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-rw-r--r--src/char/char.c42
-rw-r--r--src/common/mmo.h3
-rw-r--r--src/map/atcommand.c31
-rw-r--r--src/map/battle.c6
-rw-r--r--src/map/battle.h3
-rw-r--r--src/map/chrif.c54
-rw-r--r--src/map/chrif.h6
-rw-r--r--src/map/clif.c129
-rw-r--r--src/map/clif.h3
-rw-r--r--src/map/mob.c32
-rw-r--r--src/map/npc.c75
-rw-r--r--src/map/packets.h19
-rw-r--r--src/map/packets_struct.h16
-rw-r--r--src/map/pc.c360
-rw-r--r--src/map/pc.h3
-rw-r--r--src/map/script.c4
-rw-r--r--src/map/skill.c508
-rw-r--r--src/map/skill.h16
-rw-r--r--src/map/status.c2729
19 files changed, 2069 insertions, 1970 deletions
diff --git a/src/char/char.c b/src/char/char.c
index be98af10e..d5064eee2 100644
--- a/src/char/char.c
+++ b/src/char/char.c
@@ -146,6 +146,8 @@ unsigned int save_flag = 0;
// Initial position (it's possible to set it in conf file)
struct point start_point = { 0, 53, 111 };
+unsigned short skillid2idx[MAX_SKILL_ID];
+
//-----------------------------------------------------
// Auth database
//-----------------------------------------------------
@@ -565,18 +567,10 @@ int mmo_char_tosql(int char_id, struct mmo_charstatus* p)
strcat(save_status, " memo");
}
- //FIXME: is this neccessary? [ultramage]
- for(i=0;i<MAX_SKILL;i++)
- if ((p->skill[i].lv != 0) && (p->skill[i].id == 0))
- p->skill[i].id = i; // Fix skill tree
-
-
//skills
- if( memcmp(p->skill, cp->skill, sizeof(p->skill)) )
- {
+ if( memcmp(p->skill, cp->skill, sizeof(p->skill)) ) {
//`skill` (`char_id`, `id`, `lv`)
- if( SQL_ERROR == Sql_Query(sql_handle, "DELETE FROM `%s` WHERE `char_id`='%d'", skill_db, p->char_id) )
- {
+ if( SQL_ERROR == Sql_Query(sql_handle, "DELETE FROM `%s` WHERE `char_id`='%d'", skill_db, p->char_id) ) {
Sql_ShowDebug(sql_handle);
errors++;
}
@@ -1278,10 +1272,9 @@ int mmo_char_fromsql(int char_id, struct mmo_charstatus* p, bool load_everything
if( tmp_skill.flag != SKILL_FLAG_PERM_GRANTED )
tmp_skill.flag = SKILL_FLAG_PERMANENT;
- for( i = 0; i < MAX_SKILL && SQL_SUCCESS == SqlStmt_NextRow(stmt); ++i )
- {
- if( tmp_skill.id < ARRAYLENGTH(p->skill) )
- memcpy(&p->skill[tmp_skill.id], &tmp_skill, sizeof(tmp_skill));
+ for( i = 0; i < MAX_SKILL && SQL_SUCCESS == SqlStmt_NextRow(stmt); ++i ) {
+ if( skillid2idx[tmp_skill.id] )
+ memcpy(&p->skill[skillid2idx[tmp_skill.id]], &tmp_skill, sizeof(tmp_skill));
else
ShowWarning("mmo_char_fromsql: ignoring invalid skill (id=%u,lv=%u) of character %s (AID=%d,CID=%d)\n", tmp_skill.id, tmp_skill.lv, p->name, p->account_id, p->char_id);
}
@@ -2702,7 +2695,22 @@ int parse_frommap(int fd)
RFIFOSKIP(fd,RFIFOW(fd,2));
break;
-
+ case 0x2b0b:
+ if( RFIFOREST(fd) < RFIFOW(fd, 2) )
+ return 0;
+ memset(&skillid2idx, 0, sizeof(skillid2idx));
+ j = RFIFOW(fd, 2) - 4;
+ if( j )
+ j /= 4;
+ for(i = 0; i < j; i++) {
+ if( RFIFOW(fd, 4 + (i*4)) > MAX_SKILL_ID ) {
+ ShowWarning("Error skillid2dx[%d] = %d failed, %d is higher than MAX_SKILL_ID (%d)\n",RFIFOW(fd, 4 + (i*4)), RFIFOW(fd, 6 + (i*4)),RFIFOW(fd, 4 + (i*4)),MAX_SKILL_ID);
+ continue;
+ }
+ skillid2idx[RFIFOW(fd, 4 + (i*4))] = RFIFOW(fd, 6 + (i*4));
+ }
+ RFIFOSKIP(fd, RFIFOW(fd, 2));
+ break;
case 0x2afa: // Receiving map names list from the map-server
if (RFIFOREST(fd) < 4 || RFIFOREST(fd) < RFIFOW(fd,2))
return 0;
@@ -4920,8 +4928,8 @@ void do_shutdown(void)
}
-int do_init(int argc, char **argv)
-{
+int do_init(int argc, char **argv) {
+ memset(&skillid2idx, 0, sizeof(skillid2idx));
//Read map indexes
mapindex_init();
start_point.map = mapindex_name2id("new_zone01");
diff --git a/src/common/mmo.h b/src/common/mmo.h
index e19c8f94d..7bbcd65cd 100644
--- a/src/common/mmo.h
+++ b/src/common/mmo.h
@@ -79,7 +79,8 @@
#define MAX_ZENY 1000000000
#define MAX_FAME 1000000000
#define MAX_CART 100
-#define MAX_SKILL 3100
+#define MAX_SKILL 1460
+#define MAX_SKILL_ID 10015 //[Ind/Hercules] max used skill id
#define GLOBAL_REG_NUM 256 // max permanent character variables per char
#define ACCOUNT_REG_NUM 64 // max permanent local account variables per account
#define ACCOUNT_REG2_NUM 16 // max permanent global account variables per account
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index e3b4077cb..85332905e 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -3111,7 +3111,7 @@ ACMD(allskill)
*------------------------------------------*/
ACMD(questskill)
{
- uint16 skill_id;
+ uint16 skill_id, index;
nullpo_retr(-1, sd);
if (!message || !*message || (skill_id = atoi(message)) <= 0)
@@ -3131,7 +3131,7 @@ ACMD(questskill)
return false;
}
- if (skill_id >= MAX_SKILL_DB) {
+ if( !(index = skill->get_index(skill_id)) ) {
clif->message(fd, msg_txt(198)); // This skill number doesn't exist.
return false;
}
@@ -3139,7 +3139,7 @@ ACMD(questskill)
clif->message(fd, msg_txt(197)); // This skill number doesn't exist or isn't a quest skill.
return false;
}
- if (pc_checkskill(sd, skill_id) > 0) {
+ if (pc_checkskill2(sd, index) > 0) {
clif->message(fd, msg_txt(196)); // You already have this quest skill.
return false;
}
@@ -3155,7 +3155,7 @@ ACMD(questskill)
*------------------------------------------*/
ACMD(lostskill)
{
- uint16 skill_id;
+ uint16 skill_id, index;
nullpo_retr(-1, sd);
if (!message || !*message || (skill_id = atoi(message)) <= 0)
@@ -3175,7 +3175,7 @@ ACMD(lostskill)
return false;
}
- if (skill_id >= MAX_SKILL) {
+ if ( !( index = skill->get_index(skill_id) ) ) {
clif->message(fd, msg_txt(198)); // This skill number doesn't exist.
return false;
}
@@ -3183,13 +3183,13 @@ ACMD(lostskill)
clif->message(fd, msg_txt(197)); // This skill number doesn't exist or isn't a quest skill.
return false;
}
- if (pc_checkskill(sd, skill_id) == 0) {
+ if (pc_checkskill2(sd, index) == 0) {
clif->message(fd, msg_txt(201)); // You don't have this quest skill.
return false;
}
- sd->status.skill[skill_id].lv = 0;
- sd->status.skill[skill_id].flag = 0;
+ sd->status.skill[index].lv = 0;
+ sd->status.skill[index].flag = 0;
clif->deleteskill(sd,skill_id);
clif->message(fd, msg_txt(71)); // You have forgotten the skill.
@@ -8728,13 +8728,14 @@ ACMD(unloadnpcfile) {
return true;
}
ACMD(cart) {
-#define MC_CART_MDFY(x) \
-sd->status.skill[MC_PUSHCART].id = x?MC_PUSHCART:0; \
-sd->status.skill[MC_PUSHCART].lv = x?1:0; \
-sd->status.skill[MC_PUSHCART].flag = x?1:0;
+#define MC_CART_MDFY(x,idx) \
+sd->status.skill[idx].id = x?MC_PUSHCART:0; \
+sd->status.skill[idx].lv = x?1:0; \
+sd->status.skill[idx].flag = x?1:0;
int val = atoi(message);
bool need_skill = pc_checkskill(sd, MC_PUSHCART) ? false : true;
+ unsigned int index = skill->get_index(MC_PUSHCART);
if( !message || !*message || val < 0 || val > MAX_CARTS ) {
sprintf(atcmd_output, msg_txt(1390),command,MAX_CARTS); // Unknown Cart (usage: %s <0-%d>).
@@ -8748,18 +8749,18 @@ sd->status.skill[MC_PUSHCART].flag = x?1:0;
}
if( need_skill ) {
- MC_CART_MDFY(1);
+ MC_CART_MDFY(1,index);
}
if( pc_setcart(sd, val) ) {
if( need_skill ) {
- MC_CART_MDFY(0);
+ MC_CART_MDFY(0,index);
}
return false;/* @cart failed */
}
if( need_skill ) {
- MC_CART_MDFY(0);
+ MC_CART_MDFY(0,index);
}
clif->message(fd, msg_txt(1392)); // Cart Added
diff --git a/src/map/battle.c b/src/map/battle.c
index 7df79e772..ed0b87e6f 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -5047,9 +5047,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if (sd) {
if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
- sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
+ sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id != 0 && sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].flag == SKILL_FLAG_PLAGIARIZED )
{
- int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
+ int r_skill = sd->status.skill[skill->get_index(sc->data[SC__AUTOSHADOWSPELL]->val1)].id,
r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
@@ -5849,7 +5849,6 @@ static const struct _battle_data {
{ "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
{ "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
{ "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
{ "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
{ "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
{ "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
@@ -5859,6 +5858,7 @@ static const struct _battle_data {
{ "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
{ "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
+ { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
{ "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
{ "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
{ "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
diff --git a/src/map/battle.h b/src/map/battle.h
index 9305cb3eb..62e301f4c 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -360,7 +360,6 @@ struct Battle_Config {
int mob_npc_event_type; //Determines on who the npc_event is executed. [Skotlex]
int character_size; // if riders have size=2, and baby class riders size=1 [Lupus]
- int mob_max_skilllvl; // Max possible skill level [Lupus]
int rare_drop_announce; // chance <= to show rare drops global announces
int retaliate_to_master; //Whether when a mob is attacked by another mob, it will retaliate versus the mob or the mob's master. [Skotlex]
@@ -373,7 +372,7 @@ struct Battle_Config {
int duel_only_on_same_map; // [Toms]
int skip_teleport_lv1_menu; // possibility to disable (skip) Teleport Lv1 menu, that have only two lines `Random` and `Cancel` [LuzZza]
-
+ int mob_max_skilllvl;
int allow_skill_without_day; // [Komurka]
int allow_es_magic_pc; // [Skotlex]
int skill_wall_check; // [Skotlex]
diff --git a/src/map/chrif.c b/src/map/chrif.c
index b816ca4b5..e2ce37e28 100644
--- a/src/map/chrif.c
+++ b/src/map/chrif.c
@@ -68,7 +68,7 @@ static const int packet_len_table[0x3d] = { // U - used, F - free
//2b08: Outgoing, chrif_searchcharid -> '...'
//2b09: Incoming, map_addchariddb -> 'Adds a name to the nick db'
//2b0a: Incoming/Outgoing, socket_datasync()
-//2b0b: FREE
+//2b0b: Outgoing, update charserv skillid2idx
//2b0c: Outgoing, chrif_changeemail -> 'change mail address ...'
//2b0d: Incoming, chrif_changedsex -> 'Change sex of acc XY'
//2b0e: Outgoing, chrif_char_ask_name -> 'Do some operations (change sex, ban / unban etc)'
@@ -470,6 +470,7 @@ int chrif_connectack(int fd) {
}
socket_datasync(fd, true);
+ chrif_skillid2idx(fd);
return 0;
}
@@ -882,21 +883,23 @@ int chrif_changedsex(int fd) {
// reset skill of some job
if ((sd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER) {
- int i;
+ int i, idx = 0;
// remove specifical skills of Bard classes
for(i = 315; i <= 322; i++) {
- if (sd->status.skill[i].id > 0 && sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) {
- sd->status.skill_point += sd->status.skill[i].lv;
- sd->status.skill[i].id = 0;
- sd->status.skill[i].lv = 0;
+ idx = skill->get_index(i);
+ if (sd->status.skill[idx].id > 0 && sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) {
+ sd->status.skill_point += sd->status.skill[idx].lv;
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
}
}
// remove specifical skills of Dancer classes
for(i = 323; i <= 330; i++) {
- if (sd->status.skill[i].id > 0 && sd->status.skill[i].flag == SKILL_FLAG_PERMANENT) {
- sd->status.skill_point += sd->status.skill[i].lv;
- sd->status.skill[i].id = 0;
- sd->status.skill[i].lv = 0;
+ idx = skill->get_index(i);
+ if (sd->status.skill[idx].id > 0 && sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT) {
+ sd->status.skill_point += sd->status.skill[idx].lv;
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
}
}
clif->updatestatus(sd, SP_SKILLPOINT);
@@ -963,20 +966,21 @@ int chrif_divorceack(int char_id, int partner_id) {
*------------------------------------------*/
int chrif_deadopt(int father_id, int mother_id, int child_id) {
struct map_session_data* sd;
+ int idx = skill->get_index(WE_CALLBABY);
if( father_id && ( sd = map_charid2sd(father_id) ) != NULL && sd->status.child == child_id ) {
sd->status.child = 0;
- sd->status.skill[WE_CALLBABY].id = 0;
- sd->status.skill[WE_CALLBABY].lv = 0;
- sd->status.skill[WE_CALLBABY].flag = 0;
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,WE_CALLBABY);
}
if( mother_id && ( sd = map_charid2sd(mother_id) ) != NULL && sd->status.child == child_id ) {
sd->status.child = 0;
- sd->status.skill[WE_CALLBABY].id = 0;
- sd->status.skill[WE_CALLBABY].lv = 0;
- sd->status.skill[WE_CALLBABY].flag = 0;
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,WE_CALLBABY);
}
@@ -1370,6 +1374,24 @@ void chrif_keepalive(int fd) {
void chrif_keepalive_ack(int fd) {
session[fd]->flag.ping = 0;/* reset ping state, we received a packet */
}
+void chrif_skillid2idx(int fd) {
+ int i, count = 0;
+
+ if( fd == 0 ) fd = char_fd;
+
+ WFIFOHEAD(fd,4 + (MAX_SKILL * 4));
+ WFIFOW(fd,0) = 0x2b0b;
+ for(i = 0; i < MAX_SKILL; i++) {
+ if( skill_db[i].nameid ) {
+ WFIFOW(fd, 4 + (count*4)) = skill_db[i].nameid;
+ WFIFOW(fd, 6 + (count*4)) = i;
+ count++;
+ }
+ }
+ WFIFOW(fd,2) = 4 + (count * 4);
+ WFIFOSET(fd,4 + (count * 4));
+
+}
/*==========================================
*
*------------------------------------------*/
diff --git a/src/map/chrif.h b/src/map/chrif.h
index 0aadb1a7b..9c7142905 100644
--- a/src/map/chrif.h
+++ b/src/map/chrif.h
@@ -1,5 +1,6 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
#ifndef _CHRIF_H_
#define _CHRIF_H_
@@ -65,5 +66,6 @@ int do_final_chrif(void);
int do_init_chrif(void);
int chrif_flush_fifo(void);
+void chrif_skillid2idx(int fd);
#endif /* _CHRIF_H_ */
diff --git a/src/map/clif.c b/src/map/clif.c
index 19ac1df9c..50ac5f06d 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -265,7 +265,7 @@ int clif_send_sub(struct block_list *bl, va_list ap) {
nullpo_ret(sd = (struct map_session_data *)bl);
fd = sd->fd;
- if (!fd) //Don't send to disconnected clients.
+ if (!fd || session[fd] == NULL) //Don't send to disconnected clients.
return 0;
buf = va_arg(ap,void*);
@@ -297,9 +297,6 @@ int clif_send_sub(struct block_list *bl, va_list ap) {
break;
}
- if (session[fd] == NULL)
- return 0;
-
WFIFOHEAD(fd, len);
if (WFIFOP(fd,0) == buf) {
ShowError("WARNING: Invalid use of clif->send function\n");
@@ -840,7 +837,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
struct status_change* sc = status_get_sc(bl);
struct view_data* vd = status_get_viewdata(bl);
struct packet_idle_unit p;
- int g_id = status_get_emblem_id(bl);
+ int g_id = status_get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -887,7 +884,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
#if PACKETVER >= 20080102
p.font = (sd) ? sd->user_font : 0;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
if( bl->type == BL_MOB ) {
p.maxHP = status_get_max_hp(bl);
p.HP = status_get_hp(bl);
@@ -1082,7 +1079,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
struct status_change* sc = status_get_sc(bl);
struct view_data* vd = status_get_viewdata(bl);
struct packet_spawn_unit p;
- int g_id = status_get_emblem_id(bl);
+ int g_id = status_get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1128,7 +1125,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
#if PACKETVER >= 20080102
p.font = (sd) ? sd->user_font : 0;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
if( bl->type == BL_MOB ) {
p.maxHP = status_get_max_hp(bl);
p.HP = status_get_hp(bl);
@@ -1161,7 +1158,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
struct status_change* sc = status_get_sc(bl);
struct view_data* vd = status_get_viewdata(bl);
struct packet_unit_walking p;
- int g_id = status_get_emblem_id(bl);
+ int g_id = status_get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1203,7 +1200,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
#if PACKETVER >= 20080102
p.font = (sd) ? sd->user_font : 0;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
if( bl->type == BL_MOB ) {
p.maxHP = status_get_max_hp(bl);
p.HP = status_get_hp(bl);
@@ -4394,12 +4391,17 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl) {
clif->specialeffect_single(bl,423,sd->fd);
else if(md->special_state.size==SZ_MEDIUM)
clif->specialeffect_single(bl,421,sd->fd);
- /* only between 04-04 and 07-12 (afterwards its bundled on the other packet) */
- #if PACKETVER >= 20120404
- #if PACKETVER <= 20120712
- clif->monster_hp_bar(md);
- #endif
- #endif
+#if PACKETVER >= 20120404
+ if( !(md->status.mode&MD_BOSS) ){
+ int i;
+ for(i = 0; i < DAMAGELOG_SIZE; i++) {// must show hp bar to all char who already hit the mob.
+ if( md->dmglog[i].id == sd->status.char_id ) {
+ clif->monster_hp_bar(md, sd);
+ break;
+ }
+ }
+ }
+#endif
}
break;
case BL_PET:
@@ -4862,10 +4864,8 @@ void clif_skillinfoblock(struct map_session_data *sd)
WFIFOHEAD(fd, MAX_SKILL * 37 + 4);
WFIFOW(fd,0) = 0x10f;
- for ( i = 0, len = 4; i < MAX_SKILL; i++)
- {
- if( (id = sd->status.skill[i].id) != 0 )
- {
+ for ( i = 0, len = 4; i < MAX_SKILL; i++) {
+ if( (id = sd->status.skill[i].id) != 0 ) {
// workaround for bugreport:5348
if (len + 37 > 8192)
break;
@@ -4902,25 +4902,25 @@ void clif_skillinfoblock(struct map_session_data *sd)
/// 0111 <skill id>.W <type>.L <level>.W <sp cost>.W <attack range>.W <skill name>.24B <upgradable>.B
void clif_addskill(struct map_session_data *sd, int id)
{
- int fd;
+ int fd, idx = skill->get_index(id);
nullpo_retv(sd);
fd = sd->fd;
if (!fd) return;
- if( sd->status.skill[id].id <= 0 )
+ if( sd->status.skill[idx].id <= 0 )
return;
WFIFOHEAD(fd, packet_len(0x111));
WFIFOW(fd,0) = 0x111;
WFIFOW(fd,2) = id;
WFIFOL(fd,4) = skill->get_inf(id);
- WFIFOW(fd,8) = sd->status.skill[id].lv;
- WFIFOW(fd,10) = skill->get_sp(id,sd->status.skill[id].lv);
- WFIFOW(fd,12)= skill->get_range2(&sd->bl, id,sd->status.skill[id].lv);
+ WFIFOW(fd,8) = sd->status.skill[idx].lv;
+ WFIFOW(fd,10) = skill->get_sp(id,sd->status.skill[idx].lv);
+ WFIFOW(fd,12)= skill->get_range2(&sd->bl, id,sd->status.skill[idx].lv);
safestrncpy((char*)WFIFOP(fd,14), skill->get_name(id), NAME_LENGTH);
- if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
+ if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT )
WFIFOB(fd,38) = (sd->status.skill[id].lv < skill->tree_get_max(id, sd->status.class_))? 1:0;
else
WFIFOB(fd,38) = 0;
@@ -4950,9 +4950,8 @@ void clif_deleteskill(struct map_session_data *sd, int id)
/// Updates a skill in the skill tree (ZC_SKILLINFO_UPDATE).
/// 010e <skill id>.W <level>.W <sp cost>.W <attack range>.W <upgradable>.B
-void clif_skillup(struct map_session_data *sd,uint16 skill_id)
-{
- int fd;
+void clif_skillup(struct map_session_data *sd,uint16 skill_id) {
+ int fd, idx = skill->get_index(skill_id);
nullpo_retv(sd);
@@ -4960,10 +4959,10 @@ void clif_skillup(struct map_session_data *sd,uint16 skill_id)
WFIFOHEAD(fd,packet_len(0x10e));
WFIFOW(fd,0) = 0x10e;
WFIFOW(fd,2) = skill_id;
- WFIFOW(fd,4) = sd->status.skill[skill_id].lv;
- WFIFOW(fd,6) = skill->get_sp(skill_id,sd->status.skill[skill_id].lv);
- WFIFOW(fd,8) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[skill_id].lv);
- WFIFOB(fd,10) = (sd->status.skill[skill_id].lv < skill->tree_get_max(sd->status.skill[skill_id].id, sd->status.class_)) ? 1 : 0;
+ WFIFOW(fd,4) = sd->status.skill[idx].lv;
+ WFIFOW(fd,6) = skill->get_sp(skill_id,sd->status.skill[idx].lv);
+ WFIFOW(fd,8) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[idx].lv);
+ WFIFOB(fd,10) = (sd->status.skill[idx].lv < skill->tree_get_max(sd->status.skill[idx].id, sd->status.class_)) ? 1 : 0;
WFIFOSET(fd,packet_len(0x10e));
}
@@ -4973,16 +4972,17 @@ void clif_skillup(struct map_session_data *sd,uint16 skill_id)
void clif_skillinfo(struct map_session_data *sd,int skill_id, int inf)
{
const int fd = sd->fd;
+ int idx = skill->get_index(skill_id);
WFIFOHEAD(fd,packet_len(0x7e1));
WFIFOW(fd,0) = 0x7e1;
WFIFOW(fd,2) = skill_id;
WFIFOL(fd,4) = inf?inf:skill->get_inf(skill_id);
- WFIFOW(fd,8) = sd->status.skill[skill_id].lv;
- WFIFOW(fd,10) = skill->get_sp(skill_id,sd->status.skill[skill_id].lv);
- WFIFOW(fd,12) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[skill_id].lv);
- if( sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT )
- WFIFOB(fd,14) = (sd->status.skill[skill_id].lv < skill->tree_get_max(skill_id, sd->status.class_))? 1:0;
+ WFIFOW(fd,8) = sd->status.skill[idx].lv;
+ WFIFOW(fd,10) = skill->get_sp(skill_id,sd->status.skill[idx].lv);
+ WFIFOW(fd,12) = skill->get_range2(&sd->bl,skill_id,sd->status.skill[idx].lv);
+ if( sd->status.skill[idx].flag == SKILL_FLAG_PERMANENT )
+ WFIFOB(fd,14) = (sd->status.skill[idx].lv < skill->tree_get_max(skill_id, sd->status.class_))? 1:0;
else
WFIFOB(fd,14) = 0;
WFIFOSET(fd,packet_len(0x7e1));
@@ -6698,7 +6698,8 @@ void clif_party_withdraw(struct party_data* p, struct map_session_data* sd, int
if(!sd && (flag&0xf0)==0)
{
int i;
- for(i=0;i<MAX_PARTY && !p->data[i].sd;i++);
+ for(i=0;i<MAX_PARTY && !p->data[i].sd;i++)
+ ;
if (i < MAX_PARTY)
sd = p->data[i].sd;
}
@@ -12432,30 +12433,47 @@ void clif_parse_GuildChangeNotice(int fd, struct map_session_data* sd)
guild_change_notice(sd, guild_id, msg1, msg2);
}
+// Helper function for guild invite functions
+int
+clif_sub_guild_invite(int fd, struct map_session_data *sd, struct map_session_data *t_sd) {
+ if (t_sd == NULL) {// not online or does not exist
+ return 1;
+ }
+
+ if (map[sd->bl.m].flag.guildlock) { //Guild locked.
+ clif->message(fd, msg_txt(228));
+ return 1;
+ }
+
+ if (t_sd && t_sd->state.noask) {// @noask [LuzZza]
+ clif->noask_sub(sd, t_sd, 2);
+ return 1;
+ }
+
+ guild_invite(sd,t_sd);
+ return 0;
+}
/// Guild invite request (CZ_REQ_JOIN_GUILD).
/// 0168 <account id>.L <inviter account id>.L <inviter char id>.L
void clif_parse_GuildInvite(int fd,struct map_session_data *sd)
{
- struct map_session_data *t_sd;
+ struct map_session_data *t_sd = map_id2sd(RFIFOL(fd,2));
- if(map[sd->bl.m].flag.guildlock) { //Guild locked.
- clif->message(fd, msg_txt(228));
+ if (clif_sub_guild_invite(fd, sd, t_sd))
return;
- }
-
- t_sd = map_id2sd(RFIFOL(fd,2));
+}
- // @noask [LuzZza]
- if(t_sd && t_sd->state.noask) {
- clif->noask_sub(sd, t_sd, 2);
+/// Guild invite request (/guildinvite) (CZ_REQ_JOIN_GUILD2).
+/// 0916 <char name>.24B
+void clif_parse_GuildInvite2(int fd, struct map_session_data *sd)
+{
+ struct map_session_data *t_sd = map_nick2sd((char *)RFIFOP(fd, 2));
+
+ if (clif_sub_guild_invite(fd, sd, t_sd))
return;
- }
-
- guild_invite(sd,t_sd);
}
-
/// Answer to guild invitation (CZ_JOIN_GUILD).
/// 016b <guild id>.L <answer>.L
/// answer:
@@ -16662,7 +16680,7 @@ void clif_snap( struct block_list *bl, short x, short y ) {
clif->send(buf,packet_len(0x8d2),bl,AREA);
}
-void clif_monster_hp_bar( struct mob_data* md ) {
+void clif_monster_hp_bar( struct mob_data* md, struct map_session_data *sd ) {
struct packet_monster_hp p;
p.PacketType = monsterhpType;
@@ -16670,7 +16688,7 @@ void clif_monster_hp_bar( struct mob_data* md ) {
p.HP = md->status.hp;
p.MaxHP = md->status.max_hp;
- clif->send(&p,sizeof(p),&md->bl,AREA_WOS);
+ clif->send(&p,sizeof(p),&sd->bl,SELF);
}
/* [Ind/Hercules] placeholder for unsupported incoming packets (avoids server disconnecting client) */
void __attribute__ ((unused)) clif_parse_dull(int fd,struct map_session_data *sd) {
@@ -16791,7 +16809,7 @@ void clif_parse_CashShopBuy(int fd, struct map_session_data *sd) {
/* [Ind/Hercules] */
void clif_maptypeproperty2(struct block_list *bl,enum send_target t) {
-#if PACKETVER >= 20130000 /* not entirely sure when this started */
+#if PACKETVER >= 20121010
struct packet_maptypeproperty2 p;
p.PacketType = maptypeproperty2Type;
@@ -17707,6 +17725,7 @@ void clif_defaults(void) {
clif->pCashShopBuy = clif_parse_CashShopBuy;
/* */
clif->pPartyTick = clif_parse_PartyTick;
+ clif->pGuildInvite2 = clif_parse_GuildInvite2;
/* dull */
clif->pDull = clif_parse_dull;
}
diff --git a/src/map/clif.h b/src/map/clif.h
index 8c6a0628b..9dfa83e00 100644
--- a/src/map/clif.h
+++ b/src/map/clif.h
@@ -566,7 +566,7 @@ struct clif_interface {
void (*mvp_noitem) (struct map_session_data* sd);
void (*changed_dir) (struct block_list *bl, enum send_target target);
void (*charnameack) (int fd, struct block_list *bl);
- void (*monster_hp_bar) ( struct mob_data* md );
+ void (*monster_hp_bar) ( struct mob_data* md, struct map_session_data *sd );
int (*hpmeter) (struct map_session_data *sd);
void (*hpmeter_single) (int fd, int id, unsigned int hp, unsigned int maxhp);
int (*hpmeter_sub) (struct block_list *bl, va_list ap);
@@ -1079,6 +1079,7 @@ struct clif_interface {
void (*pCashShopSchedule) (int fd, struct map_session_data *sd);
void (*pCashShopBuy) (int fd, struct map_session_data *sd);
void (*pPartyTick) (int fd, struct map_session_data *sd);
+ void (*pGuildInvite2) (int fd, struct map_session_data *sd);
} clif_s;
struct clif_interface *clif;
diff --git a/src/map/mob.c b/src/map/mob.c
index f68f85455..e5520b622 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2067,7 +2067,16 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage) {
return;
#if PACKETVER >= 20120404
- clif->monster_hp_bar(md);
+ if( !(md->status.mode&MD_BOSS) ){
+ int i;
+ for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
+ if( md->dmglog[i].id ) {
+ struct map_session_data *sd = map_charid2sd(md->dmglog[i].id);
+ if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
+ clif->monster_hp_bar(md,sd);
+ }
+ }
+ }
#endif
if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
@@ -3379,9 +3388,10 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons
//Go Backwards to give better priority to advanced skills.
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
+ int idx = skill_tree[pc_class2idx(sd->status.class_)][j].idx;
skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
- if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
- (skill->get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL))
+ if (!skill_id || sd->status.skill[idx].lv < 1 ||
+ (skill_db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL))
)
continue;
for(h = 0; h < map[sd->bl.m].zone->disabled_skills_count; h++) {
@@ -3401,12 +3411,12 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons
/**
* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
**/
- if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv) )
+ if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) )
continue;
memset (&ms[i], 0, sizeof(struct mob_skill));
ms[i].skill_id = skill_id;
- ms[i].skill_lv = sd->status.skill[skill_id].lv;
+ ms[i].skill_lv = sd->status.skill[idx].lv;
ms[i].state = MSS_ANY;
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
ms[i].emotion = -1;
@@ -3414,7 +3424,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons
ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv);
ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv);
- inf = skill->get_inf(skill_id);
+ inf = skill_db[idx].inf;
if (inf&INF_ATTACK_SKILL) {
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
@@ -4256,6 +4266,7 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current)
struct mob_skill *ms, gms;
int mob_id;
int i =0, j, tmp;
+ uint16 sidx = 0;
mob_id = atoi(str[0]);
@@ -4302,8 +4313,7 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current)
//Skill ID
j=atoi(str[3]);
- if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
- {
+ if ( !(sidx = skill->get_index(j) ) ) {
if (mob_id < 0)
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
else
@@ -4345,16 +4355,16 @@ static bool mob_parse_row_mobskilldb(char** str, int columns, int current)
}
//Check that the target condition is right for the skill type. [Skotlex]
- if (skill->get_casttype(ms->skill_id) == CAST_GROUND) {//Ground skill.
+ if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill.
if (ms->target > MST_AROUND) {
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
- ms->skill_id, skill->get_name(ms->skill_id),
+ ms->skill_id, skill_db[sidx].name,
mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
} else if (ms->target > MST_MASTER) {
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
- ms->skill_id, skill->get_name(ms->skill_id),
+ ms->skill_id, skill_db[sidx].name,
mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
diff --git a/src/map/npc.c b/src/map/npc.c
index dee5f4f50..a9fdb5ea6 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -1506,7 +1506,7 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list)
{
struct npc_data* nd;
double z;
- int i,j,w,skill,new_;
+ int i,j,w,skill_t,new_, idx = skill->get_index(MC_DISCOUNT);
nullpo_retr(3, sd);
nullpo_retr(3, item_list);
@@ -1521,8 +1521,7 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list)
w = 0;
new_ = 0;
// process entries in buy list, one by one
- for( i = 0; i < n; ++i )
- {
+ for( i = 0; i < n; ++i ) {
int nameid, amount, value;
// find this entry in the shop's sell list
@@ -1541,20 +1540,19 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list)
if( !itemdb_exists(nameid) )
return 3; // item no longer in itemdb
- if( !itemdb_isstackable(nameid) && amount > 1 )
- { //Exploit? You can't buy more than 1 of equipment types o.O
+ if( !itemdb_isstackable(nameid) && amount > 1 ) {
+ //Exploit? You can't buy more than 1 of equipment types o.O
ShowWarning("Player %s (%d:%d) sent a hexed packet trying to buy %d of nonstackable item %d!\n",
sd->status.name, sd->status.account_id, sd->status.char_id, amount, nameid);
amount = item_list[i*2+0] = 1;
}
- if( nd->master_nd )
- {// Script-controlled shops decide by themselves, what can be bought and for what price.
+ if( nd->master_nd ) {
+ // Script-controlled shops decide by themselves, what can be bought and for what price.
continue;
}
- switch( pc_checkadditem(sd,nameid,amount) )
- {
+ switch( pc_checkadditem(sd,nameid,amount) ) {
case ADDITEM_EXIST:
break;
@@ -1584,16 +1582,14 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list)
pc_payzeny(sd,(int)z,LOG_TYPE_NPC, NULL);
- for( i = 0; i < n; ++i )
- {
+ for( i = 0; i < n; ++i ) {
int nameid = item_list[i*2+1];
int amount = item_list[i*2+0];
struct item item_tmp;
if (itemdb_type(nameid) == IT_PETEGG)
pet_create_egg(sd, nameid);
- else
- {
+ else {
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = nameid;
item_tmp.identify = 1;
@@ -1603,14 +1599,12 @@ int npc_buylist(struct map_session_data* sd, int n, unsigned short* item_list)
}
// custom merchant shop exp bonus
- if( battle_config.shop_exp > 0 && z > 0 && (skill = pc_checkskill(sd,MC_DISCOUNT)) > 0 )
- {
- if( sd->status.skill[MC_DISCOUNT].flag >= SKILL_FLAG_REPLACED_LV_0 )
- skill = sd->status.skill[MC_DISCOUNT].flag - SKILL_FLAG_REPLACED_LV_0;
+ if( battle_config.shop_exp > 0 && z > 0 && (skill_t = pc_checkskill2(sd,idx)) > 0 ) {
+ if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 )
+ skill_t = sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0;
- if( skill > 0 )
- {
- z = z * (double)skill * (double)battle_config.shop_exp/10000.;
+ if( skill_t > 0 ) {
+ z = z * (double)skill_t * (double)battle_config.shop_exp/10000.;
if( z < 1 )
z = 1;
pc_gainexp(sd,NULL,0,(int)z, false);
@@ -1684,41 +1678,36 @@ static int npc_selllist_sub(struct map_session_data* sd, int n, unsigned short*
int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list)
{
double z;
- int i,skill;
+ int i,skill_t, idx = skill->get_index(MC_OVERCHARGE);
struct npc_data *nd;
nullpo_retr(1, sd);
nullpo_retr(1, item_list);
- if( ( nd = npc_checknear(sd, map_id2bl(sd->npc_shopid)) ) == NULL || nd->subtype != SHOP )
- {
+ if( ( nd = npc_checknear(sd, map_id2bl(sd->npc_shopid)) ) == NULL || nd->subtype != SHOP ) {
return 1;
}
z = 0;
// verify the sell list
- for( i = 0; i < n; i++ )
- {
+ for( i = 0; i < n; i++ ) {
int nameid, amount, idx, value;
idx = item_list[i*2]-2;
amount = item_list[i*2+1];
- if( idx >= MAX_INVENTORY || idx < 0 || amount < 0 )
- {
+ if( idx >= MAX_INVENTORY || idx < 0 || amount < 0 ) {
return 1;
}
nameid = sd->status.inventory[idx].nameid;
- if( !nameid || !sd->inventory_data[idx] || sd->status.inventory[idx].amount < amount )
- {
+ if( !nameid || !sd->inventory_data[idx] || sd->status.inventory[idx].amount < amount ) {
return 1;
}
- if( nd->master_nd )
- {// Script-controlled shops decide by themselves, what can be sold and at what price.
+ if( nd->master_nd ) {// Script-controlled shops decide by themselves, what can be sold and at what price.
continue;
}
@@ -1727,23 +1716,19 @@ int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list)
z+= (double)value*amount;
}
- if( nd->master_nd )
- {// Script-controlled shops
+ if( nd->master_nd ) { // Script-controlled shops
return npc_selllist_sub(sd, n, item_list, nd->master_nd);
}
// delete items
- for( i = 0; i < n; i++ )
- {
+ for( i = 0; i < n; i++ ) {
int amount, idx;
idx = item_list[i*2]-2;
amount = item_list[i*2+1];
- if( sd->inventory_data[idx]->type == IT_PETEGG && sd->status.inventory[idx].card[0] == CARD0_PET )
- {
- if( search_petDB_index(sd->status.inventory[idx].nameid, PET_EGG) >= 0 )
- {
+ if( sd->inventory_data[idx]->type == IT_PETEGG && sd->status.inventory[idx].card[0] == CARD0_PET ) {
+ if( search_petDB_index(sd->status.inventory[idx].nameid, PET_EGG) >= 0 ) {
intif_delete_petdata(MakeDWord(sd->status.inventory[idx].card[1], sd->status.inventory[idx].card[2]));
}
}
@@ -1757,14 +1742,12 @@ int npc_selllist(struct map_session_data* sd, int n, unsigned short* item_list)
pc_getzeny(sd, (int)z, LOG_TYPE_NPC, NULL);
// custom merchant shop exp bonus
- if( battle_config.shop_exp > 0 && z > 0 && ( skill = pc_checkskill(sd,MC_OVERCHARGE) ) > 0)
- {
- if( sd->status.skill[MC_OVERCHARGE].flag >= SKILL_FLAG_REPLACED_LV_0 )
- skill = sd->status.skill[MC_OVERCHARGE].flag - SKILL_FLAG_REPLACED_LV_0;
+ if( battle_config.shop_exp > 0 && z > 0 && ( skill_t = pc_checkskill2(sd,idx) ) > 0) {
+ if( sd->status.skill[idx].flag >= SKILL_FLAG_REPLACED_LV_0 )
+ skill_t = sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0;
- if( skill > 0 )
- {
- z = z * (double)skill * (double)battle_config.shop_exp/10000.;
+ if( skill_t > 0 ) {
+ z = z * (double)skill_t * (double)battle_config.shop_exp/10000.;
if( z < 1 )
z = 1;
pc_gainexp(sd, NULL, 0, (int)z, false);
diff --git a/src/map/packets.h b/src/map/packets.h
index 3c204c978..edfa40c37 100644
--- a/src/map/packets.h
+++ b/src/map/packets.h
@@ -1994,6 +1994,7 @@ packet(0x020d,-1);
packet(0x0368,6,clif->pSolveCharName,2);
packet(0x08E5,41,clif->pPartyBookingRegisterReq,2,4);
packet(0x08d2,10);
+ packet(0x0916,26,clif->pGuildInvite2,2);
#endif
//2012-06-18aRagexeRE
@@ -2021,6 +2022,14 @@ packet(0x020d,-1);
packet(0x0960,5,clif->pChangeDir,2,4);
#endif
+#if PACKETVER >= 20120710
+ packet(0x0886,2,clif->pReqCloseBuyingStore,0);
+#endif
+
+#if PACKETVER >= 20130313
+ packet(0x035f,6,clif->pReqClickBuyingStore,2);
+#endif
+
//2013-03-20Ragexe (Judas)
#if PACKETVER >= 20130320
packet(0x01FD,15,clif->pRepairItem,2);
@@ -2049,16 +2058,14 @@ packet(0x020d,-1);
packet(0x0998,8,clif->pEquipItem,2,4);
//packet(0x0281,-1,clif->pItemListWindowSelected,2,4,8);
packet(0x0938,-1,clif->pReqOpenBuyingStore,2,4,8,9,89);
- //packet(0x0817,2,clif->pReqCloseBuyingStore,0);
- //packet(0x0360,6,clif->pReqClickBuyingStore,2);
packet(0x0922,-1,clif->pReqTradeBuyingStore,2,4,8,12);
packet(0x094E,-1,clif->pSearchStoreInfo,2,4,5,9,13,14,15);
//packet(0x0835,2,clif->pSearchStoreInfoNextPage,0);
//packet(0x0838,12,clif->pSearchStoreInfoListItemClick,2,6,10);
- packet(0x0844,2,clif->pCashShopOpen,0);/* tell server cashshop window is being open */
- packet(0x084a,2,clif->pCashShopClose,0);/* tell server cashshop window is being closed */
- packet(0x08c9,4,clif->pCashShopSchedule,0);
- packet(0x0848,-1,clif->pCashShopBuy,0);
+ packet(0x0844,2,clif->pCashShopOpen,2);/* tell server cashshop window is being open */
+ packet(0x084a,2,clif->pCashShopClose,2);/* tell server cashshop window is being closed */
+ packet(0x08c9,4,clif->pCashShopSchedule,2);
+ packet(0x0848,-1,clif->pCashShopBuy,2);
packet(0x0447,2);
#endif
diff --git a/src/map/packets_struct.h b/src/map/packets_struct.h
index 253ea6bdc..94450facb 100644
--- a/src/map/packets_struct.h
+++ b/src/map/packets_struct.h
@@ -23,7 +23,7 @@ enum packet_headers {
additemType = 0xa0,
#elif PACKETVER < 20071002
additemType = 0x29a,
-#elif PACKETVER < 20130000 /* not sure date */
+#elif PACKETVER < 20120925
additemType = 0x2d4,
#else
additemType = 0x990,
@@ -38,7 +38,7 @@ enum packet_headers {
idle_unitType = 0x2ee,
#elif PACKETVER < 20101124
idle_unitType = 0x7f9,
-#elif PACKETVER < 20130000
+#elif PACKETVER < 20140000 //actual 20120221
idle_unitType = 0x857,
#else
idle_unitType = 0x915,
@@ -60,7 +60,7 @@ enum packet_headers {
spawn_unitType = 0x2ed,
#elif PACKETVER < 20101124
spawn_unitType = 0x7f8,
-#elif PACKETVER < 20130000
+#elif PACKETVER < 20140000 //actual 20120221
spawn_unitType = 0x858,
#else
spawn_unitType = 0x90f,
@@ -80,7 +80,7 @@ enum packet_headers {
unit_walkingType = 0x2ec,
#elif PACKETVER < 20101124
unit_walkingType = 0x7f7,
-#elif PACKETVER < 20130000
+#elif PACKETVER < 20140000 //actual 20120221
unit_walkingType = 0x856,
#else
unit_walkingType = 0x914,
@@ -130,7 +130,7 @@ struct packet_additem {
bool IsDamaged;
unsigned char refiningLevel;
struct EQUIPSLOTINFO slot;
-#if PACKETVER >= 20130000 /* not sure */
+#if PACKETVER >= 20120925
unsigned int location;
#else
unsigned short location;
@@ -211,7 +211,7 @@ struct packet_spawn_unit {
#if PACKETVER >= 20080102
short font;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
int maxHP;
int HP;
unsigned char isBoss;
@@ -270,7 +270,7 @@ struct packet_unit_walking {
#if PACKETVER >= 20080102
short font;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
int maxHP;
int HP;
unsigned char isBoss;
@@ -329,7 +329,7 @@ struct packet_idle_unit {
#if PACKETVER >= 20080102
short font;
#endif
-#if PACKETVER >= 20120712
+#if PACKETVER >= 20140000 //actual 20120221
int maxHP;
int HP;
unsigned char isBoss;
diff --git a/src/map/pc.c b/src/map/pc.c
index 671cea6c4..afc92594b 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -940,19 +940,16 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim
// Checks and fixes to character status data, that are required
// in case of configuration change or stuff, which cannot be
// checked on char-server.
- if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE )
- {
+ if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) {
sd->status.hair = MIN_HAIR_STYLE;
}
- if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR )
- {
+ if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) {
sd->status.hair_color = MIN_HAIR_COLOR;
}
- if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR )
- {
+ if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) {
sd->status.clothes_color = MIN_CLOTH_COLOR;
}
-
+
//Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
if(!sd->status.hp) pc_setdead(sd);
sd->state.connect_new = 1;
@@ -1145,7 +1142,7 @@ int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
*------------------------------------------*/
int pc_reg_received(struct map_session_data *sd)
{
- int i,j;
+ int i,j, idx = 0;
sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level");
sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd");
@@ -1158,15 +1155,14 @@ int pc_reg_received(struct map_session_data *sd)
// Cooking Exp
sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");
- if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON )
- { // Better check for class rather than skill to prevent "skill resets" from unsetting this
+ if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
+ // Better check for class rather than skill to prevent "skill resets" from unsetting this
sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
}
//SG map and mob read [Komurka]
- for(i=0;i<MAX_PC_FEELHATE;i++) //for now - someone need to make reading from txt/sql
- {
+ for(i=0;i<MAX_PC_FEELHATE;i++) { //for now - someone need to make reading from txt/sql
if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
sd->feel_map[i].index = j;
sd->feel_map[i].m = map_mapindex2mapid(j);
@@ -1179,22 +1175,22 @@ int pc_reg_received(struct map_session_data *sd)
if ((i = pc_checkskill(sd,RG_PLAGIARISM)) > 0) {
sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
- if (sd->cloneskill_id > 0) {
- sd->status.skill[sd->cloneskill_id].id = sd->cloneskill_id;
- sd->status.skill[sd->cloneskill_id].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
- if (sd->status.skill[sd->cloneskill_id].lv > i)
- sd->status.skill[sd->cloneskill_id].lv = i;
- sd->status.skill[sd->cloneskill_id].flag = SKILL_FLAG_PLAGIARIZED;
+ if (sd->cloneskill_id > 0 && (idx = skill->get_index(sd->cloneskill_id))) {
+ sd->status.skill[idx].id = sd->cloneskill_id;
+ sd->status.skill[idx].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
+ if (sd->status.skill[idx].lv > i)
+ sd->status.skill[idx].lv = i;
+ sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
}
}
if ((i = pc_checkskill(sd,SC_REPRODUCE)) > 0) {
sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL");
- if( sd->reproduceskill_id > 0) {
- sd->status.skill[sd->reproduceskill_id].id = sd->reproduceskill_id;
- sd->status.skill[sd->reproduceskill_id].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
- if( i < sd->status.skill[sd->reproduceskill_id].lv)
- sd->status.skill[sd->reproduceskill_id].lv = i;
- sd->status.skill[sd->reproduceskill_id].flag = SKILL_FLAG_PLAGIARIZED;
+ if( sd->reproduceskill_id > 0 && (idx = skill->get_index(sd->reproduceskill_id))) {
+ sd->status.skill[idx].id = sd->reproduceskill_id;
+ sd->status.skill[idx].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
+ if( i < sd->status.skill[idx].lv)
+ sd->status.skill[idx].lv = i;
+ sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
}
}
//Weird... maybe registries were reloaded?
@@ -1263,15 +1259,14 @@ static int pc_calc_skillpoint(struct map_session_data* sd)
nullpo_ret(sd);
for(i=1;i<MAX_SKILL;i++){
- if( (skill_lv = pc_checkskill(sd,i)) > 0) {
- inf2 = skill->get_inf2(i);
+ if( (skill_lv = pc_checkskill2(sd,i)) > 0) {
+ inf2 = skill_db[i].inf2;
if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
!(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) //Do not count wedding/link skills. [Skotlex]
) {
if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
skill_point += skill_lv;
- else
- if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0)
+ else if(sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0)
skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
}
}
@@ -1298,13 +1293,13 @@ int pc_calc_skilltree(struct map_session_data *sd)
return 1;
}
c = pc_class2idx(c);
-
+
for( i = 0; i < MAX_SKILL; i++ ) {
if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
sd->status.skill[i].id = 0; //First clear skills.
/* permanent skills that must be re-checked */
if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED ) {
- switch( i ) {
+ switch( skill_db[i].nameid ) {
case NV_TRICKDEAD:
if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
sd->status.skill[i].id = 0;
@@ -1316,29 +1311,26 @@ int pc_calc_skilltree(struct map_session_data *sd)
}
}
- for( i = 0; i < MAX_SKILL; i++ )
- {
+ for( i = 0; i < MAX_SKILL; i++ ) {
if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
{ // Restore original level of skills after deleting earned skills.
sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
}
- if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && i >= DC_HUMMING && i<= DC_SERVICEFORYOU )
+ if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER && skill_db[i].nameid >= DC_HUMMING && skill_db[i].nameid <= DC_SERVICEFORYOU )
{ //Enable Bard/Dancer spirit linked skills.
if( sd->status.sex )
{ //Link dancer skills to bard.
if( sd->status.skill[i-8].lv < 10 )
continue;
- sd->status.skill[i].id = i;
+ sd->status.skill[i].id = skill_db[i].nameid;
sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
- }
- else
- { //Link bard skills to dancer.
+ } else { //Link bard skills to dancer.
if( sd->status.skill[i].lv < 10 )
continue;
- sd->status.skill[i-8].id = i - 8;
+ sd->status.skill[i-8].id = skill_db[i-8].nameid;
sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
}
@@ -1347,7 +1339,7 @@ int pc_calc_skilltree(struct map_session_data *sd)
if( pc_has_permission(sd, PC_PERM_ALL_SKILL) ) {
for( i = 0; i < MAX_SKILL; i++ ) {
- switch(i) {
+ switch(skill_db[i].nameid) {
/**
* Dummy skills must be added here otherwise they'll be displayed in the,
* skill tree and since they have no icons they'll give resource errors
@@ -1371,20 +1363,19 @@ int pc_calc_skilltree(struct map_session_data *sd)
default:
break;
}
- if( skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
+ if( skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
continue; //Only skills you can't have are npc/guild ones
- if( skill->get_max(i) > 0 )
- sd->status.skill[i].id = i;
+ if( skill_db[i].max > 0 )
+ sd->status.skill[i].id = skill_db[i].nameid;
}
return 0;
}
do {
flag = 0;
- for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
- {
- int f;
- if( sd->status.skill[id].id )
+ for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) {
+ int f, idx = skill_tree[c][i].idx;
+ if( sd->status.skill[idx].id )
continue; //Skill already known.
f = 1;
@@ -1392,17 +1383,15 @@ int pc_calc_skilltree(struct map_session_data *sd)
int j;
for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
int k;
- if((k=skill_tree[c][i].need[j].id))
- {
- if (sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED)
+ if((k=skill_tree[c][i].need[j].id)) {
+ int idx2 = skill_tree[c][i].need[j].idx;
+ if (sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED)
k = 0; //Not learned.
+ else if (sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
+ k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0;
else
- if (sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
- k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- k = pc_checkskill(sd,k);
- if (k < skill_tree[c][i].need[j].lv)
- {
+ k = pc_checkskill2(sd,idx2);
+ if (k < skill_tree[c][i].need[j].lv) {
f = 0;
break;
}
@@ -1411,23 +1400,22 @@ int pc_calc_skilltree(struct map_session_data *sd)
if( sd->status.job_level < skill_tree[c][i].joblv )
f = 0; // job level requirement wasn't satisfied
}
-
if( f ) {
int inf2;
- inf2 = skill->get_inf2(id);
-
- if(!sd->status.skill[id].lv && (
+ inf2 = skill_db[idx].inf2;
+
+ if(!sd->status.skill[idx].lv && (
(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
inf2&INF2_WEDDING_SKILL ||
(inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
))
continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
- sd->status.skill[id].id = id;
+ sd->status.skill[idx].id = id;
if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
- sd->status.skill[id].lv = 1; // need to manually specify a skill level
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
+ sd->status.skill[idx].lv = 1; // need to manually specify a skill level
+ sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
}
flag = 1; // skill list has changed, perform another pass
}
@@ -1443,22 +1431,19 @@ int pc_calc_skilltree(struct map_session_data *sd)
- (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
- (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */
- for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ )
- {
- if( (skill->get_inf2(id)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
+ for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) {
+ int idx = skill_tree[c][i].idx;
+ if( (skill_db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
continue; //Do not include Quest/Wedding skills.
- if( sd->status.skill[id].id == 0 )
- {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
- }
- else if( id != NV_BASIC)
- {
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Remember original level
+ if( sd->status.skill[idx].id == 0 ) {
+ sd->status.skill[idx].id = id;
+ sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
+ } else if( id != NV_BASIC) {
+ sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Remember original level
}
- sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_);
+ sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_);
}
}
@@ -1483,26 +1468,22 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill_id)
c = pc_class2idx(c);
do {
flag = 0;
- for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ )
- {
- int j, f = 1, k;
+ for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) {
+ int j, f = 1, k, idx = skill_tree[c][i].idx;
- if( sd->status.skill[id].id ) //Already learned
+ if( sd->status.skill[idx].id ) //Already learned
continue;
- for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ )
- {
- if( (k = skill_tree[c][i].need[j].id) )
- {
- if( sd->status.skill[k].id == 0 || sd->status.skill[k].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[k].flag == SKILL_FLAG_PLAGIARIZED )
+ for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) {
+ if( (k = skill_tree[c][i].need[j].id) ) {
+ int idx2 = skill_tree[c][i].need[j].idx;
+ if( sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED )
k = 0; //Not learned.
+ else if( sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
+ k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0;
else
- if( sd->status.skill[k].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
- k = sd->status.skill[skill_tree[c][i].need[j].id].flag - SKILL_FLAG_REPLACED_LV_0;
- else
- k = pc_checkskill(sd,k);
- if( k < skill_tree[c][i].need[j].lv )
- {
+ k = pc_checkskill2(sd,idx2);
+ if( k < skill_tree[c][i].need[j].lv ) {
f = 0;
break;
}
@@ -1513,15 +1494,15 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill_id)
if( sd->status.job_level < skill_tree[c][i].joblv )
continue;
- j = skill->get_inf2(id);
- if( !sd->status.skill[id].lv && (
+ j = skill_db[idx].inf2;
+ if( !sd->status.skill[idx].lv && (
(j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
j&INF2_WEDDING_SKILL ||
(j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SPIRIT])
) )
continue; //Cannot be learned via normal means.
- sd->status.skill[id].id = id;
+ sd->status.skill[idx].id = id;
flag = 1;
}
} while(flag);
@@ -1533,14 +1514,11 @@ int pc_clean_skilltree(struct map_session_data *sd)
{
int i;
for (i = 0; i < MAX_SKILL; i++){
- if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED)
- {
+ if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) {
sd->status.skill[i].id = 0;
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
- }
- else
- if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0){
+ } else if (sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0) {
sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
sd->status.skill[i].flag = 0;
}
@@ -3452,11 +3430,11 @@ int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4
* 2 - Like 1, except the level granted can stack with previously learned level.
* 3 - Grant skill unconditionally and forever (persistent to job changes and skill resets)
*------------------------------------------*/
-int pc_skill(TBL_PC* sd, int id, int level, int flag)
-{
+int pc_skill(TBL_PC* sd, int id, int level, int flag) {
+ uint16 index = 0;
nullpo_ret(sd);
- if( id <= 0 || id >= MAX_SKILL || skill_db[id].name == NULL) {
+ if( !(index = skill->get_index(id)) || skill_db[index].name == NULL) {
ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
return 0;
}
@@ -3464,56 +3442,56 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag)
ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
return 0;
}
- if( flag == 2 && sd->status.skill[id].lv + level > MAX_SKILL_LEVEL ) {
- ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[id].lv);
+ if( flag == 2 && sd->status.skill[index].lv + level > MAX_SKILL_LEVEL ) {
+ ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[index].lv);
return 0;
}
switch( flag ){
case 0: //Set skill data overwriting whatever was there before.
- sd->status.skill[id].id = id;
- sd->status.skill[id].lv = level;
- sd->status.skill[id].flag = SKILL_FLAG_PERMANENT;
+ sd->status.skill[index].id = id;
+ sd->status.skill[index].lv = level;
+ sd->status.skill[index].flag = SKILL_FLAG_PERMANENT;
if( level == 0 ) { //Remove skill.
- sd->status.skill[id].id = 0;
+ sd->status.skill[index].id = 0;
clif->deleteskill(sd,id);
} else
clif->addskill(sd,id);
- if( !skill->get_inf(id) ) //Only recalculate for passive skills.
+ if( !skill_db[index].inf ) //Only recalculate for passive skills.
status_calc_pc(sd, 0);
break;
case 1: //Item bonus skill.
- if( sd->status.skill[id].id == id ) {
- if( sd->status.skill[id].lv >= level )
+ if( sd->status.skill[index].id == id ) {
+ if( sd->status.skill[index].lv >= level )
return 0;
- if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv;
+ if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
+ sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
} else {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY;
+ sd->status.skill[index].id = id;
+ sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY;
}
- sd->status.skill[id].lv = level;
+ sd->status.skill[index].lv = level;
break;
case 2: //Add skill bonus on top of what you had.
- if( sd->status.skill[id].id == id ) {
- if( sd->status.skill[id].flag == SKILL_FLAG_PERMANENT )
- sd->status.skill[id].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[id].lv; // Store previous level.
+ if( sd->status.skill[index].id == id ) {
+ if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT )
+ sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; // Store previous level.
} else {
- sd->status.skill[id].id = id;
- sd->status.skill[id].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
+ sd->status.skill[index].id = id;
+ sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
}
- sd->status.skill[id].lv += level;
+ sd->status.skill[index].lv += level;
break;
case 3:
- sd->status.skill[id].id = id;
- sd->status.skill[id].lv = level;
- sd->status.skill[id].flag = SKILL_FLAG_PERM_GRANTED;
+ sd->status.skill[index].id = id;
+ sd->status.skill[index].lv = level;
+ sd->status.skill[index].flag = SKILL_FLAG_PERM_GRANTED;
if( level == 0 ) { //Remove skill.
- sd->status.skill[id].id = 0;
+ sd->status.skill[index].id = 0;
clif->deleteskill(sd,id);
} else
clif->addskill(sd,id);
- if( !skill->get_inf(id) ) //Only recalculate for passive skills.
+ if( !skill_db[index].inf ) //Only recalculate for passive skills.
status_calc_pc(sd, 0);
break;
default: //Unknown flag?
@@ -4959,8 +4937,8 @@ int pc_memo(struct map_session_data* sd, int pos)
/*==========================================
* Return player sd skill_lv learned for given skill
*------------------------------------------*/
-int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
-{
+int pc_checkskill(struct map_session_data *sd,uint16 skill_id) {
+ uint16 index = 0;
if(sd == NULL) return 0;
if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) {
struct guild *g;
@@ -4968,16 +4946,34 @@ int pc_checkskill(struct map_session_data *sd,uint16 skill_id)
if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
return guild_checkskill(g,skill_id);
return 0;
- } else if(skill_id >= ARRAYLENGTH(sd->status.skill) ) {
+ } else if(!(index = skill->get_index(skill_id)) || index >= ARRAYLENGTH(sd->status.skill) ) {
ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
return 0;
}
- if(sd->status.skill[skill_id].id == skill_id)
- return (sd->status.skill[skill_id].lv);
+ if(sd->status.skill[index].id == skill_id)
+ return (sd->status.skill[index].lv);
return 0;
}
+int pc_checkskill2(struct map_session_data *sd,uint16 index) {
+ if(sd == NULL) return 0;
+ if(index >= ARRAYLENGTH(sd->status.skill) ) {
+ ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id);
+ return 0;
+ }
+ if( skill_db[index].nameid >= GD_SKILLBASE && skill_db[index].nameid < GD_MAX ) {
+ struct guild *g;
+
+ if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
+ return guild_checkskill(g,skill_db[index].nameid);
+ return 0;
+ }
+ if(sd->status.skill[index].id == skill_db[index].nameid)
+ return (sd->status.skill[index].lv);
+
+ return 0;
+}
/*==========================================
* Chk if we still have the correct weapon to continue the skill (actually status)
@@ -6048,33 +6044,31 @@ int pc_statusup2(struct map_session_data* sd, int type, int val)
* Update skill_lv for player sd
* Skill point allocation
*------------------------------------------*/
-int pc_skillup(struct map_session_data *sd,uint16 skill_id)
-{
+int pc_skillup(struct map_session_data *sd,uint16 skill_id) {
+ uint16 index = 0;
nullpo_ret(sd);
- if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL )
- {
+ if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) {
guild_skillup(sd, skill_id);
return 0;
}
- if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd )
- {
+ if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) {
merc_hom_skillup(sd->hd, skill_id);
return 0;
}
- if(skill_id >= MAX_SKILL )
+ if( !(index = skill->get_index(skill_id)) )
return 0;
if( sd->status.skill_point > 0 &&
- sd->status.skill[skill_id].id &&
- sd->status.skill[skill_id].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
- sd->status.skill[skill_id].lv < skill->tree_get_max(skill_id, sd->status.class_) )
+ sd->status.skill[index].id &&
+ sd->status.skill[index].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
+ sd->status.skill[index].lv < skill->tree_get_max(skill_id, sd->status.class_) )
{
- sd->status.skill[skill_id].lv++;
+ sd->status.skill[index].lv++;
sd->status.skill_point--;
- if( !skill->get_inf(skill_id) )
+ if( !skill_db[index].inf )
status_calc_pc(sd,0); // Only recalculate for passive skills.
else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )
pc_calc_skilltree(sd); // Required to grant all TK Ranger skills.
@@ -6110,25 +6104,25 @@ int pc_allskillup(struct map_session_data *sd)
}
}
- if (pc_has_permission(sd, PC_PERM_ALL_SKILL))
- { //Get ALL skills except npc/guild ones. [Skotlex]
+ if (pc_has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex]
//and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
for(i=0;i<MAX_SKILL;i++){
- switch( i ) {
+ switch( skill_db[i].nameid ) {
case SG_DEVIL:
case MO_TRIPLEATTACK:
case RG_SNATCHER:
continue;
default:
- if( !(skill->get_inf2(i)&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
- if ( ( sd->status.skill[i].lv = skill->get_max(i) ) )//Nonexistant skills should return a max of 0 anyway.
- sd->status.skill[i].id = i;
+ if( !(skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
+ if ( ( sd->status.skill[i].lv = skill_db[i].max ) )//Nonexistant skills should return a max of 0 anyway.
+ sd->status.skill[i].id = skill_db[i].nameid;
}
}
} else {
int inf2;
for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc_class2idx(sd->status.class_)][i].id)>0;i++){
- inf2 = skill->get_inf2(id);
+ int idx = skill_tree[pc_class2idx(sd->status.class_)][i].idx;
+ inf2 = skill_db[idx].inf2;
if (
(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
@@ -6136,8 +6130,8 @@ int pc_allskillup(struct map_session_data *sd)
)
continue; //Cannot be learned normally.
- sd->status.skill[id].id = id;
- sd->status.skill[id].lv = skill->tree_get_max(id, sd->status.class_); // celest
+ sd->status.skill[idx].id = id;
+ sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_); // celest
}
}
status_calc_pc(sd,0);
@@ -6351,26 +6345,27 @@ int pc_resetskill(struct map_session_data* sd, int flag)
merc_hom_vaporize(sd, 0);
}
- for( i = 1; i < MAX_SKILL; i++ )
- {
+ for( i = 1; i < MAX_SKILL; i++ ) {
+ uint16 skill_id = 0;
lv = sd->status.skill[i].lv;
if (lv < 1) continue;
- inf2 = skill->get_inf2(i);
+ inf2 = skill_db[i].inf2;
if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
continue;
-
+
+ skill_id = skill_db[i].nameid;
+
// Don't reset trick dead if not a novice/baby
- if( i == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
- {
+ if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
continue;
}
// do not reset basic skill
- if( i == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
+ if( skill_id == NV_BASIC && (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE )
continue;
if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED )
@@ -6379,10 +6374,9 @@ int pc_resetskill(struct map_session_data* sd, int flag)
if( flag&4 && !skill_ischangesex(i) )
continue;
- if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn )
- { //Only handle quest skills in a special way when you can't learn them manually
- if( battle_config.quest_skill_reset && !(flag&2) )
- { //Wipe them
+ if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) {
+ //Only handle quest skills in a special way when you can't learn them manually
+ if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
}
@@ -6394,8 +6388,7 @@ int pc_resetskill(struct map_session_data* sd, int flag)
if( sd->status.skill[i].flag == SKILL_FLAG_REPLACED_LV_0 )
skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
- if( !(flag&2) )
- {// reset
+ if( !(flag&2) ) {// reset
sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0;
}
@@ -6405,8 +6398,7 @@ int pc_resetskill(struct map_session_data* sd, int flag)
sd->status.skill_point += skill_point;
- if( flag&1 )
- {
+ if( flag&1 ) {
clif->updatestatus(sd,SP_SKILLPOINT);
clif->skillinfoblock(sd);
status_calc_pc(sd,0);
@@ -7339,7 +7331,7 @@ static int jobchange_killclone(struct block_list *bl, va_list ap)
int pc_jobchange(struct map_session_data *sd,int job, int upper)
{
int i, fame_flag=0;
- int b_class;
+ int b_class, idx = 0;
nullpo_ret(sd);
@@ -7379,10 +7371,11 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
}
if(sd->cloneskill_id) {
- if( sd->status.skill[sd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
- sd->status.skill[sd->cloneskill_id].id = 0;
- sd->status.skill[sd->cloneskill_id].lv = 0;
- sd->status.skill[sd->cloneskill_id].flag = 0;
+ idx = skill->get_index(sd->cloneskill_id);
+ if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,sd->cloneskill_id);
}
sd->cloneskill_id = 0;
@@ -7391,10 +7384,11 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
}
if(sd->reproduceskill_id) {
- if( sd->status.skill[sd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
- sd->status.skill[sd->reproduceskill_id].id = 0;
- sd->status.skill[sd->reproduceskill_id].lv = 0;
- sd->status.skill[sd->reproduceskill_id].flag = 0;
+ idx = skill->get_index(sd->reproduceskill_id);
+ if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
+ sd->status.skill[idx].id = 0;
+ sd->status.skill[idx].lv = 0;
+ sd->status.skill[idx].flag = 0;
clif->deleteskill(sd,sd->reproduceskill_id);
}
sd->reproduceskill_id = 0;
@@ -9464,24 +9458,22 @@ static bool pc_readdb_skilltree(char* fields[], int columns, int current)
//This is to avoid adding two lines for the same skill. [Skotlex]
ARR_FIND( 0, MAX_SKILL_TREE, skill_idx, skill_tree[idx][skill_idx].id == 0 || skill_tree[idx][skill_idx].id == skill_id );
- if( skill_idx == MAX_SKILL_TREE )
- {
+ if( skill_idx == MAX_SKILL_TREE ) {
ShowWarning("pc_readdb_skilltree: Unable to load skill %hu into job %d's tree. Maximum number of skills per class has been reached.\n", skill_id, class_);
return false;
- }
- else if(skill_tree[idx][skill_idx].id)
- {
+ } else if(skill_tree[idx][skill_idx].id) {
ShowNotice("pc_readdb_skilltree: Overwriting skill %hu for job class %d.\n", skill_id, class_);
}
skill_tree[idx][skill_idx].id = skill_id;
+ skill_tree[idx][skill_idx].idx = skill->get_index(skill_id);
skill_tree[idx][skill_idx].max = skill_lv;
skill_tree[idx][skill_idx].joblv = joblv;
- for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++)
- {
- skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
- skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
+ for(i = 0; i < MAX_PC_SKILL_REQUIRE; i++) {
+ skill_tree[idx][skill_idx].need[i].id = atoi(fields[i*2+offset]);
+ skill_tree[idx][skill_idx].need[i].idx = skill->get_index(atoi(fields[i*2+offset]));
+ skill_tree[idx][skill_idx].need[i].lv = atoi(fields[i*2+offset+1]);
}
return true;
}
diff --git a/src/map/pc.h b/src/map/pc.h
index ff65d9824..4f421f7c2 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -717,6 +717,7 @@ int pc_equippoint(struct map_session_data *sd,int n);
int pc_setinventorydata(struct map_session_data *sd);
int pc_checkskill(struct map_session_data *sd,uint16 skill_id);
+int pc_checkskill2(struct map_session_data *sd,uint16 index);
int pc_checkallowskill(struct map_session_data *sd);
int pc_checkequip(struct map_session_data *sd,int pos);
@@ -879,10 +880,12 @@ const char * job_name(int class_);
struct skill_tree_entry {
short id;
+ unsigned short idx;
unsigned char max;
unsigned char joblv;
struct {
short id;
+ unsigned short idx;
unsigned char lv;
} need[MAX_PC_SKILL_REQUIRE];
}; // Celest
diff --git a/src/map/script.c b/src/map/script.c
index 6cc235ad1..fbe3a31df 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -16477,9 +16477,7 @@ BUILDIN(areamobuseskill)
range = script_getnum(st,5);
mobid = script_getnum(st,6);
skill_id = ( script_isstring(st,7) ? skill->name2id(script_getstr(st,7)) : script_getnum(st,7) );
- if( (skill_lv = script_getnum(st,8)) > battle_config.mob_max_skilllvl )
- skill_lv = battle_config.mob_max_skilllvl;
-
+ skill_lv = script_getnum(st,8);
casttime = script_getnum(st,9);
cancel = script_getnum(st,10);
emotion = script_getnum(st,11);
diff --git a/src/map/skill.c b/src/map/skill.c
index d3c4a2bc5..c705d1425 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -154,7 +154,18 @@ int skill_get_index( uint16 skill_id ) {
skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
else if( skill_id >= HM_SKILLBASE )
skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
-
+ //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/
+ else if( skill_id > 1019 && skill_id < 8001 ) {
+ if( skill_id < 2057 ) // 1020 - 2000 are empty
+ skill_id = 1020 + skill_id - 2001;
+ else if( skill_id < 2549 ) // 2057 - 2200 are empty
+ skill_id = (1020+57) + skill_id - 2201;
+ else if ( skill_id < 3036 ) // 2549 - 3000 are empty
+ skill_id = (1020+57+348) + skill_id - 3001;
+ else if ( skill_id < 5019 ) //3036 - 5000 are empty
+ skill_id = (1020+57+348+1966) + skill_id - 5001;
+ }
+
// validate result
if( !skill_id || skill_id >= MAX_SKILL_DB )
return 0;
@@ -171,58 +182,57 @@ const char* skill_get_desc( uint16 skill_id ) {
}
// out of bounds error checking [celest]
-void skill_chk(int16* skill_id, uint16 skill_lv) {
+void skill_chk(int16* skill_id) {
*skill_id = skill->get_index(*skill_id); // checks/adjusts id
- if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
}
-#define skill_get(var,id,lv) { skill->chk(&id,lv); if(!id) return 0; return var; }
-
+#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; }
+#define skill_get2(var,id,lv) { skill->chk(&id); if(!id) return 0; if( lv > MAX_SKILL_LEVEL ) { int lv2 = lv; lv = skill_db[id].max; return (var) + (lv2-lv); } return var; }
// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id, 1); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id, 1); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id, 1); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id, 1); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id, 1); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
-int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
-int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
+int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
+int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
+int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
+int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
+int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
+int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); }
+int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
+int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
+int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); }
+int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
+int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
+int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
+int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
+int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); }
+int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
+int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
+int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
+int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
@@ -255,6 +265,22 @@ int skill_get_casttype (uint16 skill_id) {
return CAST_DAMAGE;
}
+int skill_get_casttype2 (uint16 index) {
+ int inf = skill_db[index].inf;
+ if (inf&(INF_GROUND_SKILL))
+ return CAST_GROUND;
+ if (inf&INF_SUPPORT_SKILL)
+ return CAST_NODAMAGE;
+ if (inf&INF_SELF_SKILL) {
+ if(skill_db[index].inf2&INF2_NO_TARGET_SELF)
+ return CAST_DAMAGE; //Combo skill.
+ return CAST_NODAMAGE;
+ }
+ if (skill_db[index].nk&NK_NO_DAMAGE)
+ return CAST_NODAMAGE;
+ return CAST_DAMAGE;
+}
+
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int range;
@@ -467,7 +493,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
if( !(sd->sc.data[SC__REPRODUCE]) && (skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) )
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
- else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill_id] )
+ else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skill->get_index(skill_id)] )
return 0;
return 1;
@@ -2505,7 +2531,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
&& (!sc || !sc->data[SC_PRESERVE])
&& damage < tsd->battle_status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
- int copy_skill = skill_id;
+ int copy_skill = skill_id, cidx = 0;
/**
* Copy Referal: dummy skills should point to their source upon copying
**/
@@ -2535,36 +2561,43 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
copy_skill = LG_OVERBRAND;
break;
}
-
- if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
+ cidx = skill->get_index(copy_skill);
+ if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) &&
can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
{
- int lv;
+ int lv, idx = 0;
if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
//Level dependent and limitation.
lv = min(lv,skill->get_max(copy_skill));
- if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
- tsd->status.skill[tsd->reproduceskill_id].id = 0;
- tsd->status.skill[tsd->reproduceskill_id].lv = 0;
- tsd->status.skill[tsd->reproduceskill_id].flag = 0;
- clif->deleteskill(tsd,tsd->reproduceskill_id);
+ idx = skill->get_index(tsd->reproduceskill_id);
+ if( tsd->reproduceskill_id ) {
+ idx = skill->get_index(tsd->reproduceskill_id);
+ if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
+ tsd->status.skill[idx].id = 0;
+ tsd->status.skill[idx].lv = 0;
+ tsd->status.skill[idx].flag = 0;
+ clif->deleteskill(tsd,tsd->reproduceskill_id);
+ }
}
tsd->reproduceskill_id = copy_skill;
pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
- tsd->status.skill[copy_skill].id = copy_skill;
- tsd->status.skill[copy_skill].lv = lv;
- tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
+ tsd->status.skill[cidx].id = copy_skill;
+ tsd->status.skill[cidx].lv = lv;
+ tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
clif->addskill(tsd,copy_skill);
} else {
lv = skill_lv;
- if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
- tsd->status.skill[tsd->cloneskill_id].id = 0;
- tsd->status.skill[tsd->cloneskill_id].lv = 0;
- tsd->status.skill[tsd->cloneskill_id].flag = 0;
- clif->deleteskill(tsd,tsd->cloneskill_id);
+ if ( tsd->cloneskill_id ) {
+ idx = skill->get_index(tsd->cloneskill_id);
+ if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){
+ tsd->status.skill[idx].id = 0;
+ tsd->status.skill[idx].lv = 0;
+ tsd->status.skill[idx].flag = 0;
+ clif->deleteskill(tsd,tsd->cloneskill_id);
+ }
}
if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
@@ -2574,10 +2607,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
- tsd->status.skill[skill_id].id = copy_skill;
- tsd->status.skill[skill_id].lv = lv;
- tsd->status.skill[skill_id].flag = SKILL_FLAG_PLAGIARIZED;
- clif->addskill(tsd,skill_id);
+ tsd->status.skill[idx].id = copy_skill;
+ tsd->status.skill[idx].lv = lv;
+ tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
+ clif->addskill(tsd,copy_skill);
}
}
}
@@ -8010,7 +8043,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SC_AUTOSHADOWSPELL:
if( sd ) {
- if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
+ int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id);
+ if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) {
sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
clif->autoshadowspell_list(sd);
clif->skill_nodamage(src,bl,skill_id,1,1);
@@ -16573,22 +16607,24 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
return 1;
}
int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
- int id, lv, prob, aslvl = 0;
+ int id, lv, prob, aslvl = 0, idx = 0;
nullpo_ret(sd);
if (sd->sc.data[SC_STOP]) {
aslvl = sd->sc.data[SC_STOP]->val1;
status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
}
+
+ idx = skill->get_index(skill_id);
if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC ||
- (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
+ (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
return 0;
}
lv = (aslvl + 1) / 2; // The level the skill will be autocasted
- lv = min(lv,sd->status.skill[skill_id].lv);
+ lv = min(lv,sd->status.skill[idx].lv);
prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl));
return 0;
@@ -16981,163 +17017,156 @@ void skill_init_unit_layout (void) {
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
- if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
- int skill = i;
-
- if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
- skill -= EL_SKILLRANGEMIN;
- skill += EL_SKILLBASE;
- }
- if( skill == EL_FIRE_MANTLE ) {
+
+ switch (skill_db[i].nameid) {
+ case MG_FIREWALL:
+ case WZ_ICEWALL:
+ case WL_EARTHSTRAIN://Warlock
+ // these will be handled later
+ break;
+ case PR_SANCTUARY:
+ case NPC_EVILLAND: {
+ static const int dx[] = {
+ -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
+ 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
+ static const int dy[]={
+ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
+ 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
+ skill_unit_layout[pos].count = 21;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PR_MAGNUS: {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
+ skill_unit_layout[pos].count = 33;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case MH_POISON_MIST:
+ case AS_VENOMDUST: {
+ static const int dx[] = {-1, 0, 0, 0, 1};
+ static const int dy[] = { 0,-1, 0, 1, 0};
+ skill_unit_layout[pos].count = 5;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS: {
+ static const int dx[] = {
+ 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
+ -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
+ -1, 0, 1, 2,-1, 0, 1, 0, 0};
+ static const int dy[] = {
+ -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
+ 1, 1, 1, 1, 2, 2, 2, 3, 4};
+ skill_unit_layout[pos].count = 29;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PF_FOGWALL: {
+ static const int dx[] = {
+ -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
+ static const int dy[] = {
+ -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
+ skill_unit_layout[pos].count = 15;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case PA_GOSPEL: {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
+ -1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
+ 3, 3, 3};
+ skill_unit_layout[pos].count = 33;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case NJ_KAENSIN: {
+ static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
+ static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
+ skill_unit_layout[pos].count = 24;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case NJ_TATAMIGAESHI: {
+ //Level 1 (count 4, cross of 3x3)
+ static const int dx1[] = {-1, 1, 0, 0};
+ static const int dy1[] = { 0, 0,-1, 1};
+ //Level 2-3 (count 8, cross of 5x5)
+ static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
+ static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
+ //Level 4-5 (count 12, cross of 7x7
+ static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
+ static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
+ //lv1
+ j = 0;
+ skill_unit_layout[pos].count = 4;
+ memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
+ memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
+ skill_db[i].unit_layout_type[j] = pos;
+ //lv2/3
+ j++;
+ pos++;
+ skill_unit_layout[pos].count = 8;
+ memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
+ memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
+ skill_db[i].unit_layout_type[j] = pos;
+ skill_db[i].unit_layout_type[++j] = pos;
+ //lv4/5
+ j++;
+ pos++;
+ skill_unit_layout[pos].count = 12;
+ memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
+ memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
+ skill_db[i].unit_layout_type[j] = pos;
+ skill_db[i].unit_layout_type[++j] = pos;
+ //Fill in the rest using lv 5.
+ for (;j<MAX_SKILL_LEVEL;j++)
+ skill_db[i].unit_layout_type[j] = pos;
+ //Skip, this way the check below will fail and continue to the next skill.
+ pos++;
+ }
+ break;
+ case GN_WALLOFTHORN: {
+ static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
+ static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
+ skill_unit_layout[pos].count = 16;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ break;
+ case EL_FIRE_MANTLE: {
static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
skill_unit_layout[pos].count = 8;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else {
- switch (i) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- case WL_EARTHSTRAIN://Warlock
- // these will be handled later
- break;
- case PR_SANCTUARY:
- case NPC_EVILLAND: {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PR_MAGNUS: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case MH_POISON_MIST:
- case AS_VENOMDUST: {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS: {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PF_FOGWALL: {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case PA_GOSPEL: {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_KAENSIN: {
- static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
- skill_unit_layout[pos].count = 24;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- case NJ_TATAMIGAESHI: {
- //Level 1 (count 4, cross of 3x3)
- static const int dx1[] = {-1, 1, 0, 0};
- static const int dy1[] = { 0, 0,-1, 1};
- //Level 2-3 (count 8, cross of 5x5)
- static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
- static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
- //Level 4-5 (count 12, cross of 7x7
- static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
- static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
- //lv1
- j = 0;
- skill_unit_layout[pos].count = 4;
- memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
- memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
- skill_db[i].unit_layout_type[j] = pos;
- //lv2/3
- j++;
- pos++;
- skill_unit_layout[pos].count = 8;
- memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
- memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //lv4/5
- j++;
- pos++;
- skill_unit_layout[pos].count = 12;
- memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
- memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
- skill_db[i].unit_layout_type[j] = pos;
- skill_db[i].unit_layout_type[++j] = pos;
- //Fill in the rest using lv 5.
- for (;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- //Skip, this way the check below will fail and continue to the next skill.
- pos++;
- }
- break;
- case GN_WALLOFTHORN: {
- static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
- static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 16;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- break;
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
+ }
+ break;
+ default:
+ ShowError("unknown unit layout at skill %d\n",i);
+ break;
}
if (!skill_unit_layout[pos].count)
continue;
@@ -17353,7 +17382,8 @@ bool skill_parse_row_skilldb(char* split[], int columns, int current) {
idx = skill->get_index(skill_id);
if( !idx ) // invalid skill id
return false;
-
+
+ skill_db[idx].nameid = skill_id;
skill->split_atoi(split[1],skill_db[idx].range);
skill_db[idx].hit = atoi(split[2]);
skill_db[idx].inf = atoi(split[3]);
@@ -17562,7 +17592,7 @@ bool skill_parse_row_producedb(char* split[], int columns, int current) {
skill_produce_db[current].mat_id[y] = atoi(split[x]);
skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
}
-
+
return true;
}
@@ -17766,7 +17796,23 @@ void skill_readdb(void) {
void skill_reload (void) {
struct s_mapiterator *iter;
struct map_session_data *sd;
+ int i,c,k;
+
skill->read_db();
+
+ //[Ind/Hercules] refresh index cache
+ for(c = 0; c < CLASS_COUNT; c++) {
+ for( i = 0; i < MAX_SKILL_TREE; i++ ) {
+ if( skill_tree[c][i].id ) {
+ skill_tree[c][i].idx = skill->get_index(skill_tree[c][i].id);
+ for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) {
+ if( skill_tree[c][i].need[k].id )
+ skill_tree[c][i].need[k].idx = skill->get_index(skill_tree[c][i].need[k].id);
+ }
+ }
+ }
+ }
+ chrif_skillid2idx(0);
/* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
iter = mapit_getallusers();
for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
@@ -17778,8 +17824,7 @@ void skill_reload (void) {
/*==========================================
*
*------------------------------------------*/
-int do_init_skill (void)
-{
+int do_init_skill (void) {
skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
skill->read_db();
@@ -17864,7 +17909,8 @@ void skill_defaults(void) {
skill->get_name = skill_get_name;
skill->get_desc = skill_get_desc;
skill->chk = skill_chk;
- skill->get_casttype = skill_get_casttype;
+ skill->get_casttype = skill_get_casttype;
+ skill->get_casttype2 = skill_get_casttype2;
skill->name2id = skill_name2id;
skill->isammotype = skill_isammotype;
skill->castend_id = skill_castend_id;
diff --git a/src/map/skill.h b/src/map/skill.h
index 3e2fc7936..553dabd6d 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -24,13 +24,13 @@ struct square;
**/
#define MAX_SKILL_DB MAX_SKILL
#define MAX_SKILL_PRODUCE_DB 270
-#define MAX_PRODUCE_RESOURCE 12
-#define MAX_SKILL_ARROW_DB 150
+#define MAX_PRODUCE_RESOURCE 10
+#define MAX_SKILL_ARROW_DB 140
#define MAX_ARROW_RESOURCE 5
-#define MAX_SKILL_ABRA_DB 350
-#define MAX_SKILL_IMPROVISE_DB 50
-#define MAX_SKILL_LEVEL 100
-#define MAX_SKILL_UNIT_LAYOUT 50
+#define MAX_SKILL_ABRA_DB 210
+#define MAX_SKILL_IMPROVISE_DB 30
+#define MAX_SKILL_LEVEL 10
+#define MAX_SKILL_UNIT_LAYOUT 45
#define MAX_SQUARE_LAYOUT 5 // 11*11 Placement of a maximum unit
#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
#define MAX_SKILLTIMERSKILL 15
@@ -1575,6 +1575,7 @@ struct skill_condition {
// Database skills
struct s_skill_db {
+ unsigned short nameid;
char name[NAME_LENGTH];
char desc[40];
int range[MAX_SKILL_LEVEL],hit,inf,element[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max;
@@ -1748,9 +1749,10 @@ struct skill_interface {
const char* (*get_name) ( uint16 skill_id );
const char* (*get_desc) ( uint16 skill_id );
/* check */
- void (*chk) (int16* skill_id, uint16 skill_lv);
+ void (*chk) (int16* skill_id);
/* whether its CAST_GROUND, CAST_DAMAGE or CAST_NODAMAGE */
int (*get_casttype) (uint16 skill_id);
+ int (*get_casttype2) (uint16 index);
int (*name2id) (const char* name);
int (*isammotype) (struct map_session_data *sd, int skill);
int (*castend_id) (int tid, unsigned int tick, int id, intptr_t data);
diff --git a/src/map/status.c b/src/map/status.c
index 4f5b9e39b..b52fd3e8c 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -7114,1432 +7114,1436 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
vd = status_get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
- if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
- switch(type)
- {
- case SC_DECREASEAGI:
- case SC_INCREASEAGI:
- val2 = 2 + val1; //Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
- {
- struct map_session_data *tsd;
- if( sd )
+ if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ switch(type) {
+ case SC_DECREASEAGI:
+ case SC_INCREASEAGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
{
- int i;
- for( i = 0; i < 5; i++ )
+ struct map_session_data *tsd;
+ if( sd )
{
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
}
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
}
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
- }
- //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
- if( val4 )
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
tick = -1;
- break;
- case SC_AUTOBERSERK:
- if (status->hp < status->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
- tick = -1;
- break;
- case SC_SIGNUMCRUCIS:
- val2 = 10 + 4*val1; //Def reduction
- tick = -1;
- clif->emotion(bl,E_SWT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = -1; // duration sent to the client should be infinite
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; //Chance to Poison enemies.
-#ifndef RENEWAL_EDP
- val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
-#endif
- if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
- tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
- break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; //Chance to counter. [Skotlex]
- break;
- case SC_MAGICROD:
- val2 = val1*20; //SP gained
- break;
- case SC_KYRIE:
- val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
- break;
- case SC_MAGICPOWER:
- //val1: Skill lv
- val2 = 1; //Lasts 1 invocation
- val3 = 5*val1; //Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- break;
- case SC_SACRIFICE:
- val2 = 5; //Lasts 5 hits
- tick = -1;
- break;
- case SC_ENCPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_FIREWEAPON:
- case SC_WATERWEAPON:
- case SC_WINDWEAPON:
- case SC_EARTHWEAPON:
- case SC_SHADOWWEAPON:
- case SC_GHOSTWEAPON:
- skill->enchant_elemental_end(bl,type);
- break;
- case SC_ELEMENTALCHANGE:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_MAX;
-
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
- break;
- case SC_PROVIDENCE:
- val2=val1*5; //Race/Ele resist
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
- {
- struct map_session_data *tsd;
- if( sd )
+ break;
+ case SC_SIGNUMCRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif->emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+ #ifndef RENEWAL_EDP
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+ #endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCPOISON:
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ case SC_ASPERSIO:
+ case SC_FIREWEAPON:
+ case SC_WATERWEAPON:
+ case SC_WINDWEAPON:
+ case SC_EARTHWEAPON:
+ case SC_SHADOWWEAPON:
+ case SC_GHOSTWEAPON:
+ skill->enchant_elemental_end(bl,type);
+ break;
+ case SC_ELEMENTALCHANGE:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
{
- int i;
- for( i = 0; i < 5; i++ )
+ struct map_session_data *tsd;
+ if( sd )
{
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
}
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- break;
- case SC_STRIPWEAPON:
- if (!sd) //Watk reduction
- val2 = 25;
- break;
- case SC_STRIPSHIELD:
- if (!sd) //Def reduction
- val2 = 15;
- break;
- case SC_STRIPARMOR:
- if (!sd) //Vit reduction
- val2 = 40;
- break;
- case SC_STRIPHELM:
- if (!sd) //Int reduction
- val2 = 40;
- break;
- case SC_AUTOSPELL:
- //Val1 Skill LV of Autospell
- //Val2 Skill ID to cast
- //Val3 Max Lv to cast
- val4 = 5 + val1*2; //Chance of casting
- break;
- case SC_VOLCANO:
- val2 = val1*10; //Watk increase
-#ifndef RENEWAL
- if (status->def_ele != ELE_FIRE)
- val2 = 0;
-#endif
- break;
- case SC_VIOLENTGALE:
- val2 = val1*3; //Flee increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WIND)
- val2 = 0;
- #endif
- break;
- case SC_DELUGE:
- val2 = deluge_eff[val1-1]; //HP increase
-#ifndef RENEWAL
- if(status->def_ele != ELE_WATER)
- val2 = 0;
-#endif
- break;
- case SC_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- //No penalties.
- val2 = 0; //Agi penalty
- val3 = 0; //Walk speed penalty
break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
- break;
- case SC_MERC_QUICKEN:
- val2 = 300;
- break;
-#ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
- break;
-#endif
- case SC_DANCING:
- //val1 : Skill ID + LV
- //val2 : Skill Group of the Dance.
- //val3 : Brings the skill_lv (merged into val1 here)
- //val4 : Partner
- if (val1 == CG_MOONLIT)
- clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; //Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_LONGING:
- val2 = 500-100*val1; //Aspd penalty.
- break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; //Cri bonus
- break;
-
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- val2 = 50*(2+type-SC_ASPDPOTION0);
- break;
+ case SC_STRIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_STRIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_STRIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_STRIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+ #ifndef RENEWAL
+ if (status->def_ele != ELE_FIRE)
+ val2 = 0;
+ #endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+ #ifndef RENEWAL
+ if (status->def_ele != ELE_WIND)
+ val2 = 0;
+ #endif
+ break;
+ case SC_DELUGE:
+ val2 = deluge_eff[val1-1]; //HP increase
+ #ifndef RENEWAL
+ if(status->def_ele != ELE_WATER)
+ val2 = 0;
+ #endif
+ break;
+ case SC_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MERC_QUICKEN:
+ val2 = 300;
+ break;
+ #ifndef RENEWAL_ASPD
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+ #endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+ val2 = 500-100*val1; //Aspd penalty.
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if (!vd) return 0;
- //Store previous values as they could be removed.
- unit_stop_attack(bl);
- break;
- case SC_NOCHAT:
- // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
- tick = 60000;
- val1 = battle_config.manner_system; //Mute filters.
- if (sd)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
- break;
+ case SC_ASPDPOTION0:
+ case SC_ASPDPOTION1:
+ case SC_ASPDPOTION2:
+ case SC_ASPDPOTION3:
+ val2 = 50*(2+type-SC_ASPDPOTION0);
+ break;
- case SC_STONE:
- val3 = tick/1000; //Petrified HP-damage iterations.
- if(val3 < 1) val3 = 1;
- tick = val4; //Petrifying time.
- tick = max(tick, 1000); //Min time
- calc_flag = 0; //Actual status changes take effect on petrified state.
- break;
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ unit_stop_attack(bl);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
- case SC_DPOISON:
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (status->hp > status->max_hp>>2) {
- int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
- if (status->hp - diff < status->max_hp>>2)
- diff = status->hp - (status->max_hp>>2);
- if( val2 && bl->type == BL_MOB ) {
- struct block_list* src = map_id2bl(val2);
- if( src )
- mob_log_damage((TBL_MOB*)bl,src,diff);
- }
- status_zap(bl, diff, 0);
- }
- // fall through
- case SC_POISON:
- val3 = tick/1000; //Damage iterations
- if(val3 < 1) val3 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- //val4: HP damage
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
- break;
- case SC_CONFUSION:
- clif->emotion(bl,E_WHAT);
- break;
- case SC_BLEEDING:
- val4 = tick/10000;
- if (!val4) val4 = 1;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
- break;
- case SC_BOSSMAPINFO:
- if( sd != NULL )
- {
- struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL || boss_md->bl.prev == NULL )
- { // No MVP on this map - MVP is dead
- clif->bossmapinfo(sd->fd, boss_md, 1);
- return 0; // No need to start SC
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (status->hp > status->max_hp>>2) {
+ int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (status->hp - diff < status->max_hp>>2)
+ diff = status->hp - (status->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map_id2bl(val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,diff);
}
- val1 = boss_md->bl.id;
- if( (val4 = tick/1000) < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
+ status_zap(bl, diff, 0);
}
- break;
- case SC_HIDING:
- val2 = tick/1000;
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // unused, previously speed adjustment
- val4 = val1+3; //Seconds before SP substraction happen.
- break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; //Interval at which SP is drained.
- val3 = 35 - 5 * val1; //Speed adjustment.
- if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; //SP cost.
- if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
- break;
- case SC_CLOAKING:
- if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
- tick = -1; // duration sent to the client should be infinite
- val3 = 0; // unused, previously walk speed adjustment
- //val4&1 signals the presence of a wall.
- //val4&2 makes cloak not end on normal attacks [Skotlex]
- //val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
else
- val4 |= battle_config.monster_cloak_check_type&7;
- break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
- val2 = tick/250;
- tick_time = 10; // [GodLesZ] tick time
- break;
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
- //Permanent effects.
- case SC_AETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- tick = -1;
break;
-
- case SC_AUTOGUARD:
- if( !(flag&1) )
- {
- struct map_session_data *tsd;
- int i,t;
- for( i = val2 = 0; i < val1; i++)
+ case SC_CONFUSION:
+ clif->emotion(bl,E_WHAT);
+ break;
+ case SC_BLEEDING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_BOSSMAPINFO:
+ if( sd != NULL )
{
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
+ struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL )
+ { // No MVP on this map - MVP is dead
+ clif->bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
}
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val3 = 0; // unused, previously speed adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
+ val2 = tick/250;
+ tick_time = 10; // [GodLesZ] tick time
+ break;
+
+ //Permanent effects.
+ case SC_AETERNA:
+ case SC_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ case SC_PUSH_CART:
+ case SC_ALL_RIDING:
+ tick = -1;
+ break;
- if( bl->type&(BL_PC|BL_MER) )
+ case SC_AUTOGUARD:
+ if( !(flag&1) )
{
- if( sd )
+ struct map_session_data *tsd;
+ int i,t;
+ for( i = val2 = 0; i < val1; i++)
{
- for( i = 0; i < 5; i++ )
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+
+ if( bl->type&(BL_PC|BL_MER) )
+ {
+ if( sd )
{
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
}
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- }
- break;
-
- case SC_DEFENDER:
- if (!(flag&1))
- {
- val2 = 5 + 15*val1; //Damage reduction
- val3 = 0; // unused, previously speed adjustment
- val4 = 250 - 50*val1; //Aspd adjustment
+ break;
- if (sd)
+ case SC_DEFENDER:
+ if (!(flag&1))
{
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 0; // unused, previously speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd)
+ {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
}
}
- }
- break;
+ break;
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- clif->sitting(&sd->bl);
- }
- val2 = 12; //SP cost
- val4 = 10000; //Decrease at 10secs intervals.
- val3 = tick/val4;
- tick = -1; // duration sent to the client should be infinite
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; //Block Chance
- break;
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif->sitting(&sd->bl);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = -1; // duration sent to the client should be infinite
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- break;
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
- case SC_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
- break;
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
+ break;
- case SC_BERSERK:
- if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
- sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
- case SC__BLOODYLUST:
- //HP healing is performing after the calc_status call.
- //Val2 holds HP penalty
- if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 10000; //Val4 holds damage interval
- val3 = tick/val4; //val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
+ case SC_BERSERK:
+ if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
+ case SC__BLOODYLUST:
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick_time = val4; // [GodLesZ] tick time
+ break;
- case SC_GOSPEL:
- if(val4 == BCT_SELF) { // self effect
- val2 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- }
- break;
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
- case SC_MARIONETTE:
- {
- int stat;
+ case SC_MARIONETTE:
+ {
+ int stat;
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_MARIONETTE2:
- {
- int stat,max_stat;
- // fetch caster information
- struct block_list *pbl = map_id2bl(val1);
- struct status_change *psc = pbl?status_get_sc(pbl):NULL;
- struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
- // fetch target's stats
- struct status_data* status = status_get_status_data(bl); // battle status
-
- if (!psce)
- return 0;
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_MARIONETTE2:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = map_id2bl(val1);
+ struct status_change *psc = pbl?status_get_sc(pbl):NULL;
+ struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
+ // fetch target's stats
+ struct status_data* status = status_get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; //Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_REJECTSWORD:
- val2 = 15*val1; //Reflect chance
- val3 = 3; //Reflections
- tick = -1;
- break;
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_REJECTSWORD:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
- case SC_MEMORIZE:
- val2 = 5; //Memorized casts.
- tick = -1;
- break;
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
- case SC_GRAVITATION:
- val2 = 50*val1; //aspd reduction
- break;
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
- case SC_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; //HP Regerenation rate: 200% 200% 300%
- val3 = val1; //SP Regeneration Rate: 100% 200% 300%
- //if val4 comes set, this blocks regen rather than increase it.
- break;
+ case SC_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
-
- if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
- { // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- enum sc_type type2;
- int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
- while( i >= 0 )
- {
- type2 = types[i];
- if( d_sc->data[type2] )
- sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
- i--;
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
+ { // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
+ while( i >= 0 )
+ {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
}
+ break;
}
- break;
- }
- case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
- if( val3 && bl->type == BL_MOB ) {
- struct block_list* src = map_id2bl(val3);
- if( src )
- mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
- }
- status_zap(bl, status->hp-1, val2?0:status->sp);
- return 1;
- break;
- case SC_CLOSECONFINE2:
- {
- struct block_list *src = val2?map_id2bl(val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
- if (src && sc2) {
- if (!sce2) //Start lock on caster.
- sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- delete_timer(sce2->timer, status_change_timer);
- sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src = map_id2bl(val3);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
}
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
- break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
+ status_zap(bl, status->hp-1, val2?0:status->sp);
+ return 1;
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = val2?map_id2bl(val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ delete_timer(sce2->timer, status_change_timer);
+ sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ }
+ } else //Status failed.
+ return 0;
}
- break;
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
- case SC_COMBO: {
- //val1: Skill ID
- //val2: When given, target (for autotargetting skills)
- //val3: When set, this combo time should NOT delay attack/movement
- //val3: TK: Last used kick
- //val4: TK: Combo time
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud && !val3) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = gettick()+tick;
- unit_set_walkdelay(bl, gettick(), tick, 1);
+ case SC_COMBO: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = gettick()+tick;
+ unit_set_walkdelay(bl, gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
}
- val3 = 0;
- val4 = tick;
- }
- break;
- case SC_EARTHSCROLL:
- val2 = 11-val1; //Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- val4 = gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC_KAAHI:
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = -1;
- break;
- case SC_CONCENTRATE:
- val2 = 2 + val1;
- if (sd) { //Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; //Agi
- val4 = sd->param_bonus[4]; //Dex
- } else {
- val3 = val4 = 0;
- }
- break;
- case SC_MAXOVERTHRUST:
- val2 = 20*val1; //Power increase
- break;
- case SC_OVERTHRUST:
- //val2 holds if it was casted on self, or is bonus received from others
- val3 = 5*val1; //Power increase
- if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- val3 = (val2) ? 300 : 200; // aspd increase
- case SC_WEAPONPERFECTION:
- if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_CONCENTRATION:
- val2 = 5*val1; //Batk/Watk Increase
- val3 = 10*val1; //Hit Increase
- val4 = 5*val1; //Def reduction
- break;
- case SC_ANGELUS:
- val2 = 5*val1; //def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; //watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; //Chance to break weapon
- val3 = 70*val1; //Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; //Critical increase
- val3 = 3*val1; //Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; //Agi/Dex decrease.
- break;
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ val4 = gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATE:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_MAXOVERTHRUST:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECTION:
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
- // gs_something1 [Vicious]
- case SC_GATLINGFEVER:
- val2 = 20*val1; //Aspd increase
- val3 = 20+10*val1; //Batk increase
- val4 = 5*val1; //Flee decrease
- break;
+ // gs_something1 [Vicious]
+ case SC_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val3 = 20+10*val1; //Batk increase
+ val4 = 5*val1; //Flee decrease
+ break;
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; //No armor reduction to players.
- else
- val2 = 5*val1; //Def reduction
- val3 = 5*val1; //Def2 reduction
- break;
- case SC_PROVOKE:
- //val2 signals autoprovoke.
- val3 = 2+3*val1; //Atk increase
- val4 = 5+5*val1; //Def reduction.
- break;
- case SC_AVOID:
- //val2 = 10*val1; //Speed change rate.
- break;
- case SC_DEFENCE:
- val2 = 2*val1; //Def bonus
- break;
- case SC_BLOODLUST:
- val2 = 20+10*val1; //Atk rate change.
- val3 = 3*val1; //Leech chance
- val4 = 20; //Leech percent
- break;
- case SC_FLEET:
- val2 = 30*val1; //Aspd change
- val3 = 5+5*val1; //bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; //matk increase.
- val3 = 12*val1; //mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rnd()%100; //Def changes randomly every second...
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_JAILED:
- //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd)
- {
- if (sd->mapindex != val2)
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
{
- int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
- map = sd->mapindex; //Current Map
- //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- //2. Set restore point (val3 -> return map, val4 return coords
- val3 = map;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { //Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
+ map = sd->mapindex; //Current Map
+ //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+ pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = map;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
}
- }
- break;
- case SC_UTSUSEMI:
- val2=(val1+1)/2; // number of hits blocked
- val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
- break;
- case SC_BUNSINJYUTSU:
- val2=(val1+1)/2; // number of hits blocked
- break;
- case SC_CHANGE:
- val2= 30*val1; //Vit increase
- val3= 20*val1; //Int increase
- break;
- case SC_SWOO:
- if(status->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_SPIDERWEB:
- if( bl->type == BL_PC )
- tick /= 2;
- break;
- case SC_ARMOR:
- //NPC_DEFENDER:
- val2 = 80; //Damage reduction
- //Attack requirements to be blocked:
- val3 = BF_LONG; //Range
- val4 = BF_WEAPON|BF_MISC; //Type
- break;
- case SC_ENCHANTARMS:
- //end previous enchants
- skill->enchant_elemental_end(bl,type);
- //Make sure the received element is valid.
- if (val2 >= ELE_MAX)
- val2 = val2%ELE_MAX;
- else if (val2 < 0)
- val2 = rnd()%ELE_MAX;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; //Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- case SC_SLOWCAST:
- val2 = 20*val1; //Magic reflection/cast rate
- break;
+ break;
+ case SC_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill->enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
- case SC_ARMORCHANGE:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
- val2 =-20;
- val3 = 20;
- } else { //Boost def
- val2 = 20;
- val3 =-20;
- }
- val2*=val1; //20% per level
- val3*=val1;
- break;
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_INCFLEE2:
- case SC_INCCRI:
- val2 = val1*10; //Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- val2 = 15 * val1; //Speed cast decrease
- break;
- case SC_INCHEALRATE:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_HALLUCINATION:
- val2 = 5+val1; //Factor by which displayed damage is increased by
- break;
- case SC_DOUBLECAST:
- val2 = 30+10*val1; //Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; //% of life to be revived with
- break;
- // case SC_ARMOR_ELEMENT:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- //case ????:
- //Place here SCs that have no SCB_* data, no skill associated, no ICON
- //associated, and yet are not wrong/unknown. [Skotlex]
- //break;
+ case SC_ARMORCHANGE:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_EXPBOOST:
+ case SC_JEXPBOOST:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_INCFLEE2:
+ case SC_INCCRI:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_INCHEALRATE:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_HALLUCINATION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECAST:
+ val2 = 30+10*val1; //Trigger rate
+ break;
+ case SC_KAIZEL:
+ val2 = 10*val1; //% of life to be revived with
+ break;
+ // case SC_ARMOR_ELEMENT:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HITUP:
- val2 = 15 * val1;
- break;
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; //% of life to be revived with
- break;
+ case SC_MERC_FLEEUP:
+ case SC_MERC_ATKUP:
+ case SC_MERC_HITUP:
+ val2 = 15 * val1;
+ break;
+ case SC_MERC_HPUP:
+ case SC_MERC_SPUP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /**
- * General
- **/
- case SC_FEAR:
- val2 = 2;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BURNING:
- val4 = tick / 2000; // Total Ticks to Burn!!
- tick_time = 2000; // [GodLesZ] tick time
- break;
- /**
- * Rune Knight
- **/
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if( sd )
- val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
- break;
- case SC_FIGHTINGSPIRIT:
- val_flag |= 1|2;
- break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_GIANTGROWTH:
- val2 = 10; // Triple damage success rate.
- break;
- /**
- * Arch Bishop
- **/
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
- case SC_VENOMIMPRESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- break;
- case SC_POISONINGWEAPON:
- val_flag |= 1|2|4;
- break;
- case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC_TOXIN:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_MAGICMUSHROOM:
- val4 = tick / 4000;
- tick_time = 4000; // [GodLesZ] tick time
- break;
- case SC_PYREXIA:
- status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_LEECHESEND:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_ROLLINGCUTTER:
- val_flag |= 1;
- break;
- case SC_CLOAKINGEXCEED:
- val2 = ( val1 + 1 ) / 2; // Hits
- val3 = 90 + val1 * 10; // Walk speed
- val_flag |= 1|2|4;
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
- val_flag |= 1|2|4;
- break;
- case SC_WHITEIMPRISON:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- break;
- case SC_FREEZING:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- break;
- case SC_READING_SB:
- // val2 = sp reduction per second
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( !sd )
- return 0; // Should only work on players.
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1;
- break;
- case SC_SHAPESHIFT:
- switch( val1 )
- {
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
- }
- break;
- case SC_ELECTRICSHOCKER:
- case SC_CRYSTALIZE:
- case SC_MEIKYOUSISUI:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- val4 = gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC__SHADOWFORM: {
- struct map_session_data * s_sd = map_id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 2000; // Total Ticks to Burn!!
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_STONEHARDSKIN:
+ if( sd )
+ val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
+ break;
+ case SC_FIGHTINGSPIRIT:
+ val_flag |= 1|2;
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_GIANTGROWTH:
+ val2 = 10; // Triple damage success rate.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ break;
+ case SC_POISONINGWEAPON:
val_flag |= 1|2|4;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSORY:
- if (!sd)
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_ROLLINGCUTTER:
+ val_flag |= 1;
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ val_flag |= 1|2|4;
+ if (bl->type == BL_PC)
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_HALLUCINATIONWALK:
+ val2 = 50 * val1; // Evasion rate of physical attacks. Flee
+ val3 = 10 * val1; // Evasion rate of magical attacks.
+ val_flag |= 1|2|4;
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_FREEZING:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ break;
+ case SC_READING_SB:
+ // val2 = sp reduction per second
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_SPHERE_1:
+ case SC_SPHERE_2:
+ case SC_SPHERE_3:
+ case SC_SPHERE_4:
+ case SC_SPHERE_5:
+ if( !sd )
+ return 0; // Should only work on players.
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHAPESHIFT:
+ switch( val1 )
+ {
+ case 1: val2 = ELE_FIRE; break;
+ case 2: val2 = ELE_EARTH; break;
+ case 3: val2 = ELE_WIND; break;
+ case 4: val2 = ELE_WATER; break;
+ }
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_CRYSTALIZE:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ val4 = gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data * s_sd = map_id2sd(val2);
+ if( s_sd )
+ s_sd->shadowform_id = bl->id;
+ val4 = tick / 1000;
+ val_flag |= 1|2|4;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSORY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 20 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ val_flag |= 1|2;
+ if( sd ) pc_delspiritball(sd,sd->spiritball,0);
+ break;
+ case SC__GROOMY:
+ val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
+ val3 = 20 * val1; //HIT
+ val_flag |= 1|2|4;
+ if( sd )
+ { // Removes Animals
+ if( pc_isriding(sd) ) pc_setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
+ if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
+ if( sd->md ) merc_delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ // bypasses coating protection and MADO
+ sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
+ break;
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val_flag |= 1|2;
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOODSUCKER:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_VACUUM_EXTREME:
+ tick -= (status->str / 20) * 1000;
+ val4 = val3 = tick / 100;
+ tick_time = 100; // [GodLesZ] tick time
+ break;
+ case SC_SWINGDANCE:
+ val2 = 4 * val1; // Walk speed and aspd reduction.
+ break;
+ case SC_SYMPHONYOFLOVER:
+ case SC_RUSHWINDMILL:
+ case SC_ECHOSONG:
+ val2 = 6 * val1;
+ val2 += val3; //Adding 1% * Lesson Bonus
+ val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
+ break;
+ case SC_MOONLITSERENADE:
+ val2 = 10 * val1;
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_VOICEOFSIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEPSLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 1 + val1; //SP consume
+ val3 = 40 * val1; //HP recovery
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONGOFMANA:
+ val3 = 10 + (2 * val2);
+ val4 = tick/3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAYNIGHTFEVER:
+ if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
+ if (!val4) val4 = 3000;
+ val3 = tick/val4;
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ val2 = 20 + 5 * val1; // Flee reduction.
+ val3 = 15 + 5 * val1; // ASPD reduction.
+ if( sd && rand()%100 < val1 ){ // (Skill Lv) %
+ val4 = 1; // reduce walk speed by half.
+ if( pc_isriding(sd) ) pc_setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ break;
+ case SC_GLOOMYDAY_SK:
+ // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
+ val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN:
+ if( sd && !pc_issit(sd) )
+ {
+ pc_setsit(sd);
+ skill->sit(sd,1);
+ clif->sitting(bl);
+ }
+ break;
+ case SC_DANCEWITHWUG:
+ val3 = (5 * val1) + (1 * val2); //Still need official value.
+ break;
+ case SC_LERADSDEW:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_MELODYOFSINK:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_BEYONDOFWARCRY:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_UNLIMITEDHUMMINGVOICE:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (2 * val2);
+ }
+ break;
+ case SC_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
+ val2 = 20 + 12 * (val1 - 1); // Chance
+ val3 = 5 + (2 * val1); // Max rage counters
+ tick = -1; //endless duration in the client
+ tick_time = 6000; // [GodLesZ] tick time
+ val_flag |= 1|2|4;
+ break;
+ case SC_EXEEDBREAK:
+ val1 *= 150; // 150 * skill_lv
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
+ val1 += 15 * (sd ? sd->status.job_level:50) + 100;
+ }
+ else // Mobs
+ val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
+ break;
+ case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
+ val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
+ val_flag |= 1|2;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ val_flag |= 1|2;
+ break;
+ case SC_MAGNETICFIELD:
+ val3 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_INSPIRATION:
+ if( sd )
+ {
+ val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
+ val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
+ }
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_SPELLFIST:
+ case SC_CURSEDCIRCLE_ATKER:
+ val_flag |= 1|2|4;
+ break;
+ case SC_CRESCENTELBOW:
+ val2 = 94 + val1;
+ val_flag |= 1|2;
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ val_flag |= 1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GT_CHANGE:
+ {// take note there is no def increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
+ if( (src = map_id2bl(val2)) )
+ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ }
+ break;
+ case SC_GT_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
+ }
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val_flag |= 1|2|4;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = 33; // % Increase effects.
+ val4 = 3; // Change into fire element.
+ val_flag |= 1|2|4;
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ val_flag |= 1|2|4;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // % Freezing chance
+ val3 = 33; // % increased damage
+ val4 = 1; // Change into water elemet
+ val_flag |= 1|2|4;
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_GUST_OPTION:
+ val_flag |= 1|2;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
val2 = 20;
- break;
- case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
- val_flag |= 1|2;
- if( sd ) pc_delspiritball(sd,sd->spiritball,0);
- break;
- case SC__GROOMY:
- val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
- val3 = 20 * val1; //HIT
- val_flag |= 1|2|4;
- if( sd )
- { // Removes Animals
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
- if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
- if( sd->md ) merc_delete(sd->md,3);
- }
- break;
- case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast reduction
- val3 = 10 * val1; // Flee Reduction
- val_flag |= 1|2|4;
- break;
- case SC__UNLUCKY:
- val2 = 10 * val1; // Crit and Flee2 Reduction
- val_flag |= 1|2|4;
- break;
- case SC__WEAKNESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- // bypasses coating protection and MADO
- sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
- sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
- break;
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
- break;
- case SC_PROPERTYWALK:
- val_flag |= 1|2;
- val3 = 0;
- break;
- case SC_WARMER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
- break;
- case SC_STRIKING:
- val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BLOODSUCKER:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_VACUUM_EXTREME:
- tick -= (status->str / 20) * 1000;
- val4 = val3 = tick / 100;
- tick_time = 100; // [GodLesZ] tick time
- break;
- case SC_SWINGDANCE:
- val2 = 4 * val1; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONYOFLOVER:
- case SC_RUSHWINDMILL:
- case SC_ECHOSONG:
- val2 = 6 * val1;
- val2 += val3; //Adding 1% * Lesson Bonus
- val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
- break;
- case SC_MOONLITSERENADE:
- val2 = 10 * val1;
- break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
- break;
- case SC_VOICEOFSIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEPSLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 1 + val1; //SP consume
- val3 = 40 * val1; //HP recovery
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SONGOFMANA:
- val3 = 10 + (2 * val2);
- val4 = tick/3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_SATURDAYNIGHTFEVER:
- if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rand()%100 < val1 ){ // (Skill Lv) %
- val4 = 1; // reduce walk speed by half.
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
- break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
- if( sd && !pc_issit(sd) )
- {
- pc_setsit(sd);
- skill->sit(sd,1);
- clif->sitting(bl);
- }
- break;
- case SC_DANCEWITHWUG:
- val3 = (5 * val1) + (1 * val2); //Still need official value.
- break;
- case SC_LERADSDEW:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_MELODYOFSINK:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_BEYONDOFWARCRY:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_UNLIMITEDHUMMINGVOICE:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud == NULL ) return 0;
- ud->state.skillcastcancel = 0;
- val3 = 15 - (2 * val2);
- }
- break;
- case SC_REFLECTDAMAGE:
- val2 = 15 + 5 * val1;
- val3 = (val1==5)?20:(val1+4)*2; // SP consumption
- val4 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
- val2 = 20 + 12 * (val1 - 1); // Chance
- val3 = 5 + (2 * val1); // Max rage counters
- tick = -1; //endless duration in the client
- tick_time = 6000; // [GodLesZ] tick time
- val_flag |= 1|2|4;
- break;
- case SC_EXEEDBREAK:
- val1 *= 150; // 150 * skill_lv
- if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
- val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
- val1 += 15 * (sd ? sd->status.job_level:50) + 100;
- }
- else // Mobs
- val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
- break;
- case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
- val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
- val1 *= 15; // Defence added
- if( sd )
- val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
- val_flag |= 1|2;
- break;
- case SC_BANDING:
- tick_time = 5000; // [GodLesZ] tick time
- val_flag |= 1;
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- val_flag |= 1|2;
- break;
- case SC_MAGNETICFIELD:
- val3 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_INSPIRATION:
- if( sd )
- {
- val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
- val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
- }
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- break;
- case SC_SPELLFIST:
- case SC_CURSEDCIRCLE_ATKER:
- val_flag |= 1|2|4;
- break;
- case SC_CRESCENTELBOW:
- val2 = 94 + val1;
- val_flag |= 1|2;
- break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
- val_flag |= 1;
- break;
- case SC_RAISINGDRAGON:
- val3 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_GT_CHANGE:
- {// take note there is no def increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- if( (src = map_id2bl(val2)) )
- val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
- }
- break;
- case SC_GT_REVITALIZE:
- {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
- val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- }
- break;
- case SC_PYROTECHNIC_OPTION:
- val_flag |= 1|2|4;
- break;
- case SC_HEATER_OPTION:
- val2 = 120; // Watk. TODO: Renewal (Atk2)
- val3 = 33; // % Increase effects.
- val4 = 3; // Change into fire element.
- val_flag |= 1|2|4;
- break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Watk. TODO: Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
- case SC_AQUAPLAY_OPTION:
- val2 = 40;
- val_flag |= 1|2|4;
- break;
- case SC_COOLER_OPTION:
- val2 = 80; // % Freezing chance
- val3 = 33; // % increased damage
- val4 = 1; // Change into water elemet
- val_flag |= 1|2|4;
- break;
- case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. TODO: Renewal (Matk1)
- val3 = MG_COLDBOLT;
- val_flag |= 1|2;
- break;
- case SC_GUST_OPTION:
- val_flag |= 1|2;
- break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
- case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND;
- val_flag |= 1|2|4;
- break;
- case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
- val_flag |= 1|2;
- break;
- case SC_PETROLOGY_OPTION:
- val2 = 5;
- val3 = 50;
- val_flag |= 1|2|4;
- break;
- case SC_CURSED_SOIL_OPTION:
- val2 = 10;
- val3 = 33;
- val4 = 2;
- val_flag |= 1|2|4;
- break;
- case SC_UPHEAVAL_OPTION:
- val2 = WZ_EARTHSPIKE;
- val_flag |= 1|2;
- break;
- case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
- val_flag |= 1|2;
- break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 20; // Elemental modifier. Not confirmed.
- break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 = 10;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_WATER_BARRIER:
- val2 = 40; // Increasement. Mdef1 ???
- val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
- val_flag |= 1|2|4;
- break;
- case SC_ZEPHYR:
- val2 = 22; // Flee.
- break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
- break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33;
- break;
- case SC_MELON_BOMB:
- case SC_BANANA_BOMB:
- val1 = 15;
- break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%val1;
- clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
- break;
- case SC_KAGEMUSYA:
- val3 = val1 * 2;
- case SC_IZAYOI:
- val2 = tick/1000;
- tick_time = 1000;
- break;
- case SC_ZANGETSU:
- if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
- val2 = status_get_lv(bl) / 2 + 50;
- else
- val2 -= 50;
- break;
- case SC_GENSOU:
- {
- int hp = status_get_hp(bl), lv = 5;
- short per = 100 / (status_get_max_hp(bl) / hp);
-
- if( per <= 15 )
- lv = 1;
- else if( per <= 30 )
- lv = 2;
- else if( per <= 50 )
- lv = 3;
- else if( per <= 75 )
- lv = 4;
- if( hp % 2 == 0)
- status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
+ val3 = ELE_WIND;
+ val_flag |= 1|2|4;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ val_flag |= 1|2|4;
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = 33;
+ val4 = 2;
+ val_flag |= 1|2|4;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val_flag |= 1|2;
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ val_flag |= 1|2;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 20; // Elemental modifier. Not confirmed.
+ break;
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ val2 = 10;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_WATER_BARRIER:
+ val2 = 40; // Increasement. Mdef1 ???
+ val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val_flag |= 1|2|4;
+ break;
+ case SC_ZEPHYR:
+ val2 = 22; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%val1;
+ clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_ZANGETSU:
+ if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
+ val2 = status_get_lv(bl) / 2 + 50;
else
- status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
- }
- break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; //atk bonus
- val3 = 40 + 20 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
- break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; //max hp bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
- break;
- case SC_OVERED_BOOST:
- val2 = 300 + 40*val1; //flee bonus
- val3 = 179 + 2*val1; //aspd bonus
- break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; //dmg reduction
- val3 = 6*val1; //dmg on status end
- break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; //activation chance
- break;
- case SC_PYROCLASTIC:
- val2 += 10*val1; //atk bonus
- break;
- case SC_PARALYSIS: //[Lighta] need real info
- val2 = 2*val1; //def reduction
- val3 = 500*val1; //varcast augmentation
- break;
- case SC_PAIN_KILLER: //[Lighta] need real info
- val2 = 2*val1; //aspd reduction %
- val3 = 2*val1; //dmg reduction %
- if(sc->data[SC_PARALYSIS])
- sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
- break;
- case SC_STYLE_CHANGE: //[Lighta] need real info
- tick = -1;
- if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
- else val2 = MH_MD_FIGHTING;
- break;
- default:
- if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- } else //Special considerations when loading SC data.
+ val2 -= 50;
+ break;
+ case SC_GENSOU:
+ {
+ int hp = status_get_hp(bl), lv = 5;
+ short per = 100 / (status_get_max_hp(bl) / hp);
+
+ if( per <= 15 )
+ lv = 1;
+ else if( per <= 30 )
+ lv = 2;
+ else if( per <= 50 )
+ lv = 3;
+ else if( per <= 75 )
+ lv = 4;
+ if( hp % 2 == 0)
+ status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
+ else
+ status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ val2 = 50 + 20 * val1; //atk bonus
+ val3 = 40 + 20 * val1; // Flee reduction.
+ val4 = tick/1000; // hp/sp reduction timer
+ tick_time = 1000;
+ break;
+ case SC_NEUTRALBARRIER:
+ tick_time = tick;
+ tick = -1;
+ break;
+ case SC_GOLDENE_FERSE:
+ val2 = 10 + 10*val1; //max hp bonus
+ val3 = 6 + 4 * val1; // Aspd Bonus
+ val4 = 2 + 2 * val1; // Chance of holy attack
+ break;
+ case SC_OVERED_BOOST:
+ val2 = 300 + 40*val1; //flee bonus
+ val3 = 179 + 2*val1; //aspd bonus
+ break;
+ case SC_GRANITIC_ARMOR:
+ val2 = 2*val1; //dmg reduction
+ val3 = 6*val1; //dmg on status end
+ break;
+ case SC_MAGMA_FLOW:
+ val2 = 3*val1; //activation chance
+ break;
+ case SC_PYROCLASTIC:
+ val2 += 10*val1; //atk bonus
+ break;
+ case SC_PARALYSIS: //[Lighta] need real info
+ val2 = 2*val1; //def reduction
+ val3 = 500*val1; //varcast augmentation
+ break;
+ case SC_PAIN_KILLER: //[Lighta] need real info
+ val2 = 2*val1; //aspd reduction %
+ val3 = 2*val1; //dmg reduction %
+ if(sc->data[SC_PARALYSIS])
+ sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ break;
+ case SC_STYLE_CHANGE: //[Lighta] need real info
+ tick = -1;
+ if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
+ else val2 = MH_MD_FIGHTING;
+ break;
+ default:
+ if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
+ { //Status change with no calc, no icon, and no skill associated...?
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ } else { //Special considerations when loading SC data.
switch( type ) {
case SC_WEDDING:
case SC_XMAS:
@@ -8555,6 +8559,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = INVALID_TIMER;
break;
}
+ }
//Those that make you stop attacking/walking....
switch (type) {