diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 108 | ||||
-rw-r--r-- | src/map/mob.c | 5 | ||||
-rw-r--r-- | src/map/pc.c | 162 | ||||
-rw-r--r-- | src/map/pc.h | 68 | ||||
-rw-r--r-- | src/map/script.c | 23 | ||||
-rw-r--r-- | src/map/skill.c | 45 | ||||
-rw-r--r-- | src/map/status.c | 108 |
7 files changed, 224 insertions, 295 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 1d794cc99..ba678ffc2 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -792,8 +792,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag short element = skill_get_ele(skill_num, skill_lv); if( !skill_num || element == -1 ) { //Take weapon's element struct status_data *sstatus = NULL; - if( src->type == BL_PC && ((TBL_PC*)src)->arrow_ele ) - element = ((TBL_PC*)src)->arrow_ele; + if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) + element = ((TBL_PC*)src)->bonus.arrow_ele; else if( (sstatus = status_get_status_data(src)) ) { element = sstatus->rhw.ele; } @@ -1109,8 +1109,8 @@ static int battle_calc_base_damage(struct status_data *status, struct weapon_atk if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit - if (flag&2 && sd->arrow_atk) - damage += ((flag&1)?sd->arrow_atk:rnd()%sd->arrow_atk); + if (flag&2 && sd->bonus.arrow_atk) + damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); //SizeFix only for players if (!(sd->special_state.no_sizefix || (flag&8))) @@ -1351,8 +1351,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; - if( flag.arrow && sd && sd->arrow_ele ) - s_ele = sd->arrow_ele; + if( flag.arrow && sd && sd->bonus.arrow_ele ) + s_ele = sd->bonus.arrow_ele; if( battle_config.attack_attr_none&src->type ) n_ele = true; //Weapon's element is "not elemental" } @@ -1383,9 +1383,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( sd && !skill_num ) { //Check for double attack. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) - || ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed + || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed { //Success chance is not added, the higher one is used [Skotlex] - if( rnd()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) ) + if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sd->bonus.double_rate ) ) { wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd.type = 0x08; @@ -1424,19 +1424,16 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { cri+= sd->critaddrace[tstatus->race]; if(flag.arrow) - cri += sd->arrow_cri; + cri += sd->bonus.arrow_cri; } //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk*(!sd&&tsd?3:2); - if(tsc) - { - if (tsc->data[SC_SLEEP]) - cri <<=1; + if( tsc && tsc->data[SC_SLEEP] ) { + cri <<= 1; } - switch (skill_num) - { + switch (skill_num) { case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) @@ -1452,17 +1449,17 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo cri += 250 + 50*skill_lv; break; } - if(tsd && tsd->critical_def) - cri = cri*(100-tsd->critical_def)/100; + if(tsd && tsd->bonus.critical_def) + cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; if (rnd()%1000 < cri) - flag.cri= 1; + flag.cri = 1; } if (flag.cri) { wd.type = 0x0a; flag.idef = flag.idef2 = flag.hit = 1; } else { //Check for Perfect Hit - if(sd && sd->perfect_hit > 0 && rnd()%100 < sd->perfect_hit) + if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) flag.hit = 1; if (sc && sc->data[SC_FUSION]) { flag.hit = 1; //SG_FUSION always hit [Komurka] @@ -1513,7 +1510,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo hitrate -= 50; if(sd && flag.arrow) - hitrate += sd->arrow_hit; + hitrate += sd->bonus.arrow_hit; if(skill_num) switch(skill_num) { //Hit skill modifiers @@ -1681,13 +1678,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } //Add any bonuses that modify the base baseatk+watk (pre-skills) - if(sd) - { - if (sd->atk_rate) - ATK_ADDRATE(sd->atk_rate); + if(sd) { + if (sd->bonus.atk_rate) + ATK_ADDRATE(sd->bonus.atk_rate); - if(flag.cri && sd->crit_atk_rate) - ATK_ADDRATE(sd->crit_atk_rate); + if(flag.cri && sd->bonus.crit_atk_rate) + ATK_ADDRATE(sd->bonus.crit_atk_rate); if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish] @@ -2872,7 +2868,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } if( wd.flag&BF_LONG ) - cardfix=cardfix*(100+sd->long_attack_atk_rate)/100; + cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; if( cardfix != 1000 || cardfix_ != 1000 ) ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left? @@ -2930,25 +2926,23 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; - for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) - { - if( tsd->add_def[i].class_ == s_class ) - { + for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) { + if( tsd->add_def[i].class_ == s_class ) { cardfix=cardfix*(100-tsd->add_def[i].rate)/100; break; } } if( wd.flag&BF_SHORT ) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else // BF_LONG (there's no other choice) - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if( tsd->sc.data[SC_DEF_RATE] ) - cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100; + cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100; if( cardfix != 1000 ) - ATK_RATE(cardfix/10); + ATK_RATE( cardfix / 10 ); } if( flag.infdef ) @@ -3495,7 +3489,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list break; case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield MDEF x 100) + (Caster’s INT x 2)] % if( sd ) { - skillratio = status_get_lv(src) * 4 + sd->shieldmdef * 100 + status_get_int(src) * 2; + skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; } else skillratio += 1900; //2000% break; @@ -3627,9 +3621,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list //Ignore Defense? if (!flag.imdef && ( - sd->ignore_mdef_ele & (1<<tstatus->def_ele) || - sd->ignore_mdef_race & (1<<tstatus->race) || - sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS) + sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || + sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || + sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS ) )) flag.imdef = 1; } @@ -3744,18 +3738,18 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } } //It was discovered that ranged defense also counts vs magic! [Skotlex] - if (ad.flag&BF_SHORT) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + if ( ad.flag&BF_SHORT ) + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; - cardfix=cardfix*(100-tsd->magic_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100; if( tsd->sc.data[SC_MDEF_RATE] ) - cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100; + cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100; if (cardfix != 1000) - MATK_RATE(cardfix/10); + MATK_RATE( cardfix / 10 ); } } @@ -4044,14 +4038,14 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; - cardfix=cardfix*(100-tsd->misc_def_rate)/100; - if(md.flag&BF_SHORT) - cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100; + if( md.flag&BF_SHORT ) + cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else // BF_LONG (there's no other choice) - cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if (cardfix != 10000) - md.damage=(int)((int64)md.damage*cardfix/10000); + md.damage= (int)( (int64)md.damage * cardfix / 10000 ); } if (sd && (i = pc_skillatk_bonus(sd, skill_num))) @@ -4133,8 +4127,8 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( rdamage > max_damage ) rdamage = max_damage; } else if (flag & BF_SHORT) {//Bounces back part of the damage. - if (sd && sd->short_weapon_damage_return){ - rdamage += damage * sd->short_weapon_damage_return / 100; + if ( sd && sd->bonus.short_weapon_damage_return ) { + rdamage += damage * sd->bonus.short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } if( sc && sc->count ) { @@ -4162,8 +4156,8 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int } } } else { - if (sd && sd->long_weapon_damage_return) { - rdamage += damage * sd->long_weapon_damage_return / 100; + if (sd && sd->bonus.long_weapon_damage_return) { + rdamage += damage * sd->bonus.long_weapon_damage_return / 100; if (rdamage < 1) rdamage = 1; } } @@ -4205,8 +4199,8 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, } } - if (sd->sp_vanish_rate && rnd()%1000 < sd->sp_vanish_rate) - status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false); + if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate) + status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false); if( sd->sp_gain_race_attack[race] ) tsp += sd->sp_gain_race_attack[race]; @@ -4464,7 +4458,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); - if (sd && sd->splash_range > 0 && damage > 0) + if (sd && sd->bonus.splash_range > 0 && damage > 0) skill_castend_damage_id(src, target, 0, 1, tick, 0); map_freeblock_lock(); diff --git a/src/map/mob.c b/src/map/mob.c index d7e94d0d9..8924ae6eb 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -2427,9 +2427,8 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) } // process script-granted zeny bonus (get_zeny_num) [Skotlex] - if(sd->get_zeny_num && rnd()%100 < sd->get_zeny_rate) - { - i = sd->get_zeny_num > 0?sd->get_zeny_num:-md->level*sd->get_zeny_num; + if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) { + i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num; if (!i) i = 1; pc_getzeny(sd, 1+rnd()%i); } diff --git a/src/map/pc.c b/src/map/pc.c index 71950a032..1d7e2c9d5 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -2072,7 +2072,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); #endif if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard - sd->shieldmdef += bonus; + sd->bonus.shieldmdef += bonus; } } break; @@ -2087,7 +2087,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) bonus = status->hit + val; status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else - sd->arrow_hit+=val; + sd->bonus.arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) { @@ -2106,7 +2106,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) bonus = status->cri + val*10; status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX); } else - sd->arrow_cri += val*10; + sd->bonus.arrow_cri += val*10; break; case SP_ATKELE: if(val >= ELE_MAX) { @@ -2127,7 +2127,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) status->rhw.ele=val; break; default: //Become arrow element. - sd->arrow_ele=val; + sd->bonus.arrow_ele=val; break; } break; @@ -2200,15 +2200,15 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_SPEED_RATE: //Non stackable increase if(sd->state.lr_flag != 2) - sd->speed_rate = min(sd->speed_rate, -val); + sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val); break; case SP_SPEED_ADDRATE: //Stackable increase if(sd->state.lr_flag != 2) - sd->speed_add_rate -= val; + sd->bonus.speed_add_rate -= val; break; case SP_ASPD: //Raw increase if(sd->state.lr_flag != 2) - sd->aspd_add -= 10*val; + sd->bonus.aspd_add -= 10*val; break; case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) @@ -2224,23 +2224,23 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) - sd->critical_def += val; + sd->bonus.critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) - sd->near_attack_def_rate += val; + sd->bonus.near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) - sd->long_attack_def_rate += val; + sd->bonus.long_attack_def_rate += val; break; case SP_DOUBLE_RATE: - if(sd->state.lr_flag == 0 && sd->double_rate < val) - sd->double_rate = val; + if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val) + sd->bonus.double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) - sd->double_add_rate += val; + sd->bonus.double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) @@ -2264,15 +2264,15 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_ATK_RATE: if(sd->state.lr_flag != 2) - sd->atk_rate += val; + sd->bonus.atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) - sd->magic_def_rate += val; + sd->bonus.magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) - sd->misc_def_rate += val; + sd->bonus.misc_def_rate += val; break; case SP_IGNORE_MDEF_RATE: if(sd->state.lr_flag != 2) { @@ -2286,19 +2286,19 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; } if(sd->state.lr_flag != 2) - sd->ignore_mdef_ele |= 1<<val; + sd->bonus.ignore_mdef_ele |= 1<<val; break; case SP_IGNORE_MDEF_RACE: if(sd->state.lr_flag != 2) - sd->ignore_mdef_race |= 1<<val; + sd->bonus.ignore_mdef_race |= 1<<val; break; case SP_PERFECT_HIT_RATE: - if(sd->state.lr_flag != 2 && sd->perfect_hit < val) - sd->perfect_hit = val; + if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val) + sd->bonus.perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) - sd->perfect_hit_add += val; + sd->bonus.perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) @@ -2401,23 +2401,23 @@ int pc_bonus(struct map_session_data *sd,int type,int val) sd->special_state.no_knockback = 1; break; case SP_SPLASH_RANGE: - if(sd->splash_range < val) - sd->splash_range = val; + if(sd->bonus.splash_range < val) + sd->bonus.splash_range = val; break; case SP_SPLASH_ADD_RANGE: - sd->splash_add_range += val; + sd->bonus.splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) - sd->short_weapon_damage_return += val; + sd->bonus.short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) - sd->long_weapon_damage_return += val; + sd->bonus.long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) - sd->magic_damage_return += val; + sd->bonus.magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { @@ -2448,51 +2448,51 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) - sd->unbreakable += val; + sd->bonus.unbreakable += val; break; case SP_UNBREAKABLE_WEAPON: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_WEAPON; + sd->bonus.unbreakable_equip |= EQP_WEAPON; break; case SP_UNBREAKABLE_ARMOR: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_ARMOR; + sd->bonus.unbreakable_equip |= EQP_ARMOR; break; case SP_UNBREAKABLE_HELM: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_HELM; + sd->bonus.unbreakable_equip |= EQP_HELM; break; case SP_UNBREAKABLE_SHIELD: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_SHIELD; + sd->bonus.unbreakable_equip |= EQP_SHIELD; break; case SP_UNBREAKABLE_GARMENT: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_GARMENT; + sd->bonus.unbreakable_equip |= EQP_GARMENT; break; case SP_UNBREAKABLE_SHOES: if(sd->state.lr_flag != 2) - sd->unbreakable_equip |= EQP_SHOES; + sd->bonus.unbreakable_equip |= EQP_SHOES; break; case SP_CLASSCHANGE: // [Valaris] if(sd->state.lr_flag !=2) - sd->classchange=val; + sd->bonus.classchange=val; break; case SP_LONG_ATK_RATE: if(sd->state.lr_flag != 2) //[Lupus] it should stack, too. As any other cards rate bonuses - sd->long_attack_atk_rate+=val; + sd->bonus.long_attack_atk_rate+=val; break; case SP_BREAK_WEAPON_RATE: if(sd->state.lr_flag != 2) - sd->break_weapon_rate+=val; + sd->bonus.break_weapon_rate+=val; break; case SP_BREAK_ARMOR_RATE: if(sd->state.lr_flag != 2) - sd->break_armor_rate+=val; + sd->bonus.break_armor_rate+=val; break; case SP_ADD_STEAL_RATE: if(sd->state.lr_flag != 2) - sd->add_steal_rate+=val; + sd->bonus.add_steal_rate+=val; break; case SP_DELAYRATE: if(sd->state.lr_flag != 2) @@ -2500,7 +2500,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_CRIT_ATK_RATE: if(sd->state.lr_flag != 2) - sd->crit_atk_rate += val; + sd->bonus.crit_atk_rate += val; break; case SP_NO_REGEN: if(sd->state.lr_flag != 2) @@ -2508,20 +2508,20 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_UNSTRIPABLE_WEAPON: if(sd->state.lr_flag != 2) - sd->unstripable_equip |= EQP_WEAPON; + sd->bonus.unstripable_equip |= EQP_WEAPON; break; case SP_UNSTRIPABLE: case SP_UNSTRIPABLE_ARMOR: if(sd->state.lr_flag != 2) - sd->unstripable_equip |= EQP_ARMOR; + sd->bonus.unstripable_equip |= EQP_ARMOR; break; case SP_UNSTRIPABLE_HELM: if(sd->state.lr_flag != 2) - sd->unstripable_equip |= EQP_HELM; + sd->bonus.unstripable_equip |= EQP_HELM; break; case SP_UNSTRIPABLE_SHIELD: if(sd->state.lr_flag != 2) - sd->unstripable_equip |= EQP_SHIELD; + sd->bonus.unstripable_equip |= EQP_SHIELD; break; case SP_HP_DRAIN_VALUE: if(!sd->state.lr_flag) { @@ -2545,39 +2545,39 @@ int pc_bonus(struct map_session_data *sd,int type,int val) break; case SP_SP_GAIN_VALUE: if(!sd->state.lr_flag) - sd->sp_gain_value += val; + sd->bonus.sp_gain_value += val; break; case SP_HP_GAIN_VALUE: if(!sd->state.lr_flag) - sd->hp_gain_value += val; + sd->bonus.hp_gain_value += val; break; case SP_MAGIC_SP_GAIN_VALUE: if(!sd->state.lr_flag) - sd->magic_sp_gain_value += val; + sd->bonus.magic_sp_gain_value += val; break; case SP_MAGIC_HP_GAIN_VALUE: if(!sd->state.lr_flag) - sd->magic_hp_gain_value += val; + sd->bonus.magic_hp_gain_value += val; break; case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) - sd->add_heal_rate += val; + sd->bonus.add_heal_rate += val; break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) - sd->add_heal2_rate += val; + sd->bonus.add_heal2_rate += val; break; case SP_ADD_ITEM_HEAL_RATE: if(sd->state.lr_flag != 2) - sd->itemhealrate2 += val; + sd->bonus.itemhealrate2 += val; break; case SP_WEAPON_MATK: if(sd->state.lr_flag != 2) - sd->sp_weapon_matk += val; + sd->bonus.sp_weapon_matk += val; break; case SP_BASE_MATK: if(sd->state.lr_flag != 2) - sd->sp_base_matk += val; + sd->bonus.sp_base_matk += val; break; default: ShowWarning("pc_bonus: unknown type %d %d !\n",type,val); @@ -2806,22 +2806,20 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) break; case SP_SP_VANISH_RATE: if(sd->state.lr_flag != 2) { - sd->sp_vanish_rate += type2; - sd->sp_vanish_per += val; + sd->bonus.sp_vanish_rate += type2; + sd->bonus.sp_vanish_per += val; } break; case SP_GET_ZENY_NUM: - if(sd->state.lr_flag != 2 && sd->get_zeny_rate < val) - { - sd->get_zeny_rate = val; - sd->get_zeny_num = type2; + if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) { + sd->bonus.get_zeny_rate = val; + sd->bonus.get_zeny_num = type2; } break; case SP_ADD_GET_ZENY_NUM: - if(sd->state.lr_flag != 2) - { - sd->get_zeny_rate += val; - sd->get_zeny_num += type2; + if(sd->state.lr_flag != 2) { + sd->bonus.get_zeny_rate += val; + sd->bonus.get_zeny_num += type2; } break; case SP_WEAPON_COMA_ELE: @@ -4301,7 +4299,7 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) // base skill success chance (percentual) rate = (sd_status->dex - md_status->dex)/2 + lv*6 + 4; - rate += sd->add_steal_rate; + rate += sd->bonus.add_steal_rate; if( rate < 1 ) return 0; @@ -6085,34 +6083,34 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num) return bonus; } -int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) -{ - int i, bonus = sd->add_heal_rate; +int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { + int i, bonus = sd->bonus.add_heal_rate; - if( bonus ) - { - switch( skill_num ) - { - case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; - case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; - case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; - case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; - case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break; + if( bonus ) { + switch( skill_num ) { + case AL_HEAL: if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break; + case PR_SANCTUARY: if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break; + case AM_POTIONPITCHER: if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break; + case CR_SLIMPITCHER: if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break; + case BA_APPLEIDUN: if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break; } } ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_num); - if( i < ARRAYLENGTH(sd->skillheal) ) bonus += sd->skillheal[i].val; + + if( i < ARRAYLENGTH(sd->skillheal) ) + bonus += sd->skillheal[i].val; return bonus; } -int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) -{ - int i, bonus = sd->add_heal2_rate; +int pc_skillheal2_bonus(struct map_session_data *sd, int skill_num) { + int i, bonus = sd->bonus.add_heal2_rate; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_num); - if( i < ARRAYLENGTH(sd->skillheal2) ) bonus += sd->skillheal2[i].val; + + if( i < ARRAYLENGTH(sd->skillheal2) ) + bonus += sd->skillheal2[i].val; return bonus; } @@ -6725,7 +6723,7 @@ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) if (potion_flag > 1) bonus += bonus*(potion_flag-1)*50/100; //All item bonuses. - bonus += sd->itemhealrate2; + bonus += sd->bonus.itemhealrate2; //Item Group bonuses bonus += bonus*itemdb_group_bonus(sd, itemid)/100; //Individual item bonuses. diff --git a/src/map/pc.h b/src/map/pc.h index 1ee7f966e..0eb90344f 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -284,39 +284,41 @@ struct map_session_data { struct s_autobonus autobonus[MAX_PC_BONUS], autobonus2[MAX_PC_BONUS], autobonus3[MAX_PC_BONUS]; //Auto script on attack, when attacked, on skill usage // manually zeroed structures end here. // zeroed vars start here. - int atk_rate; - int arrow_atk,arrow_ele,arrow_cri,arrow_hit; - int nsshealhp,nsshealsp; - int critical_def,double_rate; - int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex] - int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate; - int ignore_mdef_ele; - int ignore_mdef_race; - int perfect_hit; - int perfect_hit_add; - int get_zeny_rate; - int get_zeny_num; //Added Get Zeny Rate [Skotlex] - int double_add_rate; - int short_weapon_damage_return,long_weapon_damage_return; - int magic_damage_return; // AppleGirl Was Here - int break_weapon_rate,break_armor_rate; - int crit_atk_rate; - int classchange; // [Valaris] - int speed_rate, speed_add_rate, aspd_add; - int itemhealrate2; // [Epoque] Increase heal rate of all healing items. - int shieldmdef;//royal guard's - unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex] - - short splash_range, splash_add_range; - short add_steal_rate; - short add_heal_rate, add_heal2_rate; - short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_hp_gain_value; - short sp_vanish_rate; - short sp_vanish_per; - short sp_weapon_matk,sp_base_matk; - unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest] - unsigned short unbreakable_equip; //100% break resistance on certain equipment - unsigned short unstripable_equip; + struct { + int atk_rate; + int arrow_atk,arrow_ele,arrow_cri,arrow_hit; + int nsshealhp,nsshealsp; + int critical_def,double_rate; + int long_attack_atk_rate; //Long range atk rate, not weapon based. [Skotlex] + int near_attack_def_rate,long_attack_def_rate,magic_def_rate,misc_def_rate; + int ignore_mdef_ele; + int ignore_mdef_race; + int perfect_hit; + int perfect_hit_add; + int get_zeny_rate; + int get_zeny_num; //Added Get Zeny Rate [Skotlex] + int double_add_rate; + int short_weapon_damage_return,long_weapon_damage_return; + int magic_damage_return; // AppleGirl Was Here + int break_weapon_rate,break_armor_rate; + int crit_atk_rate; + int classchange; // [Valaris] + int speed_rate, speed_add_rate, aspd_add; + int itemhealrate2; // [Epoque] Increase heal rate of all healing items. + int shieldmdef;//royal guard's + unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex] + + short splash_range, splash_add_range; + short add_steal_rate; + short add_heal_rate, add_heal2_rate; + short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_hp_gain_value; + short sp_vanish_rate; + short sp_vanish_per; + short sp_weapon_matk,sp_base_matk; + unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest] + unsigned short unbreakable_equip; //100% break resistance on certain equipment + unsigned short unstripable_equip; + } bonus; // zeroed vars end here. diff --git a/src/map/script.c b/src/map/script.c index 7c7250617..5bd55e106 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -12611,16 +12611,14 @@ BUILDIN_FUNC(isequipped) return 0; } - setitem_hash = sd->setitem_hash; - setitem_hash2 = sd->setitem_hash2; - for (i=0; id!=0; i++) - { + setitem_hash = sd->bonus.setitem_hash; + setitem_hash2 = sd->bonus.setitem_hash2; + for (i=0; id!=0; i++) { FETCH (i+2, id) else id = 0; if (id <= 0) continue; flag = 0; - for (j=0; j<EQI_MAX; j++) - { + for (j=0; j<EQI_MAX; j++) { index = sd->equip_index[j]; if(index < 0) continue; if(j == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; @@ -12648,16 +12646,16 @@ BUILDIN_FUNC(isequipped) hash = 1<<((j<5?j:j-5)*4 + k); // check if card is already used by another set - if ((j<5?sd->setitem_hash:sd->setitem_hash2) & hash) + if ( ( j < 5 ? sd->bonus.setitem_hash : sd->bonus.setitem_hash2 ) & hash) continue; // We have found a match flag = 1; // Set hash so this card cannot be used by another if (j<5) - sd->setitem_hash |= hash; + sd->bonus.setitem_hash |= hash; else - sd->setitem_hash2 |= hash; + sd->bonus.setitem_hash2 |= hash; break; } } @@ -12669,10 +12667,9 @@ BUILDIN_FUNC(isequipped) ret &= flag; if (!ret) break; } - if (!ret) - { //When check fails, restore original hash values. [Skotlex] - sd->setitem_hash = setitem_hash; - sd->setitem_hash2 = setitem_hash2; + if (!ret) {//When check fails, restore original hash values. [Skotlex] + sd->bonus.setitem_hash = setitem_hash; + sd->bonus.setitem_hash2 = setitem_hash2; } script_pushint(st,ret); return 0; diff --git a/src/map/skill.c b/src/map/skill.c index 25a921c6f..43bda4b60 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1391,7 +1391,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int // Target weapon breaking rate = 0; if( sd ) - rate += sd->break_weapon_rate; + rate += sd->bonus.break_weapon_rate; if( sc && sc->data[SC_MELTDOWN] ) rate += sc->data[SC_MELTDOWN]->val2; if( rate ) @@ -1400,7 +1400,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int // Target armor breaking rate = 0; if( sd ) - rate += sd->break_armor_rate; + rate += sd->bonus.break_armor_rate; if( sc && sc->data[SC_MELTDOWN] ) rate += sc->data[SC_MELTDOWN]->val3; if( rate ) @@ -1522,9 +1522,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int } //Polymorph - if(sd && sd->classchange && attack_type&BF_WEAPON && + if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && dstmd && !(tstatus->mode&MD_BOSS) && - (rnd()%10000 < sd->classchange)) + (rnd()%10000 < sd->bonus.classchange)) { struct mob_db *mob; int class_; @@ -1726,19 +1726,17 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); } - if( sd && status_isdead(bl) ) - { + if( sd && status_isdead(bl) ) { int sp = 0, hp = 0; - if( attack_type&BF_WEAPON ) - { - sp += sd->sp_gain_value; + if( attack_type&BF_WEAPON ) { + sp += sd->bonus.sp_gain_value; sp += sd->sp_gain_race[status_get_race(bl)]; sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; - hp += sd->hp_gain_value; + hp += sd->bonus.hp_gain_value; } if( attack_type&BF_MAGIC ) { - sp += sd->magic_sp_gain_value; - hp += sd->magic_hp_gain_value; + sp += sd->bonus.magic_sp_gain_value; + hp += sd->bonus.magic_hp_gain_value; if( skillid == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { @@ -1749,8 +1747,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } } } - if( hp || sp ) - {// updated to force healing to allow healing through berserk + if( hp || sp ) { // updated to force healing to allow healing through berserk status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); } } @@ -1887,10 +1884,10 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in sc = NULL; if (sd) { - if (sd->unbreakable_equip) - where &= ~sd->unbreakable_equip; - if (sd->unbreakable) - rate -= rate*sd->unbreakable/100; + if (sd->bonus.unbreakable_equip) + where &= ~sd->bonus.unbreakable_equip; + if (sd->bonus.unbreakable) + rate -= rate*sd->bonus.unbreakable/100; if (where&EQP_WEAPON) { switch (sd->status.weapon) { case W_FIST: //Bare fists should not break :P @@ -2059,7 +2056,7 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in struct map_session_data* sd = BL_CAST(BL_PC, bl); // item-based reflection - if( sd && sd->magic_damage_return && type && rnd()%100 < sd->magic_damage_return ) + if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) return 1; if( is_boss(src) ) @@ -4484,7 +4481,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, - sd->splash_range, BL_CHAR, + sd->bonus.splash_range, BL_CHAR, src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] @@ -7926,7 +7923,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case LG_SHIELDSPELL: if( flag&1 ) { - int duration = (sd) ? sd->shieldmdef * 2000 : 10000; + int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; sc_start(bl,SC_SILENCE,100,skilllv,duration); } else if( sd ) { int opt = skilllv; @@ -7969,7 +7966,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case 2: - brate = sd->shieldmdef * 20; + brate = sd->bonus.shieldmdef * 20; if( rate < 30 ) opt = 1; else if( rate < 60 ) @@ -7991,9 +7988,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); break; case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->shieldmdef * 30000) ) + if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->shieldmdef * 30000)); + sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } break; diff --git a/src/map/status.c b/src/map/status.c index f1e94ca96..17cf26d3d 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1750,10 +1750,10 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats - amotion-= amotion * (4*status->agi + status->dex)/1000; + amotion -= amotion * (4*status->agi + status->dex)/1000; // raw delay adjustment from bAspd bonus - amotion+= sd->aspd_add; + amotion += sd->bonus.aspd_add; #ifdef RENEWAL if( sd->status.shield ) {// bearing a shield decreases your ASPD by a fixed value depending on your class @@ -2353,61 +2353,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->subele2) ); - // vars zeroing. ints, shorts, chars. in that order. - memset (&sd->atk_rate, 0,sizeof(sd->atk_rate) - + 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->break_weapon_rate) - + sizeof(sd->break_armor_rate) - + sizeof(sd->crit_atk_rate) - + sizeof(sd->classchange) - + sizeof(sd->speed_rate) - + sizeof(sd->speed_add_rate) - + sizeof(sd->aspd_add) - + sizeof(sd->setitem_hash) - + sizeof(sd->setitem_hash2) - + sizeof(sd->itemhealrate2) - + sizeof(sd->shieldmdef) - // shorts - + sizeof(sd->splash_range) - + sizeof(sd->splash_add_range) - + sizeof(sd->add_steal_rate) - + sizeof(sd->add_heal_rate) - + sizeof(sd->add_heal2_rate) - + sizeof(sd->hp_gain_value) - + sizeof(sd->sp_gain_value) - + sizeof(sd->magic_hp_gain_value) - + sizeof(sd->magic_sp_gain_value) - + sizeof(sd->sp_vanish_rate) - + sizeof(sd->sp_vanish_per) - + sizeof(sd->sp_weapon_matk) - + sizeof(sd->sp_base_matk) - + sizeof(sd->unbreakable) - + sizeof(sd->unbreakable_equip) - + sizeof(sd->unstripable_equip) - ); - + memset (&sd->bonus, 0,sizeof(sd->bonus)); + // Autobonus pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); @@ -2520,7 +2467,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) 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->bonus.arrow_atk += sd->inventory_data[index]->atk; sd->state.lr_flag = 2; if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); @@ -2538,7 +2485,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) #ifdef RENEWAL // increment the weapon ATK using the MATK max value - status->matk_max += sd->sp_weapon_matk; + status->matk_max += sd->bonus.sp_weapon_matk; #endif //Parse Cards @@ -2622,9 +2569,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) 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; + sd->bonus.double_rate += sd->bonus.double_add_rate; + sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; + sd->bonus.splash_range += sd->bonus.splash_add_range; // Damage modifiers from weapon type sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; @@ -3724,7 +3671,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) #ifdef RENEWAL status->matk_min = status_base_matk_min(status,status_get_lv(bl)); if( sd ) - status->matk_min += sd->sp_base_matk; + status->matk_min += sd->bonus.sp_base_matk; #else status->matk_min = status_base_matk_min(status); #endif @@ -4922,8 +4869,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sc->data[SC_MELON_BOMB] ) val = max( val, sc->data[SC_MELON_BOMB]->val1 ); - if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup - val = max( val, sd->speed_rate + sd->speed_add_rate ); + if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup + val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); } speed_rate += val; @@ -4971,8 +4918,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha //FIXME: official items use a single bonus for this [ultramage] if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup val = max( val, 25 ); - if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup - val = max( val, -(sd->speed_rate + sd->speed_add_rate) ); + if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup + val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) ); speed_rate -= val; } @@ -6207,20 +6154,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data int i; opt_flag = 0; //Reuse to check success condition. - if(sd->unstripable_equip&EQP_WEAPON) + if(sd->bonus.unstripable_equip&EQP_WEAPON) return 0; i = sd->equip_index[EQI_HAND_L]; - if (i>=0 && sd->inventory_data[i] && - sd->inventory_data[i]->type == IT_WEAPON) - { + if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=1; pc_unequipitem(sd,i,3); //L-hand weapon } i = sd->equip_index[EQI_HAND_R]; - if (i>=0 && sd->inventory_data[i] && - sd->inventory_data[i]->type == IT_WEAPON) - { + if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=2; pc_unequipitem(sd,i,3); } @@ -6233,11 +6176,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val else if (sd && !(flag&4)) { int i; - if(sd->unstripable_equip&EQP_SHIELD) + if(sd->bonus.unstripable_equip&EQP_SHIELD) return 0; i = sd->equip_index[EQI_HAND_L]; - if (i<0 || !sd->inventory_data[i] || - sd->inventory_data[i]->type != IT_ARMOR) + if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) return 0; pc_unequipitem(sd,i,3); } @@ -6246,10 +6188,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_STRIPARMOR: if (sd && !(flag&4)) { int i; - if(sd->unstripable_equip&EQP_ARMOR) + if(sd->bonus.unstripable_equip&EQP_ARMOR) return 0; i = sd->equip_index[EQI_ARMOR]; - if (i<0 || !sd->inventory_data[i]) + if ( i < 0 || !sd->inventory_data[i] ) return 0; pc_unequipitem(sd,i,3); } @@ -6258,10 +6200,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_STRIPHELM: if (sd && !(flag&4)) { int i; - if(sd->unstripable_equip&EQP_HELM) + if(sd->bonus.unstripable_equip&EQP_HELM) return 0; i = sd->equip_index[EQI_HEAD_TOP]; - if (i<0 || !sd->inventory_data[i]) + if ( i < 0 || !sd->inventory_data[i] ) return 0; pc_unequipitem(sd,i,3); } @@ -6330,11 +6272,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__STRIPACCESSORY: if( sd ) { int i = -1; - if( !(sd->unstripable_equip&EQI_ACC_L) ) { + if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { i = sd->equip_index[EQI_ACC_L]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc_unequipitem(sd,i,3); //L-Accessory - } if( !(sd->unstripable_equip&EQI_ACC_R) ) { + } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) { i = sd->equip_index[EQI_ACC_R]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc_unequipitem(sd,i,3); //R-Accessory |