ //Non players get the value set, players need to stack with previous bonuses.
+ if (type != BL_PC)
+ status->matk_min = status->matk_max = status->hit = status->flee =
+ status->def2 = status->mdef2 = status->cri = status->flee2 = 0;
+
+ status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
+ status->hit += level + status->dex;
+ status->flee += level + status->agi;
+ status->def2 += status->vit;
+ status->mdef2 += status->int_ + (status->vit>>1);
+
+ if (type&battle_config.enable_critical)
+ status->cri += status->luk*3 + 10;
+ else
+ status->cri = 0;
+
+ if (type&battle_config.enable_perfect_flee)
+ status->flee2 += status->luk + 10;
+ else
+ status->flee2 = 0;
+
+ if (status->cri)
+ switch (type) {
+ case BL_MOB:
+ if(battle_config.mob_critical_rate != 100)
+ status->cri = status->cri*battle_config.mob_critical_rate/100;
+ if(!status->cri && battle_config.mob_critical_rate)
+ status->cri = 10;
+ break;
+ case BL_PC:
+ //Players don't have a critical adjustment setting as of yet.
+ break;
+ default:
+ if(battle_config.critical_rate != 100)
+ status->cri = status->cri*battle_config.critical_rate/100;
+ if (!status->cri && battle_config.critical_rate)
+ status->cri = 10;
+ }
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+//first&2: Class-change invoked.
+int status_calc_mob(struct mob_data* md, int first)
+{
+ struct status_data *status;
+ struct block_list *mbl = NULL;
+ int flag=0;
+
+ if(first)
+ { //Set basic level on respawn.
+ if (md->spawn && !(first&2))
+ md->level = md->spawn->level;
+ else
+ md->level = md->db->lv; // [Valaris]
+ }
+
+ //Check if we need custom base-status
+ if (battle_config.mobs_level_up && md->level > md->db->lv)
+ flag|=1;
+
+ if (md->special_state.size)
+ flag|=2;
+
+ if (md->guardian_data && md->guardian_data->guardup_lv)
+ flag|=4;
+
+ if (battle_config.slaves_inherit_speed && md->master_id)
+ flag|=8;
+
+ if (md->master_id && md->special_state.ai>1)
+ flag|=16;
+
+ if (!flag)
+ { //No special status required.
+ if (md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(first)
+ memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+ return 0;
+ }
+ if (!md->base_status)
+ md->base_status = aCalloc(1, sizeof(struct status_data));
+
+ status = md->base_status;
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+
+
+ if (flag&(8|16))
+ mbl = map_id2bl(md->master_id);
+
+ if (flag&8 && mbl) {
+ struct status_data *mstatus = status_get_base_status(mbl);
+ if (mstatus)
+ status->speed = mstatus->speed;
+ }
+
+ if (flag&16 && mbl)
+ { //Max HP setting from Summon Flora/marine Sphere
+ struct unit_data *ud = unit_bl2ud(mbl);
+ if (ud)
+ { // different levels of HP according to skill level
+ if (ud->skillid == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skilllv;
+ } else { //AM_CANNIBALIZE
+ status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
+ status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+ }
+ status->hp = status->max_hp;
+ }
+ }
+
+ if (flag&1)
+ { // increase from mobs leveling up [Valaris]
+ int diff = md->level - md->db->lv;
+ status->str+= diff;
+ status->agi+= diff;
+ status->vit+= diff;
+ status->int_+= diff;
+ status->dex+= diff;
+ status->luk+= diff;
+ status->max_hp += diff*status->vit;
+ status->max_sp += diff*status->int_;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->speed -= diff;
+ }
+
+
+ if (flag&2)
+ { // change for sized monsters [Valaris]
+ if (md->special_state.size==1) {
+ status->max_hp>>=1;
+ status->max_sp>>=1;
+ if (!status->max_hp) status->max_hp = 1;
+ if (!status->max_sp) status->max_sp = 1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str>>=1;
+ status->agi>>=1;
+ status->vit>>=1;
+ status->int_>>=1;
+ status->dex>>=1;
+ status->luk>>=1;
+ if (!status->str) status->str = 1;
+ if (!status->agi) status->agi = 1;
+ if (!status->vit) status->vit = 1;
+ if (!status->int_) status->int_ = 1;
+ if (!status->dex) status->dex = 1;
+ if (!status->luk) status->luk = 1;
+ } else if (md->special_state.size==2) {
+ status->max_hp<<=1;
+ status->max_sp<<=1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str<<=1;
+ status->agi<<=1;
+ status->vit<<=1;
+ status->int_<<=1;
+ status->dex<<=1;
+ status->luk<<=1;
+ }
+ }
+
+ status->batk = status_base_atk(&md->bl, status);
+ status_calc_misc(status, BL_MOB, md->level);
+
+ if(flag&4)
+ { // Strengthen Guardians - custom value +10% / lv
+ struct guild_castle *gc;
+ gc=guild_mapname2gc(map[md->bl.m].name);
+ if (!gc)
+ ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+ else {
+ status->max_hp += 2000 * gc->defense;
+ status->max_sp += 200 * gc->defense;
+ if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
+ status->hp = gc->guardian[md->guardian_data->number].hp;
+ else //Emperium
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ }
+ status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+ status->aspd_rate -= 100*md->guardian_data->guardup_lv;
+ }
+
+ //Initial battle status
+ if (!first)
+ status_calc_bl(&md->bl, SCB_ALL);
+ else
+ memcpy(&md->status, status, sizeof(struct status_data));
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet(struct pet_data *pd, int first)
+{
+
+ nullpo_retr(0, pd);
+
+ if (first) {
+ memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+ pd->status.speed = pd->petDB->speed;
+ }
+
+ if (battle_config.pet_lv_rate && pd->msd)
+ {
+ struct map_session_data *sd = pd->msd;
+ int lv;
+
+ lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (lv < 0)
+ lv = 1;
+ if (lv != pd->pet.level || first)
+ {
+ struct status_data *bstat = &pd->db->status, *status = &pd->status;
+ pd->pet.level = lv;
+ if (!first) //Lv Up animation
+ clif_misceffect(&pd->bl, 0);
+ status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+ status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+ status->str = (bstat->str*lv)/pd->db->lv;
+ status->agi = (bstat->agi*lv)/pd->db->lv;
+ status->vit = (bstat->vit*lv)/pd->db->lv;
+ status->int_ = (bstat->int_*lv)/pd->db->lv;
+ status->dex = (bstat->dex*lv)/pd->db->lv;
+ status->luk = (bstat->luk*lv)/pd->db->lv;
+
+ status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
+ status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
+ status->str = cap_value(status->str,1,battle_config.pet_max_stats);
+ status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
+ status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
+ status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
+ status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
+ status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
+
+ status->batk = status_base_atk(&pd->bl, &pd->status);
+ status_calc_misc(&pd->status, BL_PET, lv);
+
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif_send_petstatus(sd);
+ }
+ } else if (first) {
+ pd->status.batk = status_base_atk(&pd->bl, &pd->status);
+ status_calc_misc(&pd->status, BL_PET, pd->db->lv);
+ }
+
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+ return 1;
+}
+
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
+{
+ unsigned int val;
+ val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
+ + hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
+ * (100 + status->vit)/100 + sd->param_equip[2];
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ val += 2000;
+
+ return val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+ unsigned int val;
+ val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
+ * (100 + status->int_)/100 + sd->param_equip[3];
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ return val;
+}
+
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc(struct map_session_data* sd,int first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ struct status_data b_status, *status;
+ struct weapon_atk b_lhw;
+ struct skill b_skill[MAX_SKILL];
+
+ int b_weight,b_max_weight;
+ int i,index;
+ int skill,refinedef=0;
+
+ if (++calculating > 10) //Too many recursive calls!
+ return -1;
+
+ memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
+ memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
+ b_status.lhw = &b_lhw;
+
+ memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+
+ pc_calc_skilltree(sd); // スキルツリ?の計算
+
+ sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
+
+ if(first&1) {
+ //Load Hp/SP from char-received data.
+ sd->battle_status.hp = sd->status.hp;
+ sd->battle_status.sp = sd->status.sp;
+ sd->battle_status.lhw = &sd->battle_lhw;
+ sd->base_status.lhw = &sd->base_lhw;
+ sd->regen.sregen = &sd->sregen;
+ sd->regen.ssregen = &sd->ssregen;
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_max_weight=battle_config.max_cart_weight;
+ sd->cart_weight=0;
+ sd->cart_max_num=MAX_CART;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ status = &sd->base_status;
+ // these are not zeroed. [zzo]
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->speed_rate = 100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->atk_rate = sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->regen.state.block = 0;
+
+ // zeroed arays, order follows the order in map.h.
+ // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
+ malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ + sizeof(sd->param_equip)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->weapon_atk)
+ + sizeof(sd->weapon_atk_rate)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->itemgrouphealrate)
+ + sizeof(sd->sp_gain_race)
+ );
+
+ malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ malloc_set(&sd->special_state,0,sizeof(sd->special_state));
+ malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
+ malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
+ status->speed = DEFAULT_WALK_SPEED;
+ status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
+ status->size = (sd->class_&JOBL_BABY)?0:1;
+ if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
+ if (sd->class_&JOBL_BABY) {
+ if (battle_config.character_size&2)
+ status->size++;
+ } else
+ if(battle_config.character_size&1)
+ status->size++;
+ }
+ status->aspd_rate = 1000;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+
+ //zero up structures...
+ malloc_set(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_dmg)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ + sizeof(sd->itemhealrate)
+ );
+
+ // vars zeroing. ints, shorts, chars. in that order.
+ malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
+ + sizeof(sd->arrow_ele)
+ + sizeof(sd->arrow_cri)
+ + sizeof(sd->arrow_hit)
+ + sizeof(sd->nsshealhp)
+ + sizeof(sd->nsshealsp)
+ + sizeof(sd->critical_def)
+ + sizeof(sd->double_rate)
+ + sizeof(sd->long_attack_atk_rate)
+ + sizeof(sd->near_attack_def_rate)
+ + sizeof(sd->long_attack_def_rate)
+ + sizeof(sd->magic_def_rate)
+ + sizeof(sd->misc_def_rate)
+ + sizeof(sd->ignore_mdef_ele)
+ + sizeof(sd->ignore_mdef_race)
+ + sizeof(sd->perfect_hit)
+ + sizeof(sd->perfect_hit_add)
+ + sizeof(sd->get_zeny_rate)
+ + sizeof(sd->get_zeny_num)
+ + sizeof(sd->double_add_rate)
+ + sizeof(sd->short_weapon_damage_return)
+ + sizeof(sd->long_weapon_damage_return)
+ + sizeof(sd->magic_damage_return)
+ + sizeof(sd->random_attack_increase_add)
+ + sizeof(sd->random_attack_increase_per)
+ + sizeof(sd->break_weapon_rate)
+ + sizeof(sd->break_armor_rate)
+ + sizeof(sd->crit_atk_rate)
+ + sizeof(sd->hp_loss_rate)
+ + sizeof(sd->sp_loss_rate)
+ + sizeof(sd->classchange)
+ + sizeof(sd->speed_add_rate)
+ + sizeof(sd->aspd_add_rate)
+ + sizeof(sd->setitem_hash)
+ + sizeof(sd->setitem_hash2)
+ // shorts
+ + sizeof(sd->splash_range)
+ + sizeof(sd->splash_add_range)
+ + sizeof(sd->add_steal_rate)
+ + sizeof(sd->hp_loss_value)
+ + sizeof(sd->sp_loss_value)
+ + sizeof(sd->hp_loss_type)
+ + sizeof(sd->hp_gain_value)
+ + sizeof(sd->sp_gain_value)
+ + sizeof(sd->add_drop_count)
+ + sizeof(sd->unbreakable)
+ + sizeof(sd->unbreakable_equip)
+ + sizeof(sd->unstripable_equip)
+ + sizeof(sd->add_def_count)
+ + sizeof(sd->add_mdef_count)
+ + sizeof(sd->add_dmg_count)
+ + sizeof(sd->add_mdmg_count)
+ );
+
+ // Parse equipment.
+ for(i=0;i<EQI_MAX-1;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+ if(!sd->inventory_data[index])
+ continue;
+
+ status->def += sd->inventory_data[index]->def;
+
+ if(first&1 && sd->inventory_data[index]->equip_script)
+ { //Execute equip-script on login
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ if(sd->inventory_data[index]->type == 4) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ struct weapon_data *wd;
+ struct weapon_atk *wa;
+
+ if (wlv >= MAX_REFINE_BONUS)
+ wlv = MAX_REFINE_BONUS - 1;
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
+ wd = &sd->left_weapon; // Left-hand weapon
+ wa = status->lhw;
+ } else {
+ wd = &sd->right_weapon;
+ wa = &status->rhw;
+ }
+ wa->atk += sd->inventory_data[index]->atk;
+ wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
+ if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
+ wd->overrefine = r*refinebonus[wlv][1];
+
+ wa->range += sd->inventory_data[index]->range;
+ if(sd->inventory_data[index]->script) {
+ if (wd == &sd->left_weapon) {
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+
+ if(sd->status.inventory[index].card[0]==CARD0_FORGE)
+ { // Forged weapon
+ wd->star += (sd->status.inventory[index].card[1]>>8);
+ if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+ if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ wd->star += 10;
+
+ if (!wa->ele) //Do not overwrite element from previous bonuses.
+ wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+ }
+ }
+ else if(sd->inventory_data[index]->type == 5) {
+ refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
+ if(sd->inventory_data[index]->script) {
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[EQI_AMMO] >= 0){
+ index = sd->equip_index[EQI_AMMO];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->arrow_atk += sd->inventory_data[index]->atk;
+ sd->state.lr_flag = 2;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+
+ //Store equipment script bonuses
+ memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+ malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
+
+ status->def += (refinedef+50)/100;
+
+ //Parse Cards
+ for(i=0;i<EQI_MAX-1;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ int j,c;
+ struct item_data *data;
+
+ //Card script execution.
+ if(itemdb_isspecial(sd->status.inventory[index].card[0]))
+ continue;
+ for(j=0;j<sd->inventory_data[index]->slot;j++){
+ current_equip_card_id= c= sd->status.inventory[index].card[j];
+ if(!c)
+ continue;
+ data = itemdb_exists(c);
+ if(!data)
+ continue;
+ if(first&1 && data->equip_script)
+ { //Execute equip-script on login
+ run_script(data->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+ if(!data->script)
+ continue;
+ if(data->flag.no_equip) { //Card restriction checks.
+ if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
+ continue;
+ if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
+ continue;
+ if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
+ continue;
+ }
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
+ { //Left hand status.
+ sd->state.lr_flag = 1;
+ run_script(data->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(data->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script his function. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->pd && battle_config.pet_status_support)
+ { // Pet
+ struct pet_data *pd=sd->pd;
+ if(pd && pd->pet.intimate > 0 &&
+ (!battle_config.pet_equip_required || pd->pet.equip > 0) &&
+ pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
+ pc_bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+ //param_bonus now holds card bonuses.
+
+ if(status->rhw.range < 1) status->rhw.range = 1;
+ if(status->lhw->range < 1) status->lhw->range = 1;
+ if(status->rhw.range < status->lhw->range)
+ status->rhw.range = status->lhw->range;
+
+ sd->double_rate += sd->double_add_rate;
+ sd->perfect_hit += sd->perfect_hit_add;
+ sd->splash_range += sd->splash_add_range;
+ if(sd->aspd_add_rate)
+ status->aspd_rate += 10*sd->aspd_add_rate;
+ if(sd->speed_add_rate)
+ sd->speed_rate += sd->speed_add_rate;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+ if(pc_isriding(sd) &&
+ (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
+ { //When Riding with spear, damage modifier to mid-class becomes
+ //same as versus large size.
+ sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
+ sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
+ }
+
+// ----- STATS CALCULATION -----
+
+ // Job bonuses
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(!job_bonus[sd->status.class_][i])
+ continue;
+ switch(job_bonus[sd->status.class_][i]) {
+ case 1:
+ status->str++;
+ break;
+ case 2:
+ status->agi++;
+ break;
+ case 3:
+ status->vit++;
+ break;
+ case 4:
+ status->int_++;
+ break;
+ case 5:
+ status->dex++;
+ break;
+ case 6:
+ status->luk++;
+ break;
+ }
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ status->str += 10;
+ status->agi += 10;
+ status->vit += 10;
+ status->int_+= 10;
+ status->dex += 10;
+ status->luk += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ status->str++;
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc_checkskill(sd,AC_OWL))>0)
+ status->dex += skill;
+
+ // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+ i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
+ status->str = cap_value(i,0,USHRT_MAX);
+ i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
+ status->agi = cap_value(i,0,USHRT_MAX);
+ i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
+ status->vit = cap_value(i,0,USHRT_MAX);
+ i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
+ status->int_ = cap_value(i,0,USHRT_MAX);
+ i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
+ status->dex = cap_value(i,0,USHRT_MAX);
+ i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
+ status->luk = cap_value(i,0,USHRT_MAX);
+
+// ------ BASE ATTACK CALCULATION ------
+
+ // Basic Base ATK value
+ status->batk += status_base_atk(&sd->bl,status);
+ // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+ if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ status->batk += sd->weapon_atk[sd->status.weapon];
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
+ status->batk += 4;
+
+// ----- MISC CALCULATION -----
+ status_calc_misc(status, BL_PC, sd->status.base_level);
+
+// ----- HIT CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
+ status->hit += skill*2;
+ if((skill=pc_checkskill(sd,AC_VULTURE))>0){
+ status->hit += skill;
+ if(sd->status.weapon == W_BOW)
+ status->rhw.range += skill;
+ }
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+ {
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill;
+ if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill;
+ status->rhw.range += skill;
+ }
+ }
+
+// ----- FLEE CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc_checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill*3)>>1;
+
+// ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate != 100) {
+ i = status->def * sd->def_rate/100;
+ status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
+ }
+
+ if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+ {
+ status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+ status->def = (unsigned char)battle_config.max_def;
+ }
+
+// ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate != 100) {
+ i = status->mdef * sd->mdef_rate/100;
+ status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
+ }
+
+ if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
+ {
+ status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+ status->mdef = (signed char)battle_config.max_def;
+ }
+
+// ----- WALKING SPEED CALCULATION -----
+
+ // Relative modifiers from passive skills
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
+ status->speed -= status->speed * skill/100;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ status->speed -= status->speed * 25/100;
+ if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+ status->speed += status->speed * (100-10*skill)/100;
+
+// ----- ASPD CALCULATION -----
+// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ if (sd->status.weapon < MAX_WEAPON_TYPE)
+ i = (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->status.weapon]/1000;
+ else
+ i = ((
+ (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->weapontype1]/1000
+ )+(
+ (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->weapontype2]/1000
+ )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
+
+ status->amotion = cap_value(i,battle_config.max_aspd,2000);
+
+ // Relative modifiers from passive skills
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= 5*skill;
+ if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
+ status->aspd_rate -= 30*skill;
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate -= ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
+
+ status->adelay = 2*status->amotion;
+
+
+// ----- DMOTION -----
+//
+ i = 800-status->agi*4;
+ status->dmotion = cap_value(i, 400, 800);
+
+// ----- HP MAX CALCULATION -----
+
+ // Basic MaxHP value
+ //We hold the standard Max HP here to make it faster to recalculate on vit changes.
+ sd->status.max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += sd->status.max_hp;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill*200;
+
+// ----- SP MAX CALCULATION -----
+
+ // Basic MaxSP value
+ sd->status.max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += sd->status.max_sp;
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill;
+
+ if(status->sp>status->max_sp)
+ status->sp=status->max_sp;
+
+// ----- RESPAWN HP/SP -----
+//
+ //Calc respawn hp and store it on base_status
+ if (sd->special_state.restart_full_recover)
+ {
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ } else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
+ && battle_config.restart_hp_rate < 50)
+ status->hp=status->max_hp>>1;
+ else
+ status->hp=status->max_hp * battle_config.restart_hp_rate/100;
+ if(!status->hp)
+ status->hp = 1;
+
+ status->sp = status->max_sp * battle_config.restart_sp_rate /100;
+ }
+
+// ----- MISC CALCULATIONS -----
+
+ // Weight
+ if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
+ sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
+
+ if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
+ sd->regen.state.walk = 1;
+ else
+ sd->regen.state.walk = 0;
+
+ // Skill SP cost
+ if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sd->sc.count){
+ if(sd->sc.data[SC_SERVICE4U].timer!=-1)
+ sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
+ }
+
+ if(sd->dsprate < 0) sd->dsprate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ sd->subele[6] += skill*5;
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[0] += skill;
+ sd->subele[3] += skill*4;
+ }
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
+ skill = skill*4;
+ sd->right_weapon.addrace[RC_DRAGON]+=skill;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill;
+ sd->magic_addrace[RC_DRAGON]+=skill;
+ sd->subrace[RC_DRAGON]+=skill;
+ }
+
+ if(sd->sc.count){
+ if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
+ { //Update the card-bonus data
+ sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
+ sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
+ }
+ if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
+ sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
+ sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
+ }
+ if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
+ sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
+ sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
+ }
+ }
+
+ status_cpy(&sd->battle_status, status);
+ status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
+ status = &sd->battle_status; //Need to compare versus this.
+
+// ----- CLIENT-SIDE REFRESH -----
+ if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+ clif_skillinfoblock(sd);
+ if(b_status.speed != status->speed)
+ clif_updatestatus(sd,SP_SPEED);
+ if(b_weight != sd->weight)
+ clif_updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif_updatestatus(sd,SP_MAXWEIGHT);
+ pc_checkweighticon(sd);
+ }
+ if(b_status.str != status->str)
+ clif_updatestatus(sd,SP_STR);
+ if(b_status.agi != status->agi)
+ clif_updatestatus(sd,SP_AGI);
+ if(b_status.vit != status->vit)
+ clif_updatestatus(sd,SP_VIT);
+ if(b_status.int_ != status->int_)
+ clif_updatestatus(sd,SP_INT);
+ if(b_status.dex != status->dex)
+ clif_updatestatus(sd,SP_DEX);
+ if(b_status.luk != status->luk)
+ clif_updatestatus(sd,SP_LUK);
+ if(b_status.hit != status->hit)
+ clif_updatestatus(sd,SP_HIT);
+ if(b_status.flee != status->flee)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(b_status.amotion != status->amotion)
+ clif_updatestatus(sd,SP_ASPD);
+ if(b_status.rhw.atk != status->rhw.atk ||
+ b_status.lhw->atk != status->lhw->atk ||
+ b_status.batk != status->batk)
+ clif_updatestatus(sd,SP_ATK1);
+ if(b_status.def != status->def)
+ clif_updatestatus(sd,SP_DEF1);
+ if(b_status.rhw.atk2 != status->rhw.atk2 ||
+ b_status.lhw->atk2 != status->lhw->atk2)
+ clif_updatestatus(sd,SP_ATK2);
+ if(b_status.def2 != status->def2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(b_status.flee2 != status->flee2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(b_status.cri != status->cri)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(b_status.matk_max != status->matk_max)
+ clif_updatestatus(sd,SP_MATK1);
+ if(b_status.matk_min != status->matk_min)
+ clif_updatestatus(sd,SP_MATK2);
+ if(b_status.mdef != status->mdef)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(b_status.mdef2 != status->mdef2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(b_status.rhw.range != status->rhw.range)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(b_status.max_hp != status->max_hp)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(b_status.max_sp != status->max_sp)
+ clif_updatestatus(sd,SP_MAXSP);
+ if(b_status.hp != status->hp)
+ clif_updatestatus(sd,SP_HP);
+ if(b_status.sp != status->sp)
+ clif_updatestatus(sd,SP_SP);
+
+ calculating = 0;
+ return 0;
+}
+
+int status_calc_homunculus(struct homun_data *hd, int first)
+{
+ struct status_data b_status, *status;
+ struct map_session_data *sd;
+ struct s_homunculus *hom;
+ int skill;
+
+ memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
+ sd = hd->master;
+ hom = &sd->homunculus;
+
+ status = &hd->base_status;
+
+ status->str = hom->str / 10;
+ status->agi = hom->agi / 10;
+ status->vit = hom->vit / 10;
+ status->dex = hom->dex / 10;
+ status->int_ = hom->int_ / 10;
+ status->luk = hom->luk / 10;
+
+ status->def_ele = hd->homunculusDB->element ; //[orn]
+ status->ele_lv = 1;
+ status->race = hd->homunculusDB->race ; //[orn]
+ status->size = hd->homunculusDB->size ; //[orn]
+ status->rhw.range = 1 + status->size; //[orn]
+ status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
+ status->speed = DEFAULT_WALK_SPEED;
+ skill = hom->level/10 + status->vit/5;
+ status->def = cap_value(skill, 0, 99);
+ skill = hom->level/10 + status->int_/5;
+ status->mdef = cap_value(skill, 0, 99);
+
+ status->hp = 1;
+ status->sp = 1;
+ status->max_hp = hom->max_hp ;
+ status->max_sp = hom->max_sp ;
+
+ merc_hom_calc_skilltree(sd);
+
+ if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+ status->def += skill * 4;
+
+ if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
+ {
+ status->int_ += 1 +skill/2 -skill/4 +skill/5;
+ status->str += 1 +2*(skill/3) +skill/4;
+ }
+
+ if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+ status->max_hp += skill * 2 * status->max_hp / 100;
+
+ if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
+ status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+
+ if (first) {
+ hd->battle_status.hp = hom->hp ;
+ hd->battle_status.sp = hom->sp ;
+ }
+
+ status->batk = status_base_atk(&hd->bl, status);
+ status->rhw.atk = status->dex;
+ status->rhw.atk2 = status->str + hom->level;
+
+ status->aspd_rate = 1000;
+
+ skill = (1000 -4*status->agi -status->dex)
+ *hd->homunculusDB->baseASPD/1000;
+
+ status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+ status->adelay = 2*status->amotion;
+
+ status_calc_misc(status, BL_HOM, hom->level);
+ status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
+
+ if (memcmp(&b_status, status, sizeof(struct status_data)))
+ clif_hominfo(hd->master,hd,0) ;
+
+ return 1;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
+static signed short status_calc_hit(struct block_list *,struct status_change *,int);
+static signed short status_calc_critical(struct block_list *,struct status_change *,int);
+static signed short status_calc_flee(struct block_list *,struct status_change *,int);
+static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
+static signed char status_calc_def(struct block_list *,struct status_change *,int);
+static signed short status_calc_def2(struct block_list *,struct status_change *,int);
+static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
+static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+
+//Calculates base regen values.
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
+{
+ struct map_session_data *sd;
+ int val, skill;
+
+ if (!(bl->type&BL_REGEN) || !regen)
+ return;
+ BL_CAST(BL_PC,bl,sd);
+
+ val = 1 + (status->vit/5) + (status->max_hp/200);
+
+ if (sd && sd->hprecov_rate != 100)
+ val = val*sd->hprecov_rate/100;
+
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = 1 + (status->int_/6) + (status->max_sp/100);
+ if(status->int_ >= 120)
+ val += ((status->int_-120)>>1) + 4;
+
+ if(sd && sd->sprecov_rate != 100)
+ val = val*sd->sprecov_rate/100;
+
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+
+ if(sd)
+ {
+ struct regen_data_sub *sregen;
+ if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
+ {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ //Only players have skill/sitting skill regen for now.
+ sregen = regen->sregen;
+
+ val = 0;
+ if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
+ val += skill*5 + (status->max_hp*skill/500);
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
+ val += skill*3 + (status->max_sp*skill/500);
+ if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
+ val += skill*3 + (status->max_sp*skill/500);
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+
+ // Skill-related recovery (only when sit)
+ sregen = regen->ssregen;
+
+ val = 0;
+ if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ val += skill*4 + (status->max_hp*skill/500);
+
+ if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
+ val += skill*30 + (status->max_hp*skill/500);
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
+ {
+ val += skill*3 + (status->max_sp*skill/500);
+ if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ val += (30+10*skill)*val/100;
+ }
+ if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+ val += skill*2 + (status->max_sp*skill/500);
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+ }
+
+ if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+ {
+ sd = ((TBL_HOM*)bl)->master;
+ if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+ {
+ val = regen->hp*(100+5*skill)/100;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+ }
+ if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
+ {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ }
+}
+
+//Calculates SC related regen rates.
+void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
+{
+ if (!(bl->type&BL_REGEN) || !regen)
+ return;
+
+ regen->flag = RGN_HP|RGN_SP;
+ if(regen->sregen)
+ {
+ if (regen->sregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->sregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
+ }
+ if (regen->ssregen)
+ {
+ if (regen->ssregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->ssregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
+ }
+ regen->rate.hp = regen->rate.sp = 1;
+
+ if (!sc || !sc->count)
+ return;
+
+ if (
+ (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
+ || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
+ || sc->data[SC_BERSERK].timer != -1
+ || sc->data[SC_TRICKDEAD].timer != -1
+ || sc->data[SC_BLEEDING].timer != -1
+ || (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4)
+ ) //No regen
+ regen->flag = 0;
+
+ if (
+ sc->data[SC_EXTREMITYFIST].timer != -1
+ || sc->data[SC_DANCING].timer != -1
+ || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
+ && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
+ ) //No SP regen
+ regen->flag &=~(RGN_SP|RGN_SSP);
+
+ if(
+ sc->data[SC_TENSIONRELAX].timer!=-1
+ ) {
+ regen->rate.hp += 2;
+ if (regen->sregen)
+ regen->sregen->rate.hp += 3;
+ }
+ if (sc->data[SC_MAGNIFICAT].timer != -1)
+ {
+ regen->rate.hp += 1;
+ regen->rate.sp += 1;
+ }
+ if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4)
+ {
+ regen->rate.hp += sc->data[SC_REGENERATION].val2;
+ regen->rate.sp += sc->data[SC_REGENERATION].val3;
+ }
+}
+
+//Calculates some attributes that depends on modified stats from status changes.
+void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
+{
+ struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
+ int skill;
+
+ if(flag&(SCB_MAXHP|SCB_VIT))
+ {
+ flag|=SCB_MAXHP; //Ensures client-side refresh
+
+ status->max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += b_status->max_hp - sd->status.max_hp;
+
+ status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
+ // Apply relative modifiers from equipment
+ if(sd->hprate!=100)
+ status->max_hp = status->max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ status->max_hp = status->max_hp * battle_config.hp_rate/100;
+
+ if(status->max_hp > (unsigned int)battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+
+ if(status->hp > status->max_hp) {
+ status->hp = status->max_hp;
+ clif_updatestatus(sd,SP_HP);
+ }
+ }
+
+ if(flag&(SCB_MAXSP|SCB_INT))
+ {
+ flag|=SCB_MAXSP;
+
+ status->max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += b_status->max_sp - sd->status.max_sp;
+
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += status->max_sp * skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += status->max_sp * 2*skill/100;
+
+ status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate!=100)
+ status->max_sp = status->max_sp * sd->sprate/100;
+ if(battle_config.sp_rate != 100)
+ status->max_sp = status->max_sp * battle_config.sp_rate/100;
+
+ if(status->max_sp > (unsigned int)battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+
+ if(status->sp > status->max_sp) {
+ status->sp = status->max_sp;
+ clif_updatestatus(sd,SP_SP);
+ }
+ }
+
+ if(flag&SCB_MATK) {
+ //New matk
+ status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+
+ //Bonuses from previous matk
+ status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
+ status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
+
+ status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
+ status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
+ if(sd->matk_rate != 100){
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+ sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
+ sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if(sd->hit_rate != 100)
+ status->hit = status->hit * sd->hit_rate/100;
+
+ if(status->hit < 1) status->hit = 1;
+ }
+
+ if(flag&SCB_FLEE) {
+ if(sd->flee_rate != 100)
+ status->flee = status->flee * sd->flee_rate/100;
+
+ if(status->flee < 1) status->flee = 1;
+ }
+
+ if(flag&SCB_DEF2) {
+ if(sd->def2_rate != 100)
+ status->def2 = status->def2 * sd->def2_rate/100;
+
+ if(status->def2 < 1) status->def2 = 1;
+ }
+
+ if(flag&SCB_MDEF2) {
+ if(sd->mdef2_rate != 100)
+ status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+ if(status->mdef2 < 1) status->mdef2 = 1;
+ }
+
+ if(flag&SCB_SPEED) {
+ if(sd->speed_rate != 100)
+ status->speed = status->speed*sd->speed_rate/100;
+
+ if(status->speed < battle_config.max_walk_speed)
+ status->speed = battle_config.max_walk_speed;
+
+ if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+ //Store casting walk speed for quick restoration. [Skotlex]
+ sd->prev_speed = status->speed * (175-5*skill)/100;
+ if(sd->ud.skilltimer != -1) { //Swap speed.
+ skill = status->speed;
+ status->speed = sd->prev_speed;
+ sd->prev_speed = skill;
+ }
+ }
+ }
+ if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
+ flag|=SCB_ASPD;
+ if (sd->status.weapon < MAX_WEAPON_TYPE)
+ skill = (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->status.weapon]/1000;
+ else
+ skill = ((
+ (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->weapontype1]/1000
+ )+(
+ (1000 -4*status->agi -status->dex)
+ *aspd_base[sd->status.class_][sd->weapontype2]/1000
+ )) *2/3;
+
+ status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
+
+ // Apply all relative modifiers
+ if(status->aspd_rate != 1000)
+ skill = skill *status->aspd_rate/1000;
+
+ status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+
+ status->adelay = 2*status->amotion;
+ if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+ //Store casting adelay for quick restoration. [Skotlex]
+ sd->prev_adelay = status->adelay*(150-5*skill)/100;
+ if(sd->ud.skilltimer != -1) { //Swap adelay.
+ skill = status->adelay;
+ status->adelay = sd->prev_adelay;
+ sd->prev_adelay = skill;
+ }
+ }
+
+ }
+
+ if(flag&(SCB_AGI|SCB_DSPD)) {
+ //Even though people insist this is too slow, packet data reports this is the actual real equation.
+ skill = 800-status->agi*4;
+ status->dmotion = cap_value(skill, 400, 800);
+
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+ status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
+ }
+
+
+ if(flag&SCB_CRI)
+ {
+ if(sd->critical_rate != 100)
+ status->cri = status->cri * sd->critical_rate/100;
+
+ if(status->cri < 10) status->cri = 10;
+ }
+
+ if(flag&SCB_FLEE2) {
+ if(sd->flee2_rate != 100)
+ status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+ if(status->flee2 < 10) status->flee2 = 10;
+ }
+
+ if(flag&SCB_SPEED) {
+ clif_updatestatus(sd,SP_SPEED);
+ if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
+ unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
+ }
+
+ if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
+ status_calc_regen(&sd->bl, status, &sd->regen);
+
+ if(flag&SCB_REGEN)
+ status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
+
+ if (flag == SCB_ALL)
+ return; //Refresh is done on invoking function (status_calc_pc)
+
+ if(flag&SCB_STR)
+ clif_updatestatus(sd,SP_STR);
+ if(flag&SCB_AGI)
+ clif_updatestatus(sd,SP_AGI);
+ if(flag&SCB_VIT)
+ clif_updatestatus(sd,SP_VIT);
+ if(flag&SCB_INT)
+ clif_updatestatus(sd,SP_INT);
+ if(flag&SCB_DEX)
+ clif_updatestatus(sd,SP_DEX);
+ if(flag&SCB_LUK)
+ clif_updatestatus(sd,SP_LUK);
+ if(flag&SCB_HIT)
+ clif_updatestatus(sd,SP_HIT);
+ if(flag&SCB_FLEE)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(flag&SCB_ASPD)
+ clif_updatestatus(sd,SP_ASPD);
+ if(flag&(SCB_BATK|SCB_WATK))
+ clif_updatestatus(sd,SP_ATK1);
+ if(flag&SCB_DEF)
+ clif_updatestatus(sd,SP_DEF1);
+ if(flag&SCB_WATK)
+ clif_updatestatus(sd,SP_ATK2);
+ if(flag&SCB_DEF2)
+ clif_updatestatus(sd,SP_DEF2);
+ if(flag&SCB_FLEE2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(flag&SCB_CRI)
+ clif_updatestatus(sd,SP_CRITICAL);
+ if(flag&SCB_MATK) {
+ clif_updatestatus(sd,SP_MATK1);
+ clif_updatestatus(sd,SP_MATK2);
+ }
+ if(flag&SCB_MDEF)
+ clif_updatestatus(sd,SP_MDEF1);
+ if(flag&SCB_MDEF2)
+ clif_updatestatus(sd,SP_MDEF2);
+ if(flag&SCB_RANGE)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(flag&SCB_MAXHP)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(flag&SCB_MAXSP)
+ clif_updatestatus(sd,SP_MAXSP);
+}
+
+//Calculates some attributes that depends on modified stats from status changes.
+void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
+{
+ struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
+ int skill = 0;
+
+
+ if(flag&(SCB_MAXHP|SCB_VIT))
+ {
+ flag|=SCB_MAXHP; //Ensures client-side refresh
+ // Apply relative modifiers from equipment
+ if(status->max_hp > (unsigned int)battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+ if(status->hp > status->max_hp)
+ status->hp = status->max_hp;
+ }
+ if(flag&SCB_VIT)
+ {
+ flag|=SCB_DEF;
+ status->def += (status->vit/5 - b_status->vit/5);
+ }
+ if(flag&(SCB_MAXSP|SCB_INT))
+ {
+ flag|=SCB_MAXSP;
+ if(status->max_sp > (unsigned int)battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+ if(status->sp > status->max_sp)
+ status->sp = status->max_sp;
+ }
+ if(flag&SCB_INT) {
+ flag|=SCB_MDEF;
+ status->mdef += (status->int_/5 - b_status->int_/5);
+ }
+ if(flag&SCB_DEX) {
+ flag |=SCB_WATK;
+ status->rhw.atk += (status->dex - b_status->dex);
+ }
+ if(flag&SCB_STR) {
+ flag |=SCB_WATK;
+ status->rhw.atk += (status->str - b_status->str);
+ }
+ if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
+ status->rhw.atk2 = status->rhw.atk;
+
+ if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
+ flag|=SCB_ASPD;
+
+ skill = (1000 -4*status->agi -status->dex)
+ *hd->homunculusDB->baseASPD/1000;
+
+ status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
+ if(status->aspd_rate != 1000)
+ skill = skill*status->aspd_rate/1000;
+
+ status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+ status->adelay = 2*status->amotion;
+ }
+
+ if(flag&(SCB_AGI|SCB_DSPD)) {
+ skill = 800-status->agi*4;
+ status->dmotion = cap_value(skill, 400, 800);
+ status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
+ }
+
+ if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
+ status_calc_regen(&hd->bl, status, &hd->regen);
+
+ if(flag&SCB_REGEN)
+ status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
+
+ if (flag == SCB_ALL)
+ return; //Refresh is done on invoking function (status_calc_hom)
+
+ if (hd->master && flag&(
+ SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
+ SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
+ SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
+ SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
+ SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
+ )
+ clif_hominfo(hd->master,hd,0);
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag)
+{
+ struct status_data *b_status, *status;
+ struct status_change *sc;
+ int temp;
+ TBL_PC *sd;
+ b_status = status_get_base_status(bl);
+ status = status_get_status_data(bl);
+ sc = status_get_sc(bl);
+
+ if (!b_status || !status)
+ return;
+
+ BL_CAST(BL_PC,bl,sd);
+
+ if(sd && flag&SCB_PC)
+ { //Recalc everything.
+ status_calc_pc(sd,0);
+ return;
+ }
+
+ if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference.
+ status_cpy(status, b_status);
+ return;
+ }
+
+ if(flag&SCB_STR) {
+ status->str = status_calc_str(bl, sc, b_status->str);
+ flag|=SCB_BATK;
+ }
+
+ if(flag&SCB_AGI) {
+ status->agi = status_calc_agi(bl, sc, b_status->agi);
+ flag|=SCB_FLEE;
+ }
+
+ if(flag&SCB_VIT) {
+ status->vit = status_calc_vit(bl, sc, b_status->vit);
+ flag|=SCB_DEF2|SCB_MDEF2;
+ }
+
+ if(flag&SCB_INT) {
+ status->int_ = status_calc_int(bl, sc, b_status->int_);
+ flag|=SCB_MATK|SCB_MDEF2;
+ }
+
+ if(flag&SCB_DEX) {
+ status->dex = status_calc_dex(bl, sc, b_status->dex);
+ flag|=SCB_BATK|SCB_HIT;
+ }
+
+ if(flag&SCB_LUK) {
+ status->luk = status_calc_luk(bl, sc, b_status->luk);
+ flag|=SCB_CRI|SCB_FLEE2;
+ }
+
+ if(flag&SCB_BATK && b_status->batk) {
+ status->batk = status_base_atk(bl,status);
+ temp = b_status->batk - status_base_atk(bl,b_status);
+ if (temp)
+ status->batk += temp;
+ status->batk = status_calc_batk(bl, sc, status->batk);
+ }
+
+ if(flag&SCB_WATK) {
+ status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+ if(status->lhw && b_status->lhw && b_status->lhw->atk) {
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
+ if (sd) sd->state.lr_flag = 0;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if (status->dex == b_status->dex)
+ status->hit = status_calc_hit(bl, sc, b_status->hit);
+ else
+ status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
+ }
+
+ if(flag&SCB_FLEE) {
+ if (status->agi == b_status->agi)
+ status->flee = status_calc_flee(bl, sc, b_status->flee);
+ else
+ status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
+ }
+
+ if(flag&SCB_DEF)
+ status->def = status_calc_def(bl, sc, b_status->def);
+
+ if(flag&SCB_DEF2) {
+ if (status->vit == b_status->vit)
+ status->def2 = status_calc_def2(bl, sc, b_status->def2);
+ else
+ status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
+ }
+
+ if(flag&SCB_MDEF)
+ status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
+
+ if(flag&SCB_MDEF2) {
+ if (status->int_ == b_status->int_ && status->vit == b_status->vit)
+ status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
+ else
+ status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
+ }
+
+ if(flag&SCB_SPEED) {
+ status->speed = status_calc_speed(bl, sc, b_status->speed);
+ if (!sd)
+ { //Player speed is updated on calc_bl_sub_pc
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
+ unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
+ }
+ }
+ if(flag&SCB_CRI && b_status->cri) {
+ if (status->luk == b_status->luk)
+ status->cri = status_calc_critical(bl, sc, b_status->cri);
+ else
+ status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
+ }
+
+ if(flag&SCB_FLEE2 && b_status->flee2) {
+ if (status->luk == b_status->luk)
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
+ else
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
+ }
+
+ if(flag&SCB_ATK_ELE) {
+ status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
+ if(status->lhw && b_status->lhw) {
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
+ if (sd) sd->state.lr_flag = 0;
+ }
+ }
+
+ if(flag&SCB_DEF_ELE) {
+ status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+ status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+ }
+
+ if(flag&SCB_MODE)
+ {
+ status->mode = status_calc_mode(bl, sc, b_status->mode);
+ //Since mode changed, reset their state.
+ if (!(status->mode&MD_CANATTACK))
+ unit_stop_attack(bl);
+ if (!(status->mode&MD_CANMOVE))
+ unit_stop_walking(bl,0);
+ }
+
+// No status changes alter these yet.
+// if(flag&SCB_SIZE)
+// if(flag&SCB_RACE)
+// if(flag&SCB_RANGE)
+
+ if(sd) {
+ //The remaining are handled quite different by players, so use their own function.
+ status_calc_bl_sub_pc(sd, flag);
+ return;
+ }
+
+ if(flag&SCB_MAXHP) {
+ status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+ if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
+ status->hp = status->max_hp;
+ }
+
+ if(flag&SCB_MAXSP) {
+ status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+ if (status->sp > status->max_sp)
+ status->sp = status->max_sp;
+ }
+
+ if(flag&SCB_MATK) {
+ status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+ status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+ status->matk_min = status_calc_matk(bl, sc, status->matk_min);
+ status->matk_max = status_calc_matk(bl, sc, status->matk_max);
+ if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+ sc->data[SC_MAGICPOWER].val3 = status->matk_min;
+ sc->data[SC_MAGICPOWER].val4 = status->matk_max;
+ }
+ }
+
+ if(bl->type == BL_HOM) {
+ //The remaining are handled quite different by homunculus, so use their own function.
+ status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
+ return;
+ }
+
+ if(flag&SCB_ASPD) {
+ status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
+ temp = status->aspd_rate*b_status->amotion/1000;
+ status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
+
+ temp = status->aspd_rate*b_status->adelay/1000;
+ status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
+ }
+
+ if(flag&SCB_DSPD)
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+
+ if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
+ status_calc_regen(bl, status, status_get_regen_data(bl));
+
+ if(flag&SCB_REGEN && bl->type&BL_REGEN)
+ status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
+}
+/*==========================================
+ * Apply shared stat mods from status changes [DracoRPG]
+ *------------------------------------------
+ */
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+ if(!sc || !sc->count)
+ return cap_value(str,1,USHRT_MAX);
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ str += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCSTR].timer!=-1)
+ str += sc->data[SC_INCSTR].val1;
+ if(sc->data[SC_STRFOOD].timer!=-1)
+ str += sc->data[SC_STRFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ str += 5;
+ if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
+ str += sc->data[SC_GUILDAURA].val3>>16;
+ if(sc->data[SC_LOUD].timer!=-1)
+ str += 4;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ str += 5;
+ if(sc->data[SC_SPURT].timer!=-1)
+ str += 10;
+ if(sc->data[SC_NEN].timer!=-1)
+ str += sc->data[SC_NEN].val1;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if(sc->data[SC_BLESSING].val2)
+ str += sc->data[SC_BLESSING].val2;
+ else
+ str >>= 1;
+ }
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
+ str = 50;
+
+ return cap_value(str,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+ if(!sc || !sc->count)
+ return cap_value(agi,1,USHRT_MAX);
+
+ if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+ agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
+ if(sc->data[SC_INCAGIRATE].timer!=-1)
+ agi += agi*sc->data[SC_INCAGIRATE].val1/100;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ agi += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCAGI].timer!=-1)
+ agi += sc->data[SC_INCAGI].val1;
+ if(sc->data[SC_AGIFOOD].timer!=-1)
+ agi += sc->data[SC_AGIFOOD].val1;
+ if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
+ agi += sc->data[SC_GUILDAURA].val4>>16;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ agi += 5;
+ if(sc->data[SC_INCREASEAGI].timer!=-1)
+ agi += 2 + sc->data[SC_INCREASEAGI].val1;
+ if(sc->data[SC_INCREASING].timer!=-1)
+ agi += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ agi -= 2 + sc->data[SC_DECREASEAGI].val1;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ agi -= sc->data[SC_QUAGMIRE].val2;
+ if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
+ agi -= sc->data[SC_SUITON].val2;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
+ agi = 50;
+
+ return cap_value(agi,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+ if(!sc || !sc->count)
+ return cap_value(vit,1,USHRT_MAX);
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ vit += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCVIT].timer!=-1)
+ vit += sc->data[SC_INCVIT].val1;
+ if(sc->data[SC_VITFOOD].timer!=-1)
+ vit += sc->data[SC_VITFOOD].val1;
+ if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
+ vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ vit += 5;
+ if(sc->data[SC_STRIPARMOR].timer!=-1)
+ vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ vit -= sc->data[SC_MARIONETTE].val3&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ vit += sc->data[SC_MARIONETTE2].val3&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
+ vit = 50;
+
+ return cap_value(vit,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+ if(!sc || !sc->count)
+ return cap_value(int_,1,USHRT_MAX);
+
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ int_ += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCINT].timer!=-1)
+ int_ += sc->data[SC_INCINT].val1;
+ if(sc->data[SC_INTFOOD].timer!=-1)
+ int_ += sc->data[SC_INTFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ int_ += 5;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ int_ += 5;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if (sc->data[SC_BLESSING].val2)
+ int_ += sc->data[SC_BLESSING].val2;
+ else
+ int_ >>= 1;
+ }
+ if(sc->data[SC_STRIPHELM].timer!=-1)
+ int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
+ if(sc->data[SC_NEN].timer!=-1)
+ int_ += sc->data[SC_NEN].val1;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
+ int_ = 50;
+
+ return cap_value(int_,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+ if(!sc || !sc->count)
+ return cap_value(dex,1,USHRT_MAX);
+
+ if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+ dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
+
+ if(sc->data[SC_INCDEXRATE].timer!=-1)
+ dex += dex*sc->data[SC_INCDEXRATE].val1/100;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ dex += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCDEX].timer!=-1)
+ dex += sc->data[SC_INCDEX].val1;
+ if(sc->data[SC_DEXFOOD].timer!=-1)
+ dex += sc->data[SC_DEXFOOD].val1;
+ if(sc->data[SC_BATTLEORDERS].timer!=-1)
+ dex += 5;
+ if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
+ dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ dex += 5;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ dex -= sc->data[SC_QUAGMIRE].val2;
+ if(sc->data[SC_BLESSING].timer != -1){
+ if (sc->data[SC_BLESSING].val2)
+ dex += sc->data[SC_BLESSING].val2;
+ else
+ dex >>= 1;
+ }
+ if(sc->data[SC_INCREASING].timer!=-1)
+ dex += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
+ dex = 50;
+
+ return cap_value(dex,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+ if(!sc || !sc->count)
+ return cap_value(luk,1,USHRT_MAX);
+
+ if(sc->data[SC_CURSE].timer!=-1)
+ return 0;
+ if(sc->data[SC_INCALLSTATUS].timer!=-1)
+ luk += sc->data[SC_INCALLSTATUS].val1;
+ if(sc->data[SC_INCLUK].timer!=-1)
+ luk += sc->data[SC_INCLUK].val1;
+ if(sc->data[SC_LUKFOOD].timer!=-1)
+ luk += sc->data[SC_LUKFOOD].val1;
+ if(sc->data[SC_TRUESIGHT].timer!=-1)
+ luk += 5;
+ if(sc->data[SC_GLORIA].timer!=-1)
+ luk += 30;
+ if(sc->data[SC_MARIONETTE].timer!=-1)
+ luk -= sc->data[SC_MARIONETTE].val4&0xFF;
+ if(sc->data[SC_MARIONETTE2].timer!=-1)
+ luk += sc->data[SC_MARIONETTE2].val4&0xFF;
+ if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
+ luk = 50;
+
+ return cap_value(luk,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
+{
+ if(!sc || !sc->count)
+ return cap_value(batk,0,USHRT_MAX);
+
+ if(sc->data[SC_ATKPOTION].timer!=-1)
+ batk += sc->data[SC_ATKPOTION].val1;
+ if(sc->data[SC_BATKFOOD].timer!=-1)
+ batk += sc->data[SC_BATKFOOD].val1;
+ if(sc->data[SC_INCATKRATE].timer!=-1)
+ batk += batk * sc->data[SC_INCATKRATE].val1/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ batk += batk * sc->data[SC_PROVOKE].val3/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ batk += batk * sc->data[SC_CONCENTRATION].val2/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ batk += batk * 3;
+ if(sc->data[SC_BLOODLUST].timer!=-1)
+ batk += batk * sc->data[SC_BLOODLUST].val2/100;
+ if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
+ batk -= batk * 25/100;
+ if(sc->data[SC_CURSE].timer!=-1)
+ batk -= batk * 25/100;
+//Curse shouldn't effect on this? <- Curse OR Bleeding??
+// if(sc->data[SC_BLEEDING].timer != -1)
+// batk -= batk * 25/100;
+ if(sc->data[SC_FLEET].timer!=-1)
+ batk += batk * sc->data[SC_FLEET].val3/100;
+ if(sc->data[SC_GATLINGFEVER].timer!=-1)
+ batk += sc->data[SC_GATLINGFEVER].val3;
+ if(sc->data[SC_MADNESSCANCEL].timer!=-1)
+ batk += 100;
+ return cap_value(batk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
+{
+ if(!sc || !sc->count)
+ return cap_value(watk,0,USHRT_MAX);
+
+ if(sc->data[SC_IMPOSITIO].timer!=-1)
+ watk += sc->data[SC_IMPOSITIO].val2;
+ if(sc->data[SC_WATKFOOD].timer!=-1)
+ watk += sc->data[SC_WATKFOOD].val1;
+ if(sc->data[SC_DRUMBATTLE].timer!=-1)
+ watk += sc->data[SC_DRUMBATTLE].val2;
+ if(sc->data[SC_VOLCANO].timer!=-1)
+ watk += sc->data[SC_VOLCANO].val2;
+ if(sc->data[SC_INCATKRATE].timer!=-1)
+ watk += watk * sc->data[SC_INCATKRATE].val1/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ watk += watk * sc->data[SC_PROVOKE].val3/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ watk += watk * sc->data[SC_CONCENTRATION].val2/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ watk += watk * 3;
+ if(sc->data[SC_NIBELUNGEN].timer!=-1) {
+ if (bl->type != BL_PC)
+ watk += sc->data[SC_NIBELUNGEN].val2;
+ else {
+ TBL_PC *sd = (TBL_PC*)bl;
+ int index = sd->equip_index[sd->state.lr_flag?8:9];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ watk += sc->data[SC_NIBELUNGEN].val2;
+ }
+ }
+ if(sc->data[SC_BLOODLUST].timer!=-1)
+ watk += watk * sc->data[SC_BLOODLUST].val2/100;
+ if(sc->data[SC_FLEET].timer!=-1)
+ watk += watk * sc->data[SC_FLEET].val3/100;
+ if(sc->data[SC_CURSE].timer!=-1)
+ watk -= watk * 25/100;
+ if(sc->data[SC_STRIPWEAPON].timer!=-1)
+ watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
+
+ return cap_value(watk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
+{
+ if(!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+
+ if(sc->data[SC_MATKPOTION].timer!=-1)
+ matk += sc->data[SC_MATKPOTION].val1;
+ if(sc->data[SC_MATKFOOD].timer!=-1)
+ matk += sc->data[SC_MATKFOOD].val1;
+ if(sc->data[SC_MAGICPOWER].timer!=-1)
+ matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
+ if(sc->data[SC_MINDBREAKER].timer!=-1)
+ matk += matk * sc->data[SC_MINDBREAKER].val2/100;
+ if(sc->data[SC_INCMATKRATE].timer!=-1)
+ matk += matk * sc->data[SC_INCMATKRATE].val1/100;
+
+ return cap_value(matk,0,USHRT_MAX);
+}
+
+static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
+{
+ if(!sc || !sc->count)
+ return cap_value(critical,10,SHRT_MAX);
+
+ if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
+ if (sc->data[SC_FORTUNE].timer!=-1)
+ critical += sc->data[SC_FORTUNE].val2;
+ if (sc->data[SC_TRUESIGHT].timer!=-1)
+ critical += sc->data[SC_TRUESIGHT].val2;
+ if(sc->data[SC_CLOAKING].timer!=-1)
+ critical += critical;
+
+ return cap_value(critical,10,SHRT_MAX);
+}
+
+static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
+{
+
+ if(!sc || !sc->count)
+ return cap_value(hit,1,SHRT_MAX);
+
+ if(sc->data[SC_INCHIT].timer != -1)
+ hit += sc->data[SC_INCHIT].val1;
+ if(sc->data[SC_HITFOOD].timer!=-1)
+ hit += sc->data[SC_HITFOOD].val1;
+ if(sc->data[SC_TRUESIGHT].timer != -1)
+ hit += sc->data[SC_TRUESIGHT].val3;
+ if(sc->data[SC_HUMMING].timer!=-1)
+ hit += sc->data[SC_HUMMING].val2;
+ if(sc->data[SC_CONCENTRATION].timer != -1)
+ hit += sc->data[SC_CONCENTRATION].val3;
+ if(sc->data[SC_INCHITRATE].timer != -1)
+ hit += hit * sc->data[SC_INCHITRATE].val1/100;
+ if(sc->data[SC_BLIND].timer != -1)
+ hit -= hit * 25/100;
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ hit -= 30;
+ if(sc->data[SC_INCREASING].timer!=-1)
+ hit += 20; // RockmanEXE; changed based on updated [Reddozen]
+
+ return cap_value(hit,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
+{
+ if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+
+ if(!sc || !sc->count)
+ return cap_value(flee,1,SHRT_MAX);
+
+ if(sc->data[SC_INCFLEE].timer!=-1)
+ flee += sc->data[SC_INCFLEE].val1;
+ if(sc->data[SC_FLEEFOOD].timer!=-1)
+ flee += sc->data[SC_FLEEFOOD].val1;
+ if(sc->data[SC_WHISTLE].timer!=-1)
+ flee += sc->data[SC_WHISTLE].val2;
+ if(sc->data[SC_WINDWALK].timer!=-1)
+ flee += sc->data[SC_WINDWALK].val2;
+ if(sc->data[SC_INCFLEERATE].timer!=-1)
+ flee += flee * sc->data[SC_INCFLEERATE].val1/100;
+ if(sc->data[SC_VIOLENTGALE].timer!=-1)
+ flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
+ if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
+ flee += sc->data[SC_MOON_COMFORT].val2;
+ if(sc->data[SC_CLOSECONFINE].timer!=-1)
+ flee += 10;
+ if(sc->data[SC_SPIDERWEB].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ flee -= flee * 50/100;
+ if(sc->data[SC_BLIND].timer!=-1)
+ flee -= flee * 25/100;
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ flee += 30;
+ if(sc->data[SC_GATLINGFEVER].timer!=-1)
+ flee -= sc->data[SC_GATLINGFEVER].val4;
+ if(sc->data[SC_SPEED].timer!=-1)
+ flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
+
+ return cap_value(flee,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
+{
+ if(!sc || !sc->count)
+ return cap_value(flee2,10,SHRT_MAX);
+
+ if(sc->data[SC_WHISTLE].timer!=-1)
+ flee2 += sc->data[SC_WHISTLE].val3*10;
+
+ return cap_value(flee2,10,SHRT_MAX);
+}
+
+static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
+{
+ if(!sc || !sc->count)
+ return cap_value(def,0,CHAR_MAX);
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_KEEPING].timer!=-1)
+ return 100;
+ if(sc->data[SC_SKA].timer != -1)
+ return sc->data[SC_SKA].val3;
+ if (sc->data[SC_DEFENCE].timer != -1) //[orn]
+ def += sc->data[SC_DEFENCE].val2 ;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc->data[SC_DRUMBATTLE].timer!=-1)
+ def += sc->data[SC_DRUMBATTLE].val3;
+ if(sc->data[SC_INCDEFRATE].timer!=-1)
+ def += def * sc->data[SC_INCDEFRATE].val1/100;
+ if(sc->data[SC_FREEZE].timer!=-1)
+ def >>=1;
+ if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ def >>=1;
+ if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
+ def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ def -= def * sc->data[SC_CONCENTRATION].val4/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ def >>=1;
+ if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
+ def -= def * sc->data[SC_PROVOKE].val4/100;
+ if(sc->data[SC_STRIPSHIELD].timer!=-1)
+ def -= def * sc->data[SC_STRIPSHIELD].val2/100;
+ if (sc->data[SC_FLING].timer!=-1)
+ def -= def * (sc->data[SC_FLING].val2)/100;
+
+ return cap_value(def,0,CHAR_MAX);
+}
+
+static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
+{
+ if(!sc || !sc->count)
+ return cap_value(def2,1,SHRT_MAX);
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_ETERNALCHAOS].timer!=-1)
+ return 0;
+ if(sc->data[SC_SUN_COMFORT].timer!=-1)
+ def2 += sc->data[SC_SUN_COMFORT].val2;
+ if(sc->data[SC_ANGELUS].timer!=-1)
+ def2 += def2 * sc->data[SC_ANGELUS].val2/100;
+ if(sc->data[SC_CONCENTRATION].timer!=-1)
+ def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
+ if(sc->data[SC_POISON].timer!=-1)
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_DPOISON].timer!=-1)
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_SKE].timer!=-1)
+ def2 -= def2 * 50/100;
+ if(sc->data[SC_PROVOKE].timer!=-1)
+ def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
+ if(sc->data[SC_JOINTBEAT].timer!=-1){
+ if(sc->data[SC_JOINTBEAT].val2==3)
+ def2 -= def2 * 50/100;
+ else if(sc->data[SC_JOINTBEAT].val2==4)
+ def2 -= def2 * 25/100;
+ }
+ if(sc->data[SC_FLING].timer!=-1)
+ def2 -= def2 * (sc->data[SC_FLING].val3)/100;
+
+ return cap_value(def2,1,SHRT_MAX);
+}
+
+static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
+{
+ if(!sc || !sc->count)
+ return cap_value(mdef,0,CHAR_MAX);
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_BARRIER].timer!=-1)
+ return 100;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ return 90;
+ if(sc->data[SC_SKA].timer != -1) // [marquis007]
+ return 90;
+ if(sc->data[SC_FREEZE].timer!=-1)
+ mdef += 25*mdef/100;
+ if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ mdef += 25*mdef/100;
+ if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
+ mdef += sc->data[SC_ENDURE].val1;
+
+ return cap_value(mdef,0,CHAR_MAX);
+}
+
+static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
+{
+ if(!sc || !sc->count)
+ return cap_value(mdef2,0,SHRT_MAX);
+
+ if(sc->data[SC_BERSERK].timer!=-1)
+ return 0;
+ if(sc->data[SC_MINDBREAKER].timer!=-1)
+ mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
+
+ return cap_value(mdef2,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+ if(!sc || !sc->count)
+ return cap_value(speed,10,USHRT_MAX);
+
+ // Fixed reductions
+ if(sc->data[SC_CURSE].timer!=-1)
+ speed += 450;
+ if(sc->data[SC_SWOO].timer != -1) // [marquis007]
+ speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
+ if(sc->data[SC_WEDDING].timer!=-1)
+ speed += 300;
+
+ //% increases (they don't stack, with the exception of Speedup1? @.@)
+ if(sc->data[SC_SPEEDUP1].timer!=-1)
+ speed -= speed * 50/100;
+ if(sc->data[SC_RUN].timer!=-1)
+ speed -= speed * 50/100;
+ else if(sc->data[SC_SPEEDUP0].timer!=-1)
+ speed -= speed * 25/100;
+ else if(sc->data[SC_INCREASEAGI].timer!=-1)
+ speed -= speed * 25/100;
+ else if(sc->data[SC_FUSION].timer != -1)
+ speed -= speed * 25/100;
+ else if(sc->data[SC_CARTBOOST].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc->data[SC_BERSERK].timer!=-1)
+ speed -= speed * 20/100;
+ else if(sc->data[SC_AVOID].timer!=-1)
+ speed -= speed * sc->data[SC_AVOID].val2/100;
+ else if(sc->data[SC_WINDWALK].timer!=-1)
+ speed -= speed * sc->data[SC_WINDWALK].val3/100;
+
+ //% reductions (they stack)
+ if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
+ speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ speed = speed * 100/75;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ speed = speed * 100/75;
+ if(sc->data[SC_QUAGMIRE].timer!=-1)
+ speed = speed * 100/50;
+ if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
+ speed = speed * 100/sc->data[SC_SUITON].val3;
+ if(sc->data[SC_DONTFORGETME].timer!=-1)
+ speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
+ if(sc->data[SC_DEFENDER].timer!=-1)
+ speed = speed * 100/sc->data[SC_DEFENDER].val3;
+ if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+ speed = speed * 100/75;
+ if(sc->data[SC_JOINTBEAT].timer!=-1) {
+ if (sc->data[SC_JOINTBEAT].val2 == 0)
+ speed = speed * 100/50;
+ else
+ if (sc->data[SC_JOINTBEAT].val2 == 2)
+ speed = speed * 100/70;
+ }
+ if(sc->data[SC_CLOAKING].timer!=-1)
+ speed = speed * 100 /(
+ (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
+ +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
+
+ if(sc->data[SC_LONGING].timer!=-1)
+ speed = speed * 100/sc->data[SC_LONGING].val3;
+ if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
+ speed = speed * 100/sc->data[SC_HIDING].val3;
+ if(sc->data[SC_CHASEWALK].timer!=-1)
+ speed = speed * 100/sc->data[SC_CHASEWALK].val3;
+ if(sc->data[SC_GATLINGFEVER].timer!=-1)
+ speed = speed * 100/75;
+ if(sc->data[SC_SLOWDOWN].timer!=-1)
+ speed = speed * 100/75;
+
+ return cap_value(speed,10,USHRT_MAX);
+}
+
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+ int i;
+ if(!sc || !sc->count)
+ return cap_value(aspd_rate,0,SHRT_MAX);
+
+ if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
+ {
+ int max = 0;
+ if(sc->data[SC_STAR_COMFORT].timer!=-1)
+ max = sc->data[SC_STAR_COMFORT].val2;
+
+ if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
+ max < sc->data[SC_TWOHANDQUICKEN].val2)
+ max = sc->data[SC_TWOHANDQUICKEN].val2;
+
+ if(sc->data[SC_ONEHAND].timer!=-1 &&
+ max < sc->data[SC_ONEHAND].val2)
+ max = sc->data[SC_ONEHAND].val2;
+
+ if(sc->data[SC_ADRENALINE2].timer!=-1 &&
+ max < sc->data[SC_ADRENALINE2].val3)
+ max = sc->data[SC_ADRENALINE2].val3;
+
+ if(sc->data[SC_ADRENALINE].timer!=-1 &&
+ max < sc->data[SC_ADRENALINE].val3)
+ max = sc->data[SC_ADRENALINE].val3;
+
+ if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
+ max < sc->data[SC_SPEARQUICKEN].val2)
+ max = sc->data[SC_SPEARQUICKEN].val2;
+
+ if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
+ max < sc->data[SC_GATLINGFEVER].val2)
+ max = sc->data[SC_GATLINGFEVER].val2;
+
+ if(sc->data[SC_FLEET].timer!=-1 &&
+ max < sc->data[SC_FLEET].val2)
+ max = sc->data[SC_FLEET].val2;
+
+ if(sc->data[SC_ASSNCROS].timer!=-1 &&
+ max < sc->data[SC_ASSNCROS].val2)
+ {
+ if (bl->type!=BL_PC)
+ max = sc->data[SC_ASSNCROS].val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ break;
+ default:
+ max = sc->data[SC_ASSNCROS].val2;
+ }
+ }
+ aspd_rate -= max;
+
+ //These stack with the rest of bonuses.
+ if(sc->data[SC_BERSERK].timer!=-1)
+ aspd_rate -= 300;
+ else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
+ aspd_rate -= 200;
+ }
+ if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
+ sc->data[i=SC_ASPDPOTION0].timer!=-1)
+ aspd_rate -= sc->data[i].val2;
+ if(sc->data[SC_DONTFORGETME].timer!=-1)
+ aspd_rate += sc->data[SC_DONTFORGETME].val2;
+ if(sc->data[SC_LONGING].timer!=-1)
+ aspd_rate += sc->data[SC_LONGING].val2;
+ if(sc->data[SC_STEELBODY].timer!=-1)
+ aspd_rate += 250;
+ if(sc->data[SC_SKA].timer!=-1)
+ aspd_rate += 250;
+ if(sc->data[SC_DEFENDER].timer != -1)
+ aspd_rate += sc->data[SC_DEFENDER].val4;
+ if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+ aspd_rate += 250;
+ if(sc->data[SC_GRAVITATION].timer!=-1)
+ aspd_rate += sc->data[SC_GRAVITATION].val2;
+//Curse shouldn't effect on this?
+// if(sc->data[SC_BLEEDING].timer != -1)
+// aspd_rate += 250;
+ if(sc->data[SC_JOINTBEAT].timer!=-1) {
+ if (sc->data[SC_JOINTBEAT].val2 == 1)
+ aspd_rate += 250;
+ else if (sc->data[SC_JOINTBEAT].val2 == 2)
+ aspd_rate += 100;
+ }
+
+ return cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+ if(!sc || !sc->count || map_flag_gvg(bl->m))
+ return cap_value(dmotion,0,USHRT_MAX);
+
+ if (sc->data[SC_ENDURE].timer!=-1)
+ return 0;
+ if (sc->data[SC_CONCENTRATION].timer!=-1)
+ return 0;
+ if(sc->data[SC_RUN].timer!=-1)
+ return 0;
+
+ return cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
+{
+ if(!sc || !sc->count)
+ return cap_value(maxhp,1,UINT_MAX);
+
+ if(sc->data[SC_CHANGE].timer!=-1)
+ maxhp = sc->data[SC_CHANGE].val3;
+ if(sc->data[SC_INCMHPRATE].timer!=-1)
+ maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
+ if(sc->data[SC_APPLEIDUN].timer!=-1)
+ maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
+ if(sc->data[SC_DELUGE].timer!=-1)
+ maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
+ if(sc->data[SC_BERSERK].timer!=-1)
+ maxhp += maxhp * 2;
+
+ return cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+ if(!sc || !sc->count)
+ return cap_value(maxsp,1,UINT_MAX);
+
+ if(sc->data[SC_CHANGE].timer!=-1)
+ maxsp = sc->data[SC_CHANGE].val2;
+ if(sc->data[SC_INCMSPRATE].timer!=-1)
+ maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
+ if(sc->data[SC_SERVICE4U].timer!=-1)
+ maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
+
+ return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if( sc->data[SC_FREEZE].timer!=-1 )
+ return ELE_WATER;
+ if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ return ELE_EARTH;
+ if( sc->data[SC_BENEDICTIO].timer!=-1 )
+ return ELE_HOLY;
+ if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+ return sc->data[SC_ELEMENTALCHANGE].val3;
+ return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+ if(!sc || !sc->count)
+ return lv;
+ if( sc->data[SC_FREEZE].timer!=-1 )
+ return 1;
+ if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ return 1;
+ if( sc->data[SC_BENEDICTIO].timer!=-1 )
+ return 1;
+ if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+ return sc->data[SC_ELEMENTALCHANGE].val4;
+ return cap_value(lv,1,4);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if( sc->data[SC_WATERWEAPON].timer!=-1)
+ return ELE_WATER;
+ if( sc->data[SC_EARTHWEAPON].timer!=-1)
+ return ELE_EARTH;
+ if( sc->data[SC_FIREWEAPON].timer!=-1)
+ return ELE_FIRE;
+ if( sc->data[SC_WINDWEAPON].timer!=-1)
+ return ELE_WIND;
+ if( sc->data[SC_ENCPOISON].timer!=-1)
+ return ELE_POISON;
+ if( sc->data[SC_ASPERSIO].timer!=-1)
+ return ELE_HOLY;
+ if( sc->data[SC_SHADOWWEAPON].timer!=-1)
+ return ELE_DARK;
+ if( sc->data[SC_GHOSTWEAPON].timer!=-1)
+ return ELE_GHOST;
+ return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+ if(!sc || !sc->count)
+ return mode;
+ if(sc->data[SC_MODECHANGE].timer!=-1) {
+ if (sc->data[SC_MODECHANGE].val2)
+ mode = sc->data[SC_MODECHANGE].val2; //Set mode
+ if (sc->data[SC_MODECHANGE].val3)
+ mode|= sc->data[SC_MODECHANGE].val3; //Add mode
+ if (sc->data[SC_MODECHANGE].val4)
+ mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
+ }
+ return cap_value(mode,0,USHRT_MAX);
+}
+
+/*==========================================
+ * Quick swap of adelay/speed when starting ending SA_FREECAST
+ *------------------------------------------
+ */
+void status_freecast_switch(struct map_session_data *sd)
+{
+ struct status_data *status;
+ unsigned short b_speed,tmp;
+
+ status = &sd->battle_status;
+
+ b_speed = status->speed;
+
+ tmp = status->speed;
+ status->speed = sd->prev_speed;
+ sd->prev_speed = tmp;
+
+ tmp = status->adelay;
+ status->adelay = sd->prev_adelay;
+ sd->prev_adelay = tmp;
+
+ if(b_speed != status->speed)
+ clif_updatestatus(sd,SP_SPEED);
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_class(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB) //Class used on all code should be the view class of the mob.
+ return ((struct mob_data *)bl)->vd->class_;
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.class_;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->pet.class_;
+ if(bl->type==BL_HOM)
+ return ((struct homun_data *)bl)->master->homunculus.class_;
+ return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_lv(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((TBL_MOB*)bl)->level;
+ if(bl->type==BL_PC)
+ return ((TBL_PC*)bl)->status.base_level;
+ if(bl->type==BL_PET)
+ return ((TBL_PET*)bl)->pet.level;
+ if(bl->type==BL_HOM)
+ return ((TBL_HOM*)bl)->master->homunculus.level;
+ return 1;
+}
+
+struct regen_data *status_get_regen_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC:
+ return &((TBL_PC*)bl)->regen;
+ case BL_HOM:
+ return &((TBL_HOM*)bl)->regen;
+ default:
+ return NULL;
+ }
+}
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+
+ switch (bl->type) {
+ case BL_PC:
+ return &((TBL_PC*)bl)->battle_status;
+ case BL_MOB:
+ return &((TBL_MOB*)bl)->status;
+ case BL_PET:
+ return &((TBL_PET*)bl)->status;
+ case BL_HOM:
+ return &((TBL_HOM*)bl)->battle_status;
+ default:
+ return &dummy_status;
+ }
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC:
+ return &((TBL_PC*)bl)->base_status;
+ case BL_MOB:
+ return ((TBL_MOB*)bl)->base_status?
+ ((TBL_MOB*)bl)->base_status:
+ &((TBL_MOB*)bl)->db->status;
+ case BL_PET:
+ return &((TBL_PET*)bl)->db->status;
+ case BL_HOM:
+ return &((TBL_HOM*)bl)->base_status;
+ default:
+ return NULL;
+ }
+}
+
+unsigned short status_get_lwatk(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->atk:0;
+}
+
+unsigned short status_get_lwatk2(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->atk2:0;
+}
+
+unsigned char status_get_def(struct block_list *bl)
+{
+ struct unit_data *ud;
+ struct status_data *status = status_get_status_data(bl);
+ int def = status?status->def:0;
+ ud = unit_bl2ud(bl);
+ if (ud && ud->skilltimer != -1)
+ def -= def * skill_get_castdef(ud->skillid)/100;
+ if(def < 0) def = 0;
+ return def;
+}
+
+unsigned short status_get_speed(struct block_list *bl)
+{
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
+ return status_get_status_data(bl)->speed;
+}
+
+unsigned char status_get_attack_lelement(struct block_list *bl)
+{
+ struct status_data *status = status_get_status_data(bl);
+ return status->lhw?status->lhw->ele:0;
+}
+
+int status_get_party_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.party_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.party_id;
+ if(bl->type==BL_MOB){
+ struct mob_data *md=(struct mob_data *)bl;
+ if( md->master_id>0 )
+ {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ return 0; //No party.
+ }
+ if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.party_id;
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->party_id;
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_PC)
+ return ((struct map_session_data *)bl)->status.guild_id;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->msd->status.guild_id;
+ if(bl->type==BL_MOB)
+ {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ return 0; //No guild.
+ }
+ if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.guild_id;
+ if (bl->type == BL_NPC && bl->subtype == SCRIPT)
+ return ((TBL_NPC*)bl)->u.scr.guild_id;
+ if(bl->type==BL_SKILL)
+ return ((struct skill_unit *)bl)->group->guild_id;
+ return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+
+int status_isdead(struct block_list *bl)
+{
+ nullpo_retr(0, bl);
+ return status_get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+ struct status_change *sc =status_get_sc(bl);
+ if (bl->type == BL_PC &&
+ ((TBL_PC*)bl)->special_state.no_magic_damage)
+ return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
+ if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
+ return 1;
+ return 0;
+}
+
+struct view_data *status_get_viewdata(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type)
+ {
+ case BL_PC:
+ return &((TBL_PC*)bl)->vd;
+ case BL_MOB:
+ return ((TBL_MOB*)bl)->vd;
+ case BL_PET:
+ return &((TBL_PET*)bl)->vd;
+ case BL_NPC:
+ return ((TBL_NPC*)bl)->vd;
+ case BL_HOM: //[blackhole89]
+ return ((TBL_HOM*)bl)->vd;
+ }
+ return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+ struct view_data* vd;
+ nullpo_retv(bl);
+ if (mobdb_checkid(class_) || mob_is_clone(class_))
+ vd = mob_get_viewdata(class_);
+ else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+ vd = npc_get_viewdata(class_);
+ else
+ vd = NULL;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ TBL_PC* sd = (TBL_PC*)bl;
+ if (pcdb_checkid(class_)) {
+ if (sd->sc.option&OPTION_WEDDING)
+ class_ = JOB_WEDDING;
+ else
+ if (sd->sc.option&OPTION_XMAS)
+ class_ = JOB_XMAS;
+ else
+ if (sd->sc.option&OPTION_RIDING)
+ switch (class_)
+ { //Adapt class to a Mounted one.
+ case JOB_KNIGHT:
+ class_ = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ class_ = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ class_ = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ class_ = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ class_ = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ class_ = JOB_BABY_CRUSADER2;
+ break;
+ }
+ sd->vd.class_ = class_;
+ clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ sd->vd.head_top = sd->status.head_top;
+ sd->vd.head_mid = sd->status.head_mid;
+ sd->vd.head_bottom = sd->status.head_bottom;
+ sd->vd.hair_style = sd->status.hair;
+ sd->vd.hair_color = sd->status.hair_color;
+ sd->vd.cloth_color = sd->status.clothes_color;
+ sd->vd.sex = sd->status.sex;
+ } else if (vd)
+ memcpy(&sd->vd, vd, sizeof(struct view_data));
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MOB:
+ {
+ TBL_MOB* md = (TBL_MOB*)bl;
+ if (vd)
+ md->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_PET:
+ {
+ TBL_PET* pd = (TBL_PET*)bl;
+ if (vd) {
+ memcpy(&pd->vd, vd, sizeof(struct view_data));
+ if (!pcdb_checkid(vd->class_)) {
+ pd->vd.hair_style = battle_config.pet_hair_style;
+ if(pd->pet.equip) {
+ pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
+ if (!pd->vd.head_bottom)
+ pd->vd.head_bottom = pd->pet.equip;
+ }
+ }
+ } else if (battle_config.error_log)
+ ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_NPC:
+ {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+ if (vd)
+ nd->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_HOM: //[blackhole89]
+ {
+ struct homun_data *hd = (struct homun_data*)bl;
+ if (vd)
+ hd->vd = vd;
+ else if (battle_config.error_log)
+ ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+ }
+ break;
+ }
+ vd = status_get_viewdata(bl);
+ if (vd && vd->cloth_color && (
+ (vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
+ || (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
+ ))
+ vd->cloth_color = 0;
+}
+
+struct status_change *status_get_sc(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_MOB:
+ return &((TBL_MOB*)bl)->sc;
+ case BL_PC:
+ return &((TBL_PC*)bl)->sc;
+ case BL_NPC:
+ return &((TBL_NPC*)bl)->sc;
+ case BL_HOM: //[blackhole89]
+ return &((TBL_HOM*)bl)->sc;
+ }
+ return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+ struct status_change *sc = status_get_sc(bl);
+ int i;
+ nullpo_retv(sc);
+ malloc_set(sc, 0, sizeof (struct status_change));
+ for (i=0; i< SC_MAX; i++)
+ sc->data[i].timer = -1;
+}
+
+//Returns defense against the specified status change.
+//Return range is 0 (no resist) to 10000 (inmunity)
+int status_get_sc_def(struct block_list *bl, int type)
+{
+ int sc_def;
+ struct status_data* status;
+ struct status_change* sc;
+ struct map_session_data *sd;
+
+ nullpo_retr(0, bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (status_isimmune(bl))
+ switch (type)
+ {
+ case SC_DECREASEAGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INCREASEAGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_AETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_HALLUCINATION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ case SC_SUITON:
+ return 10000;
+ }
+
+ status = status_get_status_data(bl);
+ switch (type)
+ {
+ case SC_STUN:
+ case SC_POISON:
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLEEDING:
+ sc_def = 300 +100*status->vit;
+ break;
+ case SC_SLEEP:
+ sc_def = 300 +100*status->int_;
+ break;
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_DECREASEAGI:
+ case SC_COMA:
+ sc_def = 300 +100*status->mdef;
+ break;
+ case SC_CURSE:
+ if (status->luk > status_get_lv(bl))
+ return 10000; //Special property: inmunity when luk is greater than level
+ else
+ sc_def = 300 +100*status->luk;
+ break;
+ case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
+ sc_def = 300 +50*status->vit +50*status->int_;
+ break;
+ case SC_CONFUSION:
+ sc_def = 300 +50*status->str +50*status->int_;
+ break;
+ default:
+ return 0; //Effect that cannot be reduced? Likely a buff.
+ }
+
+ BL_CAST(BL_PC,bl,sd);
+
+ if (sd) {
+
+ if (battle_config.pc_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+
+ if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
+ && sd->reseff[type-SC_COMMON_MIN] > 0)
+ sc_def+= sd->reseff[type-SC_COMMON_MIN];
+
+ if (sc_def < battle_config.pc_max_sc_def)
+ sc_def += (battle_config.pc_max_sc_def - sc_def)*
+ status->luk/battle_config.pc_luk_sc_def;
+ else
+ sc_def = battle_config.pc_max_sc_def;
+
+ } else {
+
+ if (battle_config.mob_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+
+ if (sc_def < battle_config.mob_max_sc_def)
+ sc_def += (battle_config.mob_max_sc_def - sc_def)*
+ status->luk/battle_config.mob_luk_sc_def;
+ else
+ sc_def = battle_config.mob_max_sc_def;
+
+ }
+
+ sc = status_get_sc(bl);
+ if (sc && sc->count)
+ {
+ if (sc->data[SC_SCRESIST].timer != -1)
+ sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
+ else if (sc->data[SC_SIEGFRIED].timer != -1)
+ sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
+ }
+
+ return sc_def>10000?10000:sc_def;
+}
+
+//Reduces tick delay based on type and character defenses.
+int status_get_sc_tick(struct block_list *bl, int type, int tick)
+{
+ struct map_session_data *sd;
+ struct status_data* status;
+ int rate=0, min=0;
+ //If rate is positive, it is a % reduction (10000 -> 100%)
+ //if it is negative, it is an absolute reduction in ms.
+ BL_CAST(BL_PC,bl,sd);
+ status = status_get_status_data(bl);
+ switch (type) {
+ case SC_DECREASEAGI: /* 速度減少 */
+ if (sd) // Celest
+ tick>>=1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECTION:
+ case SC_OVERTHRUST:
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_DPOISON:
+ case SC_POISON:
+ case SC_STUN:
+ case SC_BLEEDING:
+ case SC_SILENCE:
+ case SC_CURSE:
+ rate = 100*status->vit;
+ break;
+ case SC_SLEEP:
+ rate = 100*status->int_;
+ break;
+ case SC_STONE:
+ rate = -200*status->mdef;
+ break;
+ case SC_FREEZE:
+ rate = 100*status->mdef;
+ break;
+ case SC_BLIND:
+ rate = 50*status->vit +50*status->int_;
+ break;
+ case SC_CONFUSION:
+ rate = 50*status->str +50*status->int_;
+ break;
+ case SC_SWOO:
+ if (status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_ANKLE:
+ if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ rate = -100*status->agi;
+ // Minimum trap time of 3+0.03*skilllv seconds [celest]
+ // Changed to 3 secs and moved from skill.c [Skotlex]
+ min = 3000;
+ break;
+ case SC_SPIDERWEB:
+ if (map[bl->m].flag.pvp)
+ tick /=2;
+ break;
+ }
+ if (rate) {
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ rate = rate*battle_config.pc_sc_def_rate/100;
+ if (battle_config.pc_max_sc_def != 10000)
+ min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+ } else {
+ if (battle_config.mob_sc_def_rate != 100)
+ rate = rate*battle_config.mob_sc_def_rate/100;
+ if (battle_config.mob_max_sc_def != 10000)
+ min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+ }
+
+ if (rate >0)
+ tick -= tick*rate/10000;
+ else
+ tick += rate;
+ }
+ return tick<min?min:tick;
+}
+/*==========================================
+ * Starts a status change.
+ * type = type, val1~4 depend on the type.
+ * rate = base success rate. 10000 = 100%
+ * Tick is base duration
+ * flag:
+ * &1: Cannot be avoided (it has to start)
+ * &2: Tick should not be reduced (by vit, luk, lv, etc)
+ * &4: sc_data loaded, no value has to be altered.
+ * &8: rate should not be reduced
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag, calc_flag, undead_flag;
+
+ nullpo_retr(0, bl);
+ sc=status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if (!sc || status_isdead(bl))
+ return 0;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ sd=(struct map_session_data *)bl;
+ break;
+ case BL_MOB:
+ if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
+ return 0; //Emperium can't be afflicted by status changes.
+ break;
+ }
+
+ if(type < 0 || type >= SC_MAX) {
+ if(battle_config.error_log)
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+
+ //Check rate
+ if (!(flag&(4|1))) {
+ int def;
+ def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
+
+ if (def)
+ rate -= rate*def/10000;
+
+ if (!(rand()%10000 < rate))
+ return 0;
+ }
+
+ //SC duration reduction.
+ if(!(flag&(2|4)) && tick) {
+ tick = status_get_sc_tick(bl, type, tick);
+ if (tick <= 0)
+ return 0;
+ }
+
+ undead_flag=battle_check_undead(status->race,status->def_ele);
+
+ //Check for inmunities / sc fails
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STONE:
+ //Undead are inmune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_SLEEP:
+ case SC_STUN:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ break;
+ case SC_CURSE:
+ //Dark Elementals are inmune to curse.
+ if (status->def_ele == ELE_DARK && !(flag&1))
+ return 0;
+ break;
+ case SC_COMA:
+ //Dark elementals and Demons are inmune to coma.
+ if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
+ return 0;
+ break;
+ case SC_SIGNUMCRUCIS:
+ //Only affects demons and undead.
+ if(status->race != RC_DEMON && !undead_flag)
+ return 0;
+ break;
+ case SC_AETERNA:
+ if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_MAXOVERTHRUST].timer != -1)
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+ sc->data[SC_DONTFORGETME].timer!=-1 ||
+ sc->data[SC_DECREASEAGI].timer!=-1
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+ sc->data[SC_DONTFORGETME].timer!=-1 ||
+ sc->data[SC_DECREASEAGI].timer!=-1
+ )
+ return 0;
+ break;
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DECREASEAGI].timer!=-1)
+ return 0;
+ case SC_CONCENTRATE:
+ case SC_INCREASEAGI:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
+ return 0;
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl))
+ if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
+ return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bstatus = status_get_base_status(bl);
+ if (!bstatus) return 0;
+ mode = val2?val2:bstatus->mode; //Base mode
+ if (val3) mode|= val3; //Add mode
+ if (val4) mode&=~val4; //Del mode
+ if (mode == bstatus->mode) { //No change.
+ if (sc->data[type].timer != -1) //Abort previous status
+ return status_change_end(bl, type, -1);
+ return 0;
+ }
+ }
+ }
+
+ //Check for BOSS resistances
+ if(status->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ if (!undead_flag && status->race != RC_DEMON)
+ break;
+ case SC_QUAGMIRE:
+ case SC_DECREASEAGI:
+ case SC_SIGNUMCRUCIS:
+ case SC_PROVOKE:
+ case SC_ROKISWEIL:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_SUITON:
+ return 0;
+ }
+ }
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+ if (sc->data[SC_CURSE].timer!=-1)
+ status_change_end(bl,SC_CURSE,-1);
+ if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+ status_change_end(bl,SC_STONE,-1);
+ }
+ break;
+ case SC_INCREASEAGI:
+ if(sc->data[SC_DECREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ break;
+ case SC_DONTFORGETME:
+ //is this correct? Maybe all three should stop the same subset of SCs...
+ if(sc->data[SC_ASSNCROS].timer!=-1 )
+ status_change_end(bl,SC_ASSNCROS,-1);
+ case SC_QUAGMIRE:
+ if(sc->data[SC_CONCENTRATE].timer!=-1 )
+ status_change_end(bl,SC_CONCENTRATE,-1);
+ if(sc->data[SC_TRUESIGHT].timer!=-1 )
+ status_change_end(bl,SC_TRUESIGHT,-1);
+ if(sc->data[SC_WINDWALK].timer!=-1 )
+ status_change_end(bl,SC_WINDWALK,-1);
+ //Also blocks the ones below...
+ case SC_DECREASEAGI:
+ if(sc->data[SC_INCREASEAGI].timer!=-1 )
+ status_change_end(bl,SC_INCREASEAGI,-1);
+ if(sc->data[SC_ADRENALINE].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE,-1);
+ if(sc->data[SC_ADRENALINE2].timer!=-1 )
+ status_change_end(bl,SC_ADRENALINE2,-1);
+ if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_SPEARQUICKEN,-1);
+ if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if(sc->data[SC_CARTBOOST].timer!=-1 )
+ status_change_end(bl,SC_CARTBOOST,-1);
+ if(sc->data[SC_ONEHAND].timer!=-1 )
+ status_change_end(bl,SC_ONEHAND,-1);
+ break;
+ case SC_ONEHAND:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ if(sc->data[SC_ASPDPOTION0].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION0,-1);
+ if(sc->data[SC_ASPDPOTION1].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION1,-1);
+ if(sc->data[SC_ASPDPOTION2].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION2,-1);
+ if(sc->data[SC_ASPDPOTION3].timer!=-1)
+ status_change_end(bl,SC_ASPDPOTION3,-1);
+ break;
+ case SC_MAXOVERTHRUST:
+ //Cancels Normal Overthrust. [Skotlex]
+ if (sc->data[SC_OVERTHRUST].timer != -1)
+ status_change_end(bl, SC_OVERTHRUST, -1);
+ break;
+ case SC_KYRIE:
+ // -- moonsoul (added to undo assumptio status if target has it)
+ if(sc->data[SC_ASSUMPTIO].timer!=-1 )
+ status_change_end(bl,SC_ASSUMPTIO,-1);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
+ status_change_end(bl,SC_BLIND,-1);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
+ //Clear Gospel [Skotlex]
+ status_change_end(bl,SC_GOSPEL,-1);
+ break;
+ case SC_HIDING:
+ if(sc->data[SC_CLOSECONFINE].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE, -1);
+ if(sc->data[SC_CLOSECONFINE2].timer != -1)
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
+ break;
+ case SC_BERSERK:
+ if(battle_config.berserk_cancels_buffs)
+ {
+ if (sc->data[SC_ONEHAND].timer != -1)
+ status_change_end(bl,SC_ONEHAND,-1);
+ if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ if (sc->data[SC_CONCENTRATION].timer != -1)
+ status_change_end(bl,SC_CONCENTRATION,-1);
+ if (sc->data[SC_PARRYING].timer != -1)
+ status_change_end(bl,SC_PARRYING,-1);
+ if (sc->data[SC_AURABLADE].timer != -1)
+ status_change_end(bl,SC_AURABLADE,-1);
+ }
+ break;
+ case SC_ASSUMPTIO:
+ if(sc->data[SC_KYRIE].timer!=-1)
+ status_change_end(bl,SC_KYRIE,-1);
+ break;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DECREASEAGI].timer!=-1 )
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl,SC_DECREASEAGI,-1);
+ return 0;
+ }
+ break;
+ case SC_FUSION:
+ if(sc->data[SC_SPIRIT].timer!=-1 )
+ status_change_end(bl,SC_SPIRIT,-1);
+ break;
+ case SC_ADJUSTMENT:
+ if(sc->data[SC_MADNESSCANCEL].timer != -1)
+ status_change_end(bl,SC_MADNESSCANCEL,-1);
+ break;
+ case SC_MADNESSCANCEL:
+ if(sc->data[SC_ADJUSTMENT].timer!=-1)
+ status_change_end(bl,SC_ADJUSTMENT,-1);
+ break;
+ }
+ //Check for overlapping fails
+ if(sc->data[type].timer != -1){
+ switch (type) {
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECTION:
+ case SC_OVERTHRUST:
+ if (sc->data[type].val2 > val2)
+ return 0;
+ break;
+ case SC_WARM:
+ { //Fetch the Group, half the attack interval. [Skotlex]
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ if (group)
+ group->interval/=2;
+ return 1;
+ }
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLEEDING:
+ case SC_DPOISON:
+ case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
+ case SC_CLOSECONFINE2: //Can't be re-closed in.
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ case SC_NOCHAT:
+ return 0;
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ASPDPOTION0:
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ case SC_ATKPOTION:
+ case SC_MATKPOTION:
+ case SC_JAILED:
+ case SC_ARMOR_ELEMENT:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sc->data[type].val4 == BCT_SELF)
+ return 0;
+ if(sc->data[type].val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sc->data[type].val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sc->data[type].val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ if(sc->data[type].val1 > val1)
+ return 1;
+ //Delete timer if it exists.
+ if (sc->data[type].val4 != -1) {
+ delete_timer(sc->data[type].val4,kaahi_heal_timer);
+ sc->data[type].val4=-1;
+ }
+ break;
+ default:
+ if(sc->data[type].val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex
+ }
+ (sc->count)--;
+ delete_timer(sc->data[type].timer, status_change_timer);
+ sc->data[type].timer = -1;
+ }
+
+ vd = status_get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ if(!(flag&4)) //Do not parse val settings when loading SCs
+ switch(type){
+ case SC_ENDURE: /* インデュア */
+ val2 = 7; // Hit-count [Celest]
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ break;
+
+ case SC_SIGNUMCRUCIS:
+ val2 = 10 + val1*2; //Def reduction
+ clif_emotion(bl,4);
+ break;
+ case SC_MAXIMIZEPOWER:
+ val2 = tick>0?tick:60000;
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+ 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 = 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 will store matk_min (needed in case you use ground-spells)
+ //val4 will store matk_max
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ 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 is skill level, val2 is skill that invoked this.
+ if (!val3) //Val 3 holds the element, when not given, a random one is picked.
+ val3 = rand()%ELE_MAX;
+ val4 =1+rand()%4; //Elemental Lv is always a random value between 1 and 4.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; //% Dmg reflected
+ break;
+ case SC_STRIPWEAPON:
+ if (bl->type != BL_PC) //Watk reduction
+ val2 = 5*val1;
+ break;
+ case SC_STRIPSHIELD:
+ if (bl->type != BL_PC) //Def reduction
+ val2 = 3*val1;
+ break;
+ case SC_STRIPARMOR:
+ if (bl->type != BL_PC) //Vit reduction
+ val2 = 8*val1;
+ break;
+ case SC_STRIPHELM:
+ if (bl->type != BL_PC) //Int reduction
+ val2 = 8*val1;
+ 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:
+ if (status->def_ele == ELE_FIRE)
+ val2 = val1*10; //Watk increase
+ else
+ val2 = 0;
+ break;
+ case SC_VIOLENTGALE:
+ if (status->def_ele == ELE_WIND)
+ val2 = val1*3; //Flee increase
+ else
+ val2 = 0;
+ break;
+ case SC_DELUGE:
+ if(status->def_ele == ELE_WATER)
+ val2 = deluge_eff[val1-1]; //HP increase
+ else
+ val2 = 0;
+ break;
+ case SC_SUITON:
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
+
+ if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
+ break;
+ else {
+ val3 = 50;
+
+ switch ((val1+1)/3) {
+ case 3:
+ val2 = 8;
+ break;
+ case 2:
+ val2 = 5;
+ break;
+ case 1:
+ val2 = 3;
+ break;
+ case 0:
+ val2 = 0;
+ break;
+ default:
+ val2 = 3*((val1+1)/3);
+ break;
+ }
+ }
+ break;
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+ case SC_MOONLIT:
+ val2 = bl->id;
+ skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
+ break;
+ case SC_DANCING:
+ //val1 : Skill which is being danced.
+ //val2 : Skill Group of the Dance.
+ //val4 : Partner
+ val3 = 0; //Tick duration/Speed penalty.
+ if (sd) { //Store walk speed change in lower part of val3
+ val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
+ if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
+ val3 -= 40; //TODO: Figure out real bonus rate.
+ }
+ val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
+ tick = 1000;
+ break;
+ case SC_LONGING:
+ val2 = 500-100*val1; //Aspd penalty.
+ val3 = 50+10*val1; //Walk speed adjustment.
+ 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_WEDDING:
+ case SC_XMAS:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ val1 = vd->class_;
+ val2 = vd->weapon;
+ val3 = vd->shield;
+ val4 = vd->cloth_color;
+ unit_stop_attack(bl);
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_NOCHAT:
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd) clif_updatestatus(sd,SP_MANNER);
+ break;
+
+ case SC_STONE:
+ val2 = status->max_hp/100; //Petrified damage per second: 1%
+ if (!val2) val2 = 1;
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = 5000; //Petrifying time.
+ 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);
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON: /* 毒 */
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick = 1000;
+ //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;
+
+ break;
+ case SC_CONFUSION:
+ clif_emotion(bl,1);
+ break;
+ case SC_BLEEDING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick = 10000;
+ break;
+
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick = 1000;
+ //Store speed penalty on val3.
+ if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
+ val3 = 20 + 6*val3;
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 65+val1*5; //Speed adjustment.
+ if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
+ val3 += 10; //TODO: Figure out real bonus. Temp value +10%
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m)) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ val2 = tick>0?tick:60000; //SP consumption rate.
+ val3 = 0;
+ if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
+ (val3=pc_checkskill(sd,TF_MISS))>0)
+ val3 *= -1; //Substract the Dodge speed bonus.
+ val3+= 70+val1*3; //Speed adjustment without a wall.
+ //With a wall, it is val3 +25.
+ //val4&1 signals the presence of a wall.
+ //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
+ if (bl->type == BL_PC) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&3;
+ else
+ val4 |= battle_config.monster_cloak_check_type&3;
+ break;
+ case SC_SIGHT: /* サイト/ルアフ */
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ val2 = tick/250;
+ tick = 10;
+ break;
+
+ //Permanent effects.
+ case SC_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ tick = 600*1000;
+ break;
+
+ case SC_AUTOGUARD:
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for(i=val2=0;i<val1;i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+ if (sd)
+ for (i = 0; i < 5; i++)
+ { //Pass the status to the other affected chars. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ if (!flag)
+ {
+ struct map_session_data *tsd;
+ int i;
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 65 + 5*val1; //Speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd)
+ 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,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif_sitting(sd);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = val4;
+ 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
+ val3 = 4*val2; //movement speed % increase is 4 times that
+ break;
+
+ case SC_JOINTBEAT: // Random break [DracoRPG]
+ val2 = rand()%6; //Type of break
+ if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
+ break;
+
+ case SC_BERSERK:
+ if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick = val4;
+ break;
+
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick = 10000;
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
+
+ case SC_MARIONETTE:
+ if (sd) {
+ val3 = 0;
+ val2 = sd->status.str>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<16;
+
+ val2 = sd->status.agi>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<8;
+
+ val2 = sd->status.vit>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2;
+
+ val4 = 0;
+ val2 = sd->status.int_>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<16;
+
+ val2 = sd->status.dex>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<8;
+
+ val2 = sd->status.luk>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2;
+ } else {
+ struct status_data *b_status = status_get_base_status(bl);
+ if (!b_status)
+ return 0;
+
+ val3 = 0;
+ val2 = b_status->str>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<16;
+
+ val2 = b_status->agi>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2<<8;
+
+ val2 = b_status->vit>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val3|=val2;
+
+ val4 = 0;
+ val2 = b_status->int_>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<16;
+
+ val2 = b_status->dex>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2<<8;
+
+ val2 = b_status->luk>>1;
+ if (val2 > 0xFF) val2 = 0xFF;
+ val4|=val2;
+ }
+ val2 = tick/1000;
+ tick = 1000;
+ break;
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(val1);
+ struct status_change *psc = pbl?status_get_sc(pbl):NULL;
+ int stat,max;
+ if (!psc || psc->data[SC_MARIONETTE].timer == -1)
+ return 0;
+ val2 = tick /1000;
+ val3 = val4 = 0;
+ if (sd) {
+ max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+ //Str
+ stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if (sd->status.str+stat > max)
+ stat =max-sd->status.str;
+ val3 |= stat<<16;
+ //Agi
+ stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if (sd->status.agi+stat > max)
+ stat =max-sd->status.agi;
+ val3 |= stat<<8;
+ //Vit
+ stat = psc->data[SC_MARIONETTE].val3&0xFF;
+ if (sd->status.vit+stat > max)
+ stat =max-sd->status.vit;
+ val3 |= stat;
+ //Int
+ stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if (sd->status.int_+stat > max)
+ stat =max-sd->status.int_;
+ val4 |= stat<<16;
+ //Dex
+ stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if (sd->status.dex+stat > max)
+ stat =max-sd->status.dex;
+ val4 |= stat<<8;
+ //Luk
+ stat = psc->data[SC_MARIONETTE].val4&0xFF;
+ if (sd->status.luk+stat > max)
+ stat =max-sd->status.luk;
+ val4 |= stat;
+ } else {
+ struct status_data *status = status_get_base_status(bl);
+ if (!status) return 0;
+ max = 0xFF; //Assume a 256 max parameter
+ //Str
+ stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+ if (status->str+stat > max)
+ stat = max - status->str;
+ val3 |= stat<<16;
+ //Agi
+ stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+ if (status->agi+stat > max)
+ stat = max - status->agi;
+ val3 |= stat<<8;
+ //Vit
+ stat = psc->data[SC_MARIONETTE].val3&0xFF;
+ if (status->vit+stat > max)
+ stat = max - status->vit;
+ val3 |= stat;
+ //Int
+ stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+ if (status->int_+stat > max)
+ stat = max - status->int_;
+ val4 |= stat<<16;
+ //Dex
+ stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+ if (status->dex+stat > max)
+ stat = max - status->dex;
+ val4 |= stat<<8;
+ //Luk
+ stat = psc->data[SC_MARIONETTE].val4&0xFF;
+ if (status->luk+stat > max)
+ stat = max - status->luk;
+ val4 |= stat;
+ }
+ tick = 1000;
+ break;
+ }
+ case SC_REJECTSWORD:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ break;
+
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ break;
+
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ if (val3 == BCT_SELF) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->canmove_tick += tick;
+ ud->canact_tick += tick;
+ }
+ }
+ break;
+
+ case SC_HERMODE:
+ status_change_clear_buffs(bl,1);
+ 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 map_session_data *src;
+ if ((src = map_id2sd(val1)) && src->sc.count)
+ { //Try to inherit the status from the Crusader [Skotlex]
+ //Ideally, we should calculate the remaining time and use that, but we'll trust that
+ //once the Crusader's status changes, it will reflect on the others.
+ int type2 = SC_AUTOGUARD;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+ type2 = SC_DEFENDER;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+ type2 = SC_REFLECTSHIELD;
+ if (src->sc.data[type2].timer != -1)
+ sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP
+ status_zap(bl, status_get_hp(bl)-1, 0);
+ return 1;
+
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = val2?map_id2bl(val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ if (src && sc2) {
+ if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
+ sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ sc2->data[SC_CLOSECONFINE].val2++;
+ delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
+ sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ }
+ } else //Status failed.
+ return 0;
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skilllv/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:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ switch (val1) { //Val1 contains the skill id
+ case TK_STORMKICK:
+ clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ }
+ if (ud) {
+ ud->attackabletime = gettick()+tick;
+ unit_set_walkdelay(bl, gettick(), tick, 1);
+ }
+ val4 = tick; //Store combo-time in val4.
+ }
+ break;
+ case SC_TKREST:
+ val2 = 11-val1; //Chance to consume: 11-skilllv%
+ break;
+ case SC_RUN:
+ val4 = gettick(); //Store time at which you started running.
+ break;
+ case SC_KAAHI:
+ if(flag&4) {
+ val4 = -1;
+ break;
+ }
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = -1; //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;
+ 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_ADRENALINE2:
+ case SC_ADRENALINE:
+ if (val2 || !battle_config.party_skill_penalty)
+ val3 = 300;
+ else
+ val3 = 200;
+ 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; //luk 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;
+
+ case SC_FLING:
+ val2 = 3*val1; //Def reduction
+ val3 = 3*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 = rand()%100; //Def changes randomly every second...
+ tick = 1000;
+ break;
+ case SC_JAILED:
+ tick = val1>0?1000:250;
+ if (sd && 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
+ if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
+ pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = map;
+ val4 = pos;
+ }
+ 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:
+ {
+ struct status_data *status = status_get_base_status(bl);
+ if (!status) return 0;
+ val2= status->max_hp; //Base Max HP
+ val3= status->max_sp; //Base Max SP
+ }
+ break;
+ case SC_ARMOR_ELEMENT:
+ break; // It just change the armor element of the player (used by battle_attr_fix)
+ // So it has no SCB and no skill associated (used by potion scripts)
+ default:
+ if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
+ { //Status change with no calc, and no skill associated...? unknown?
+ if(battle_config.error_log)
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ else //Special considerations when loading SC data.
+ switch (type) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
+ break;
+ case SC_KAAHI:
+ val4 = -1;
+ break;
+ //In case the speed reduction comes loaded incorrectly,
+ //prevent division by 0.
+ case SC_DONTFORGETME:
+ case SC_CLOAKING:
+ case SC_LONGING:
+ case SC_HIDING:
+ case SC_CHASEWALK:
+ case SC_DEFENDER:
+ if (!val3)
+ return 0;
+ break;
+ }
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc_setstand(sd);
+ case SC_TRICKDEAD:
+ unit_stop_attack(bl);
+ skill_stop_dancing(bl);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel)
+ unit_skillcastcancel(bl, 0);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_CLOSECONFINE:
+ case SC_CLOSECONFINE2:
+ case SC_ANKLE:
+ case SC_SPIDERWEB:
+ unit_stop_walking(bl,1);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CHASEWALK:
+ unit_stop_attack(bl);
+ break;
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel)
+ unit_skillcastcancel(bl, 0);
+ break;
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type){
+ //OPT1
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if(type == SC_STONE)
+ sc->opt1 = OPT1_STONEWAIT;
+ else
+ sc->opt1 = OPT1_STONE + (type - SC_STONE);
+ break;
+ //OPT2
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 |= 1<<(type-SC_POISON);
+ break;
+ case SC_DPOISON:
+ sc->opt2 |= OPT2_DPOISON;
+ break;
+ case SC_SIGNUMCRUCIS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
+ break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ sc->opt3 |= 1;
+ opt_flag = 0;
+ break;
+ case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= 2;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ sc->opt3 |= 4;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= 8;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= 16;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 |= 32;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ sc->opt3 |= 128;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 |= 1024;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= 2048;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= 4096;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 |= 8192;
+ opt_flag = 0;
+ break;
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ break;
+ case SC_CLOAKING:
+ sc->option |= OPTION_CLOAK;
+ break;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ break;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
+ break;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
+ break;
+ case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ break;
+ case SC_XMAS:
+ sc->option |= OPTION_XMAS;
+ break;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
+ break;
+ case SC_SIGHTTRASHER:
+ sc->option |= OPTION_SIGHTTRASHER;
+ break;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ //On Aegis, when turning on a status change, first goes the option packet,
+ // then the sc packet.
+ if(opt_flag)
+ clif_changeoption(bl);
+
+ if (calc_flag&SCB_DYE)
+ { //Reset DYE color
+ if (vd && vd->cloth_color)
+ {
+ val4 = vd->cloth_color;
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
+ }
+ calc_flag&=~SCB_DYE;
+ }
+
+ if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
+ clif_status_change(bl,StatusIconChangeTable[type],1);
+ else if (sd) //Send packet to self otherwise (disguised player?)
+ clif_status_load(bl,StatusIconChangeTable[type],1);
+
+ (sc->count)++;
+
+ sc->data[type].val1 = val1;
+ sc->data[type].val2 = val2;
+ sc->data[type].val3 = val3;
+ sc->data[type].val4 = val4;
+
+ sc->data[type].timer = add_timer(
+ gettick() + tick, status_change_timer, bl->id, type);
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(sd && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ if (type==SC_BERSERK) {
+ sc->data[type].val2 = 5*status->max_hp/100;
+ status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status_set_sp(bl, 0, 0); //Damage all SP
+ } else if (type==SC_CHANGE) //Heal all HP/SP
+ status_percent_heal(bl, 100, 100);
+
+
+ if (type==SC_RUN) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud)
+ ud->state.running = unit_run(bl);
+ }
+ return 1;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+ struct status_change* sc;
+ int i;
+
+ sc = status_get_sc(bl);
+
+ if (!sc || sc->count == 0)
+ return 0;
+
+ if(sc->data[SC_DANCING].timer != -1)
+ skill_stop_dancing(bl);
+ for(i = 0; i < SC_MAX; i++)
+ {
+ if(sc->data[i].timer == -1)
+ continue;
+ if(type == 0)
+ switch (i)
+ { //Type 0: PC killed -> Place here stats that do not dispel on death.
+ case SC_EDP:
+ case SC_MELTDOWN:
+ case SC_XMAS:
+ case SC_NOCHAT:
+ case SC_FUSION:
+ case SC_TKREST:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ case SC_JAILED:
+ case SC_STRFOOD:
+ case SC_AGIFOOD:
+ case SC_VITFOOD:
+ case SC_INTFOOD:
+ case SC_DEXFOOD:
+ case SC_LUKFOOD:
+ case SC_HITFOOD:
+ case SC_FLEEFOOD:
+ case SC_BATKFOOD:
+ case SC_WATKFOOD:
+ case SC_MATKFOOD:
+ continue;
+ }
+ status_change_end(bl, i, -1);
+
+ if (type == 1 && sc->data[i].timer != -1)
+ { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (sc->count)--;
+ delete_timer(sc->data[i].timer, status_change_timer);
+ sc->data[i].timer = -1;
+ }
+ }
+ sc->opt1 = 0;
+ sc->opt2 = 0;
+ sc->opt3 = 0;
+ sc->option &= OPTION_MASK;
+
+ if(!type || type&2)
+ clif_changeoption(bl);
+
+ return 1;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+ struct map_session_data *sd;
+ struct status_change *sc;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag=0, calc_flag;
+
+ nullpo_retr(0, bl);
+
+ sc = status_get_sc(bl);
+ status = status_get_status_data(bl);
+ nullpo_retr(0,sc);
+ nullpo_retr(0,status);
+
+ if(type < 0 || type >= SC_MAX)
+ return 0;
+
+ BL_CAST(BL_PC,bl,sd);
+
+ if (sc->data[type].timer == -1 ||
+ (sc->data[type].timer != tid && tid != -1))
+ return 0;
+
+ if (tid == -1)
+ delete_timer(sc->data[type].timer,status_change_timer);
+
+ sc->data[type].timer=-1;
+ (sc->count)--;
+
+ vd = status_get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ switch(type){
+ case SC_WEDDING:
+ case SC_XMAS:
+ if (!vd) return 0;
+ if (sd) //Load data from sd->status.* as the stored values could have changed.
+ status_set_viewdata(bl, sd->status.class_);
+ else {
+ vd->class_ = sc->data[type].val1;
+ vd->weapon = sc->data[type].val2;
+ vd->shield = sc->data[type].val3;
+ vd->cloth_color = sc->data[type].val4;
+ }
+ clif_changelook(bl,LOOK_BASE,vd->class_);
+ clif_changelook(bl,LOOK_WEAPON,vd->weapon);
+ clif_changelook(bl,LOOK_SHIELD,vd->shield);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,1);
+ }
+ if (sc->data[type].val1 >= 7 &&
+ DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
+ (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
+ (sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
+ )
+ sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
+ status_change_end(bl,SC_PROVOKE,-1);
+ break;
+
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ if (sd) {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //Clear the status from the others too [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
+ status_change_end(&tsd->bl,type,-1);
+ }
+ }
+ break;
+ case SC_DEVOTION:
+ {
+ struct map_session_data *md = map_id2sd(sc->data[type].val1);
+ //The status could have changed because the Crusader left the game. [Skotlex]
+ if (md)
+ {
+ md->devotion[sc->data[type].val2] = 0;
+ clif_devotion(md);
+ }
+ //Remove AutoGuard and Defender [Skotlex]
+ if (sc->data[SC_AUTOGUARD].timer != -1)
+ status_change_end(bl,SC_AUTOGUARD,-1);
+ if (sc->data[SC_DEFENDER].timer != -1)
+ status_change_end(bl,SC_DEFENDER,-1);
+ if (sc->data[SC_REFLECTSHIELD].timer != -1)
+ status_change_end(bl,SC_REFLECTSHIELD,-1);
+ break;
+ }
+ case SC_BLADESTOP:
+ if(sc->data[type].val4)
+ {
+ struct block_list *tbl = (struct block_list *)sc->data[type].val4;
+ struct status_change *tsc = status_get_sc(tbl);
+ sc->data[type].val4 = 0;
+ if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
+ {
+ tsc->data[SC_BLADESTOP].val4 = 0;
+ status_change_end(tbl,SC_BLADESTOP,-1);
+ }
+ clif_bladestop(bl,tbl,0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *dsc;
+ struct skill_unit_group *group;
+ if(sc->data[type].val2)
+ {
+ group = (struct skill_unit_group *)sc->data[type].val2;
+ sc->data[type].val2 = 0;
+ skill_delunitgroup(bl, group, 0);
+ }
+ if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
+ dsc = &dsd->sc;
+ if(dsc && dsc->data[type].timer!=-1)
+ { //This will prevent recursive loops.
+ dsc->data[type].val2 = dsc->data[type].val4 = 0;
+ status_change_end(&dsd->bl, type, -1);
+ }
+ }
+ }
+ //Only dance that doesn't has ground tiles... [Skotlex]
+ if(sc->data[type].val1 == CG_MOONLIT)
+ status_change_end(bl, SC_MOONLIT, -1);
+
+ if (sc->data[SC_LONGING].timer!=-1)
+ status_change_end(bl,SC_LONGING,-1);
+ break;
+ case SC_NOCHAT:
+ if (sd) {
+ if (sd->status.manner < 0) sd->status.manner = 0;
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=map_id2bl(sc->data[type].val3);
+ if(src && tid!=-1)
+ skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
+ }
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ if (src && sc2 && sc2->count) {
+ //If status was already ended, do nothing.
+ if (sc2->data[SC_CLOSECONFINE].timer != -1)
+ { //Decrease count
+ if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
+ status_change_end(src, SC_CLOSECONFINE, -1);
+ }
+ }
+ }
+ case SC_CLOSECONFINE:
+ if (sc->data[type].val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
+ +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ map_foreachinarea(status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
+ }
+ break;
+ case SC_COMBO: //Clear last used skill when it is part of a combo.
+ if (sd && sd->skillid_old == sc->data[type].val1)
+ sd->skillid_old = sd->skilllv_old = 0;
+ break;
+
+ case SC_FREEZE:
+ sc->data[type].val3 = 0; //Clear Storm Gust hit count
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2: /// Marionette target
+ if (sc->data[type].val1)
+ { // check for partner and end their marionette status as well
+ int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
+ struct block_list *pbl = map_id2bl(sc->data[type].val1);
+ struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
+
+ if (sc2 && sc2->count && sc2->data[type2].timer != -1)
+ {
+ sc2->data[type2].val1 = 0;
+ status_change_end(pbl, type2, -1);
+ }
+ }
+ if (type == SC_MARIONETTE)
+ clif_marionette(bl, 0); //Clear effect.
+ break;
+
+ case SC_BERSERK:
+ //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ if(status->hp > 100 && sc->data[type].val2)
+ status_set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE].timer != -1)
+ status_change_end(bl, SC_ENDURE, -1);
+ sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1,
+ gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1));
+ break;
+ case SC_GRAVITATION:
+ if (sc->data[type].val3 == BCT_SELF) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud)
+ ud->canmove_tick = ud->canact_tick = gettick();
+ }
+ break;
+ case SC_GOSPEL: //Clear the buffs from other chars.
+ if (sc->data[type].val3) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
+ sc->data[type].val3 = 0;
+ skill_delunitgroup(bl, group, 0);
+ }
+ break;
+ case SC_HERMODE:
+ if(sc->data[type].val3 == BCT_SELF)
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_MOONLIT: //Clear the unit effect. [Skotlex]
+ skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ if (sc->data[type].val4) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ sc->data[type].val4 = 0;
+ skill_delunitgroup(bl, group, 0);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sc->data[type].val4 != -1) {
+ delete_timer(sc->data[type].val4,kaahi_heal_timer);
+ sc->data[type].val4=-1;
+ }
+ break;
+ case SC_JAILED:
+ if(tid == -1)
+ break;
+ //natural expiration.
+ if(sd && sd->mapindex == sc->data[type].val2)
+ {
+ if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
+ pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
+ }
+ break; //guess hes not in jail :P
+ case SC_CHANGE:
+ // "lose almost all her HP and SP"
+ status_set_hp(bl, 10, 0);
+ status_set_sp(bl, 10, 0);
+ break;
+ }
+
+ opt_flag = 1;
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ sc->opt1 = 0;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 &= ~(1<<(type-SC_POISON));
+ break;
+ case SC_DPOISON:
+ sc->opt2 &= ~OPT2_DPOISON;
+ break;
+ case SC_SIGNUMCRUCIS:
+ sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ opt_flag = 2; //Check for warp trigger.
+ break;
+ case SC_CLOAKING:
+ sc->option &= ~OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ opt_flag = 2;
+ break;
+ case SC_SIGHT:
+ sc->option &= ~OPTION_SIGHT;
+ break;
+ case SC_WEDDING:
+ sc->option &= ~OPTION_WEDDING;
+ break;
+ case SC_XMAS:
+ sc->option &= ~OPTION_XMAS;
+ break;
+ case SC_ORCISH:
+ sc->option &= ~OPTION_ORCISH;
+ break;
+ case SC_RUWACH:
+ sc->option &= ~OPTION_RUWACH;
+ break;
+ case SC_SIGHTTRASHER:
+ sc->option &= ~OPTION_SIGHTTRASHER;
+ break;
+ case SC_FUSION:
+ sc->option &= ~OPTION_FLYING;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHAND:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ sc->opt3 &= ~1;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUST:
+ case SC_MAXOVERTHRUST:
+ case SC_SWOO:
+ sc->opt3 &= ~2;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ sc->opt3 &= ~4;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
+ if (bl->type != BL_MOB)
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 &= ~8;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 &= ~16;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 &= ~32;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ sc->opt3 &= ~128;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 &= ~1024;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~2048;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~4096;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 &= ~8192;
+ opt_flag = 0;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ if (calc_flag&SCB_DYE)
+ { //Restore DYE color
+ if (vd && !vd->cloth_color && sc->data[type].val4)
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
+ calc_flag&=~SCB_DYE;
+ }
+
+ //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
+ if (vd && pcdb_checkid(vd->class_))
+ clif_status_change(bl,StatusIconChangeTable[type],0);
+ else if (sd)
+ clif_status_load(bl,StatusIconChangeTable[type],0);
+
+ if(opt_flag)
+ clif_changeoption(bl);
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+
+ return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl;
+ struct status_change *sc;
+ struct status_data *status;
+ int hp;
+
+ bl=map_id2bl(id);
+ sc=status_get_sc(bl);
+ status=status_get_status_data(bl);
+
+ if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
+ return 0;
+ if(sc->data[data].val4 != tid) {
+ if (battle_config.error_log)
+ ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
+ sc->data[data].val4=-1;
+ return 0;
+ }
+
+ if(!status_charge(bl, 0, sc->data[data].val3)) {
+ sc->data[data].val4=-1;
+ return 0;
+ }
+
+ hp = status->max_hp - status->hp;
+ if (hp > sc->data[data].val2)
+ hp = sc->data[data].val2;
+ if (hp)
+ status_heal(bl, hp, 0, 2);
+ sc->data[data].val4=-1;
+ return 1;
+}
+
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+ int type = data;
+ struct block_list *bl;
+ struct map_session_data *sd=NULL;
+ struct status_data *status;
+ struct status_change *sc;
+
+// security system to prevent forgetting timer removal
+ int temp_timerid;
+
+ bl=map_id2bl(id);
+#ifndef _WIN32
+ nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
+#endif
+ sc=status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if (!sc || !status)
+ { //Temporal debug until case is resolved. [Skotlex]
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
+ return 0;
+ }
+
+ if(bl->type==BL_PC)
+ sd=(struct map_session_data *)bl;
+
+ if(sc->data[type].timer != tid) {
+ if(battle_config.error_log)
+ ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
+ return 0;
+ }
+
+ // security system to prevent forgetting timer removal
+ // you shouldn't be that careless inside the switch here
+ temp_timerid = sc->data[type].timer;
+ sc->data[type].timer = -1;
+
+ switch(type){ /* 特殊な?理になる場合 */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
+ case SC_CLOAKING:
+ if(!status_charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc->data[type].timer=add_timer(
+ sc->data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_CHASEWALK:
+ if(!status_charge(bl, 0, sc->data[type].val4))
+ break; //Not enough SP to continue.
+
+ if (sc->data[SC_INCSTR].timer == -1) {
+ sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
+ (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
+ }
+ sc->data[type].timer = add_timer(
+ sc->data[type].val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ break;
+
+ case SC_SKA:
+ if((--sc->data[type].val2)>0){
+ sc->data[type].val3 = rand()%100; //Random defense.
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_HIDING:
+ if((--sc->data[type].val2)>0){
+
+ if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
+
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ {
+ map_foreachinrange( status_change_timer_sub, bl,
+ skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
+ BL_CHAR, bl,sc,type,tick);
+
+ if( (--sc->data[type].val2)>0 ){
+ sc->data[type].timer=add_timer( /* タイマ?再設定 */
+ 250+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_PROVOKE:
+ if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
+ sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_ENDURE:
+ if(sc->data[type].val4) { //Infinite Endure.
+ sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT) {
+ sc->data[type].val4 = 0;
+ unit_stop_walking(bl,1);
+ sc->opt1 = OPT1_STONE;
+ clif_changeoption(bl);
+ sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ status_calc_bl(bl, SCB_DEF_ELE);
+ return 0;
+ }
+ if((--sc->data[type].val3) > 0) {
+ if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
+ status_zap(bl, sc->data[type].val2, 0);
+ sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if ((--sc->data[type].val3) > 0) {
+ if (sc->data[SC_SLOWPOISON].timer == -1) {
+ status_zap(bl, sc->data[type].val4, 0);
+ if (status_isdead(bl))
+ break;
+ }
+ sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
+ sc->data[type].timer=add_timer(
+ sc->data[type].val4+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLEEDING: // [celest]
+ // i hope i haven't interpreted it wrong.. which i might ^^;
+ // Source:
+ // - 10ゥェエェネェヒHPェャハ盒
+ // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、
+ // To-do: bleeding effect increases damage taken?
+ if ((--sc->data[type].val4) >= 0) {
+ status_fix_damage(NULL, bl, rand()%600 + 200, 0);
+ if (status_isdead(bl))
+ break;
+ sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (sd) {
+ if(bl->m != sd->feel_map[0].m
+ && bl->m != sd->feel_map[1].m
+ && bl->m != sd->feel_map[2].m)
+ break; //End it
+ } //Otherwise continue.
+ // Status changes that don't have a time limit
+ case SC_AETERNA:
+ case SC_TRICKDEAD:
+ case SC_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_MAGICPOWER:
+ case SC_REJECTSWORD:
+ case SC_MEMORIZE:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_SACRIFICE:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYTURN:
+ case SC_READYCOUNTER:
+ case SC_RUN:
+ case SC_DODGE:
+ case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
+ sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+ return 0;
+
+ case SC_DANCING: //ダンススキルの時間SP消費
+ {
+ int s = 0;
+ int sp = 1;
+ int counter = sc->data[type].val3>>16;
+ if (--counter <= 0)
+ break;
+ sc->data[type].val3&= 0xFFFF; //Remove counter
+ sc->data[type].val3|=(counter<<16);//Reset it.
+ switch(sc->data[type].val1){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+ s=6;
+ break;
+ case CG_MOONLIT:
+ sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
+ break;
+ }
+ if (s && ((sc->data[type].val3 % s) == 0)) {
+ if (sc->data[SC_LONGING].timer != -1)
+ sp = s;
+ if (!status_charge(bl, 0, sp))
+ break;
+ }
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_DEVOTION:
+ { //Check range and timeleft to preserve status [Skotlex]
+ //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
+ struct map_session_data *md = map_id2sd(sc->data[type].val1);
+ if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
+ {
+ sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
+ {
+ sc->data[type].timer = add_timer(
+ sc->data[type].val4+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_NOCHAT:
+ if(sd){
+ sd->status.manner++;
+ clif_updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ if (sc->data[type].val4 % 1000 == 0) {
+ char timer[10];
+ snprintf (timer, 10, "%d", sc->data[type].val4/1000);
+ clif_message(bl, timer);
+ }
+ if((sc->data[type].val4 -= 500) > 0) {
+ sc->data[type].timer = add_timer(
+ 500 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(sc->data[type].val1);
+ if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
+ {
+ sc->data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
+ {
+ int hp, sp;
+ hp = (sc->data[type].val1 > 5) ? 45 : 30;
+ sp = (sc->data[type].val1 > 5) ? 35 : 20;
+ if(!status_charge(bl, hp, sp))
+ break;
+ sc->data[type].timer = add_timer(
+ 10000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_GUILDAURA:
+ {
+ struct block_list *tbl = map_id2bl(sc->data[type].val2);
+
+ if (tbl && battle_check_range(bl, tbl, 2)){
+ sc->data[type].timer = add_timer(
+ 1000 + tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ }
+ break;
+ case SC_JAILED:
+ if(--sc->data[type].val1 > 0)
+ {
+ sc->data[type].timer=add_timer(
+ 60000+tick, status_change_timer, bl->id,data);
+ return 0;
+ }
+ break;
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL].timer!= -1)
+ { //Blind lasts forever while you are standing on the fog.
+ sc->data[type].timer=add_timer(
+ 5000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+ }
+
+ // default for all non-handled control paths
+ // security system to prevent forgetting timer removal
+
+ // if we reach this point we need the timer for the next call,
+ // so restore it to have status_change_end handle a valid timer
+ sc->data[type].timer = temp_timerid;
+
+ return status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+ struct block_list *src;
+ struct status_change *sc, *tsc;
+ struct map_session_data* sd=NULL;
+ struct map_session_data* tsd=NULL;
+
+ int type;
+ unsigned int tick;
+
+ src=va_arg(ap,struct block_list*);
+ sc=va_arg(ap,struct status_change*);
+ type=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+ tsc=status_get_sc(bl);
+
+ if (status_isdead(bl))
+ return 0;
+ if (src->type==BL_PC) sd= (struct map_session_data*)src;
+ if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
+
+ switch( type ){
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if (tsc && tsc->count) {
+ if (tsc->data[SC_HIDING].timer != -1)
+ status_change_end( bl, SC_HIDING, -1);
+ if (tsc->data[SC_CLOAKING].timer != -1)
+ status_change_end( bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+ tsc->data[SC_CLOAKING].timer != -1)) {
+ status_change_end( bl, SC_HIDING, -1);
+ status_change_end( bl, SC_CLOAKING, -1);
+ if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+ }
+ break;
+ case SC_SIGHTBLASTER:
+ {
+ if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
+ status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
+ { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
+ skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
+ sc->data[type].val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_CLOSECONFINE:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
+ tsc->data[SC_CLOSECONFINE2].val2 = 0;
+ status_change_end(bl, SC_CLOSECONFINE2, -1);
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Clears buffs/debuffs of a character.
+ * type&1 -> buffs, type&2 -> debuffs
+ *------------------------------------------
+ */
+int status_change_clear_buffs (struct block_list *bl, int type)
+{
+ int i;
+ struct status_change *sc= status_get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ if (type&2) //Debuffs
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
+ if(sc->data[i].timer != -1)
+ status_change_end(bl,i,-1);
+ }
+
+ for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
+
+ if(sc->data[i].timer == -1)
+ continue;
+
+ switch (i) {
+ //Stuff that cannot be removed
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_COMBO:
+ case SC_SMA:
+ case SC_DANCING:
+ case SC_GUILDAURA:
+ case SC_SAFETYWALL:
+ case SC_NOCHAT:
+ case SC_JAILED:
+ case SC_ANKLE:
+ case SC_BLADESTOP:
+ case SC_CP_WEAPON:
+ case SC_CP_SHIELD:
+ case SC_CP_ARMOR:
+ case SC_CP_HELM:
+ continue;
+
+ //Debuffs that can be removed.
+ case SC_HALLUCINATION:
+ case SC_QUAGMIRE:
+ case SC_SIGNUMCRUCIS:
+ case SC_DECREASEAGI:
+ case SC_SLOWDOWN:
+ case SC_MINDBREAKER:
+ case SC_WINKCHARM:
+ case SC_STOP:
+ case SC_ORCISH:
+ case SC_STRIPWEAPON:
+ case SC_STRIPSHIELD:
+ case SC_STRIPARMOR:
+ case SC_STRIPHELM:
+ if (!(type&2))
+ continue;
+ break;
+ //The rest are buffs that can be removed.
+ case SC_BERSERK:
+ if (!(type&1))
+ continue;
+ sc->data[i].val4 = 1;
+ break;
+ default:
+ if (!(type&1))
+ continue;
+ break;
+ }
+ status_change_end(bl,i,-1);
+ }
+ return 0;
+}
+
+//Natural regen related stuff.
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int status_natural_heal(DBKey key,void * data,va_list app)
+{
+ struct block_list *bl = (struct block_list*)data;
+ struct regen_data *regen;
+ struct status_data *status;
+ struct status_change *sc;
+ struct unit_data *ud;
+ struct view_data *vd = NULL;
+ struct regen_data_sub *sregen;
+ struct map_session_data *sd;
+ int val,rate,bonus = 0,flag;
+
+ if (!(bl->type&BL_REGEN))
+ return 0;
+
+ regen = status_get_regen_data(bl);
+ if (!regen) return 0;
+ status = status_get_status_data(bl);
+ sc = status_get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+ BL_CAST(BL_PC,bl,sd);
+
+ flag = regen->flag;
+ if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
+ flag&=~(RGN_HP|RGN_SHP);
+ if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
+ flag&=~(RGN_SP|RGN_SSP);
+
+ if (flag && (
+ status_isdead(bl) ||
+ (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
+ ))
+ flag=0;
+
+ if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
+ pc_bleeding(sd, natural_heal_diff_tick);
+
+ if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
+ (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
+ { //Apply sitting regen bonus.
+ sregen = regen->ssregen;
+ if(flag&(RGN_SHP))
+ { //Sitting HP regen
+ val = natural_heal_diff_tick * sregen->rate.hp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.hp += val;
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ { //Full
+ flag&=~(RGN_HP|RGN_SHP);
+ break;
+ }
+ }
+ }
+ if(flag&(RGN_SSP))
+ { //Sitting SP regen
+ val = natural_heal_diff_tick * sregen->rate.sp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.sp += val;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
+ { //Full
+ flag&=~(RGN_SP|RGN_SSP);
+ break;
+ }
+ }
+ }
+ }
+
+ if (flag && regen->state.overweight)
+ flag=0;
+
+ ud = unit_bl2ud(bl);
+
+ if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
+ {
+ flag&=~(RGN_SHP|RGN_SSP);
+ if(!regen->state.walk)
+ flag&=~RGN_HP;
+ }
+
+ if (!flag)
+ return 0;
+
+ if (flag&(RGN_HP|RGN_SP))
+ {
+ if(!vd) vd = status_get_viewdata(bl);
+ if(vd && vd->dead_sit == 2)
+ bonus++;
+ if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
+ bonus++;
+ if(regen->state.gc)
+ bonus++;
+ }
+
+ //Natural Hp regen
+ if (flag&RGN_HP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
+ if (ud && ud->walktimer != -1)
+ rate/=2;
+ regen->tick.hp += rate;
+
+ if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->hp;
+ regen->tick.hp -= battle_config.natural_healhp_interval;
+ } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
+ if (status_heal(bl, val, 0, 1) < val)
+ flag&=~RGN_SHP; //full.
+ }
+ }
+
+ //Natural SP regen
+ if(flag&RGN_SP)
+ {
+ regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
+
+ if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->sp;
+ regen->tick.sp -= battle_config.natural_healsp_interval;
+ } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
+ if (status_heal(bl, 0, val, 1) < val)
+ flag&=~RGN_SSP; //full.
+ }
+ }
+
+ if (!regen->sregen)
+ return flag;
+
+ //Skill regen
+ sregen = regen->sregen;
+
+ if(flag&RGN_SHP)
+ { //Skill HP regen
+ sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
+
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ break; //Full
+ }
+ }
+ if(flag&RGN_SSP)
+ { //Skill SP regen
+ sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
+ break; //Full
+ }
+ }
+ return flag;
+}
+
+//Natural heal main timer.
+static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
+{
+ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+ map_foreachiddb(status_natural_heal);
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+static int status_calc_sigma(void)
+{
+ int i,j;
+ unsigned int k;
+
+ for(i=0;i<MAX_PC_CLASS;i++) {
+ malloc_tsetdword(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
+ for(k=0,j=2;j<=MAX_LEVEL;j++) {
+ k += hp_coefficient[i]*j + 50;
+ k -= k%100;
+ hp_sigma_val[i][j-1] = k;
+ if (k >= INT_MAX)
+ break; //Overflow protection. [Skotlex]
+ }
+ for(;j<=MAX_LEVEL;j++)
+ hp_sigma_val[i][j-1] = INT_MAX;
+ }
+ return 0;
+}
+
+int status_readdb(void) {
+ int i,j;
+ FILE *fp;
+ char line[1024], path[1024],*p;
+
+ sprintf(path, "%s/job_db1.txt", db_path);
+ fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i = 0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_WEAPON_TYPE + 5];
+ i++;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){ //not 22 anymore [blackhole89]
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(j < MAX_WEAPON_TYPE + 5)
+ { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
+ ShowDebug("%s: Not enough columns at line %d\n", path, i);
+ continue;
+ }
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+
+ max_weight_base[atoi(split[0])]=atoi(split[1]);
+ hp_coefficient[atoi(split[0])]=atoi(split[2]);
+ hp_coefficient2[atoi(split[0])]=atoi(split[3]);
+ sp_coefficient[atoi(split[0])]=atoi(split[4]);
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+ sprintf(path, "%s/job_db2.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ if(atoi(split[0])>=MAX_PC_CLASS)
+ continue;
+ for(i=1;i<j && split[i];i++)
+ job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // サイズ補正テ?ブル
+ for(i=0;i<3;i++)
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ atkmods[i][j]=100;
+ sprintf(path, "%s/size_fix.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_WEAPON_TYPE];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ malloc_tsetdword(split,0,sizeof(split));
+ for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ atkmods[i][j]=atoi(split[j]);
+ }
+ i++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ // 精?デ?タテ?ブル
+ for(i=0;i<5;i++){
+ for(j=0;j<MAX_REFINE; j++)
+ percentrefinery[i][j]=100;
+ percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
+ refinebonus[i][0]=0;
+ refinebonus[i][1]=0;
+ refinebonus[i][2]=10;
+ }
+
+ sprintf(path, "%s/refine_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ i=0;
+ while(fgets(line, sizeof(line)-1, fp)){
+ char *split[MAX_REFINE+4];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ if(atoi(line)<=0)
+ continue;
+ malloc_tsetdword(split,0,sizeof(split));
+ for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
+ split[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+ refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
+ refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
+ refinebonus[i][2]=atoi(split[2]); // 安全精?限界
+ for(j=0;j<MAX_REFINE && split[j];j++)
+ percentrefinery[i][j]=atoi(split[j+3]);
+ i++;
+ }
+ fclose(fp); //Lupus. close this file!!!
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+ if (SC_MAX > MAX_STATUSCHANGE)
+ {
+ ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
+ exit(1);
+ }
+ add_timer_func_list(status_change_timer,"status_change_timer");
+ add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+ add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
+ initChangeTables();
+ initDummyData();
+ status_readdb();
+ status_calc_sigma();
+ natural_heal_prev_tick = gettick();
+ add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
+ return 0;
+}
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