// $Id: pc.c 101 2004-09-25 17:57:22Z Valaris $ #include #include #include #include #include #include "socket.h" // [Valaris] #include "timer.h" #include "db.h" #include "malloc.h" #include "map.h" #include "chrif.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "npc.h" #include "mob.h" #include "pet.h" #include "itemdb.h" #include "script.h" #include "battle.h" #include "skill.h" #include "party.h" #include "guild.h" #include "chat.h" #include "trade.h" #include "storage.h" #include "vending.h" #include "nullpo.h" #include "atcommand.h" #include "log.h" #ifndef TXT_ONLY // mail system [Valaris] #include "mail.h" #endif #ifdef MEMWATCH #include "memwatch.h" #endif #define PVP_CALCRANK_INTERVAL 1000 // PVP順位計算の間隔 #define STATE_BLIND 0x10 static int max_weight_base[MAX_PC_CLASS]; static int hp_coefficient[MAX_PC_CLASS]; static int hp_coefficient2[MAX_PC_CLASS]; static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; static int sp_coefficient[MAX_PC_CLASS]; static int aspd_base[MAX_PC_CLASS][20]; static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL]; static int exp_table[14][MAX_LEVEL]; static char statp[255][7]; /*static struct { int id; int max; struct { short id,lv; } need[6]; } skill_tree[3][MAX_PC_CLASS][100];*/ // moved to pc.h - celest static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt) static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt) static int percentrefinery[5][10]; // 精錬成功率(refine_db.txt) static int dirx[8]={0,-1,-1,-1,0,1,1,1}; static int diry[8]={1,1,0,-1,-1,-1,0,1}; static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000}; //static struct dbt *gm_account_db; static struct gm_account *gm_account = NULL; static int GM_num = 0; int pc_isGM(struct map_session_data *sd) { // struct gm_account *p; int i; nullpo_retr(0, sd); if(sd->bl.type!=BL_PC ) return 0; /* p = numdb_search(gm_account_db, sd->status.account_id); if (p == NULL) return 0; return p->level;*/ //For console [Wizputer] if ( sd->fd == 0 ) return 99; for(i = 0; i < GM_num; i++) if (gm_account[i].account_id == sd->status.account_id) return gm_account[i].level; return 0; } int pc_iskiller(struct map_session_data *src, struct map_session_data *target) { nullpo_retr(0, src); if(src->bl.type!=BL_PC ) return 0; if (src->special_state.killer) return 1; if(target->bl.type!=BL_PC ) return 0; if (target->special_state.killable) return 1; return 0; } int pc_set_gm_level(int account_id, int level) { int i; for (i = 0; i < GM_num; i++) { if (account_id == gm_account[i].account_id) { gm_account[i].level = level; return 0; } } GM_num++; gm_account = realloc(gm_account, sizeof(struct gm_account) * GM_num); gm_account[GM_num - 1].account_id = account_id; gm_account[GM_num - 1].level = level; return 0; } int pc_getrefinebonus(int lv, int type) { if (lv >= 0 && lv < 5 && type >= 0 && type < 3) return refinebonus[lv][type]; return 0; } static int distance(int x0, int y0, int x1, int y1) { int dx, dy; dx = abs(x0-x1); dy = abs(y0-y1); return dx>dy ? dx : dy; } static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->invincible_timer != tid){ if(battle_config.error_log) printf("invincible_timer %d != %d\n",sd->invincible_timer,tid); return 0; } sd->invincible_timer=-1; return 0; } int pc_setinvincibletimer(struct map_session_data *sd,int val) { nullpo_retr(0, sd); if(sd->invincible_timer != -1) delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0); return 0; } int pc_delinvincibletimer(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->invincible_timer != -1) { delete_timer(sd->invincible_timer,pc_invincible_timer); sd->invincible_timer = -1; } return 0; } static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; int i; if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC ) return 1; if(sd->spirit_timer[0] != tid){ if(battle_config.error_log) printf("spirit_timer %d != %d\n",sd->spirit_timer[0],tid); return 0; } sd->spirit_timer[0]=-1; for(i=1;ispiritball;i++) { sd->spirit_timer[i-1] = sd->spirit_timer[i]; sd->spirit_timer[i] = -1; } sd->spiritball--; if(sd->spiritball < 0) sd->spiritball = 0; clif_spiritball(sd); return 0; } int pc_addspiritball(struct map_session_data *sd,int interval,int max) { int i; nullpo_retr(0, sd); if(max > MAX_SKILL_LEVEL) max = MAX_SKILL_LEVEL; if(sd->spiritball < 0) sd->spiritball = 0; if(sd->spiritball >= max) { if(sd->spirit_timer[0] != -1) { delete_timer(sd->spirit_timer[0],pc_spiritball_timer); sd->spirit_timer[0] = -1; } for(i=1;ispirit_timer[i-1] = sd->spirit_timer[i]; sd->spirit_timer[i] = -1; } } else sd->spiritball++; sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0); clif_spiritball(sd); return 0; } int pc_delspiritball(struct map_session_data *sd,int count,int type) { int i; nullpo_retr(0, sd); if(sd->spiritball <= 0) { sd->spiritball = 0; return 0; } if(count > sd->spiritball) count = sd->spiritball; sd->spiritball -= count; if(count > MAX_SKILL_LEVEL) count = MAX_SKILL_LEVEL; for(i=0;ispirit_timer[i] != -1) { delete_timer(sd->spirit_timer[i],pc_spiritball_timer); sd->spirit_timer[i] = -1; } } for(i=count;ispirit_timer[i-count] = sd->spirit_timer[i]; sd->spirit_timer[i] = -1; } if(!type) clif_spiritball(sd); return 0; } int pc_setrestartvalue(struct map_session_data *sd,int type) { //転生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class); //----------------------- // 死亡した if(sd->special_state.restart_full_recover) { // オシリスカード sd->status.hp=sd->status.max_hp; sd->status.sp=sd->status.max_sp; } else { if(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復 sd->status.hp=(sd->status.max_hp)/2; } else { if(battle_config.restart_hp_rate <= 0) sd->status.hp = 1; else { sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100; if(sd->status.hp <= 0) sd->status.hp = 1; } } if(battle_config.restart_sp_rate > 0) { int sp = sd->status.max_sp * battle_config.restart_sp_rate /100; if(sd->status.sp < sp) sd->status.sp = sp; } } if(type&1) clif_updatestatus(sd,SP_HP); if(type&1) clif_updatestatus(sd,SP_SP); /* removed exp penalty on spawn [Valaris] */ if(type&2 && sd->status.class != 0 && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) { int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.); if(zeny < 1) zeny = 1; sd->status.zeny -= zeny; if(sd->status.zeny < 0) sd->status.zeny = 0; clif_updatestatus(sd,SP_ZENY); } return 0; } /*========================================== * 自分をロックしているMOBの数を数える(foreachclient) *------------------------------------------ */ static int pc_counttargeted_sub(struct block_list *bl,va_list ap) { int id,*c,target_lv; struct block_list *src; nullpo_retr(0, bl); nullpo_retr(0, ap); id=va_arg(ap,int); nullpo_retr(0, c=va_arg(ap,int *)); src=va_arg(ap,struct block_list *); target_lv=va_arg(ap,int); if(id == bl->id || (src && id == src->id)) return 0; if(bl->type == BL_PC) { struct map_session_data *sd=(struct map_session_data *)bl; if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv) (*c)++; } else if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv) (*c)++; //printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv); } return 0; } int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv) { int c=0; map_foreachinarea(pc_counttargeted_sub, sd->bl.m, sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE, sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv); return c; } /*========================================== * ローカルプロトタイプ宣言 (必要な物のみ) *------------------------------------------ */ static int pc_walktoxy_sub(struct map_session_data *); /*========================================== * saveに必要なステータス修正を行なう *------------------------------------------ */ int pc_makesavestatus(struct map_session_data *sd) { nullpo_retr(0, sd); // 服の色は色々弊害が多いので保存対象にはしない if(!battle_config.save_clothcolor) sd->status.clothes_color=0; // 死亡状態だったのでhpを1、位置をセーブ場所に変更 if(pc_isdead(sd)){ pc_setrestartvalue(sd,0); memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); } else { memcpy(sd->status.last_point.map,sd->mapname,24); sd->status.last_point.x = sd->bl.x; sd->status.last_point.y = sd->bl.y; } // セーブ禁止マップだったので指定位置に移動 if(map[sd->bl.m].flag.nosave){ struct map_data *m=&map[sd->bl.m]; if(strcmp(m->save.map,"SavePoint")==0) memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point)); else memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point)); } //マナーポイントがプラスだった場合0に if(battle_config.muting_players && sd->status.manner > 0) sd->status.manner = 0; return 0; } /*========================================== * 接続時の初期化 *------------------------------------------ */ int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, int client_tick, int sex, int fd) { nullpo_retr(0, sd); sd->bl.id = account_id; sd->char_id = char_id; sd->login_id1 = login_id1; sd->login_id2 = 0; // at this point, we can not know the value :( sd->client_tick = client_tick; sd->sex = sex; sd->state.auth = 0; sd->bl.type = BL_PC; sd->canact_tick = sd->canmove_tick = gettick(); sd->canlog_tick = gettick(); sd->state.waitingdisconnect = 0; return 0; } int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; //転生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class); if(sd->inventory_data[n]) { ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) { if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || s_class.job == 12)) return 34; } } return ep; } int pc_setinventorydata(struct map_session_data *sd) { int i,id; nullpo_retr(0, sd); for(i=0;istatus.inventory[i].nameid; sd->inventory_data[i] = itemdb_search(id); } return 0; } int pc_calcweapontype(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->weapontype1 != 0 && sd->weapontype2 == 0) sd->status.weapon = sd->weapontype1; if(sd->weapontype1 == 0 && sd->weapontype2 != 0)// 左手武器 Only sd->status.weapon = sd->weapontype2; else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// 双短剣 sd->status.weapon = 0x11; else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// 双単手剣 sd->status.weapon = 0x12; else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// 双単手斧 sd->status.weapon = 0x13; else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) || (sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短剣 - 単手剣 sd->status.weapon = 0x14; else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短剣 - 斧 sd->status.weapon = 0x15; else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) || (sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // 単手剣 - 斧 sd->status.weapon = 0x16; else sd->status.weapon = sd->weapontype1; return 0; } int pc_setequipindex(struct map_session_data *sd) { int i,j; nullpo_retr(0, sd); for(i=0;i<11;i++) sd->equip_index[i] = -1; for(i=0;istatus.inventory[i].nameid <= 0) continue; if(sd->status.inventory[i].equip) { for(j=0;j<11;j++) if(sd->status.inventory[i].equip & equip_pos[j]) sd->equip_index[j] = i; if(sd->status.inventory[i].equip & 0x0002) { if(sd->inventory_data[i]) sd->weapontype1 = sd->inventory_data[i]->look; else sd->weapontype1 = 0; } if(sd->status.inventory[i].equip & 0x0020) { if(sd->inventory_data[i]) { if(sd->inventory_data[i]->type == 4) { if(sd->status.inventory[i].equip == 0x0020) sd->weapontype2 = sd->inventory_data[i]->look; else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } else sd->weapontype2 = 0; } } } pc_calcweapontype(sd); return 0; } int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; struct status_change *sc_data; //転生や養子の場合の元の職業を算出する nullpo_retr(0, sd); item = sd->inventory_data[n]; sc_data = battle_get_sc_data(&sd->bl); //s_class = pc_calc_base_job(sd->status.class); if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip ) return 1; if(item == NULL) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(item->elv > 0 && sd->status.base_level < item->elv) return 0; // -- moonsoul (below statement substituted for commented out version further below // as it allows all advanced classes to equip items their normal versions // could equip) // if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted equipment [Valaris] ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0)) return 0; if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022) if((sd->status.class<=4000 && ((1<status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) || (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0)) return 0; // if(((1<status.class)&item->class) == 0) // return 0; if(map[sd->bl.m].flag.pvp && (item->flag.no_equip==1 || item->flag.no_equip==3)) return 0; if(map[sd->bl.m].flag.gvg && (item->flag.no_equip==2 || item->flag.no_equip==3)) return 0; if(item->equip & 0x0002 && sc_data && sc_data[SC_STRIPWEAPON].timer != -1) return 0; if(item->equip & 0x0020 && sc_data && sc_data[SC_STRIPSHIELD].timer != -1) return 0; if(item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1) return 0; if(item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1) return 0; return 1; } /*========================================== * Weapon Breaking [Valaris] *------------------------------------------ */ int pc_breakweapon(struct map_session_data *sd) { struct item_data* item; char output[255]; int i; if(sd==NULL) return -1; if(sd->unbreakable>=rand()%100) return 0; if(sd->sc_data && sd->sc_data[SC_CP_WEAPON].timer != -1) return 0; for(i=0;istatus.inventory[i].equip && sd->status.inventory[i].equip & 0x0002 && !sd->status.inventory[i].attribute==1){ item=sd->inventory_data[i]; sd->status.inventory[i].attribute=1; pc_unequipitem(sd,i,0,BF_NORMAL); sprintf(output, "%s has broken.",item->jname); clif_emotion(&sd->bl,23); clif_displaymessage(sd->fd, output); clif_equiplist(sd); return 1; } } return 0; } /*========================================== * Armor Breaking [Valaris] *------------------------------------------ */ int pc_breakarmor(struct map_session_data *sd) { struct item_data* item; char output[255]; int i; if(sd==NULL) return -1; if(sd->unbreakable>=rand()%100) return 0; if(sd->sc_data && sd->sc_data[SC_CP_ARMOR].timer != -1) return 0; for(i=0;istatus.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && !sd->status.inventory[i].attribute==1){ item=sd->inventory_data[i]; sd->status.inventory[i].attribute=1; pc_unequipitem(sd,i,0,BF_NORMAL); sprintf(output, "%s has broken.",item->jname); clif_emotion(&sd->bl,23); clif_displaymessage(sd->fd, output); clif_equiplist(sd); } } return 0; } /*========================================== * session idに問題無し * char鯖から送られてきたステータスを設定 *------------------------------------------ */ int pc_authok(int id, int login_id2, time_t connect_until_time, struct mmo_charstatus *st) { struct map_session_data *sd = NULL; struct party *p; struct guild *g; int i; unsigned long tick = gettick(); sd = map_id2sd(id); nullpo_retr(1, sd); sd->login_id2 = login_id2; memcpy(&sd->status, st, sizeof(*st)); if (sd->status.sex != sd->sex) { clif_authfail_fd(sd->fd, 0); return 1; } memset(&sd->state, 0, sizeof(sd->state)); // 基本的な初期化 sd->state.connect_new = 1; sd->bl.prev = sd->bl.next = NULL; sd->weapontype1 = sd->weapontype2 = 0; sd->view_class = sd->status.class; sd->speed = DEFAULT_WALK_SPEED; sd->state.dead_sit = 0; sd->dir = 0; sd->head_dir = 0; sd->state.auth = 1; sd->walktimer = -1; sd->attacktimer = -1; sd->followtimer = -1; // [MouseJstr] sd->skilltimer = -1; sd->skillitem = -1; sd->skillitemlv = -1; sd->invincible_timer = -1; sd->sg_count = 0; sd->deal_locked = 0; sd->trade_partner = 0; sd->inchealhptick = 0; sd->inchealsptick = 0; sd->hp_sub = 0; sd->sp_sub = 0; sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; sd->canact_tick = tick; sd->canmove_tick = tick; sd->attackabletime = tick; sd->doridori_counter = 0; sd->change_level = pc_readglobalreg(sd,"jobchange_level"); #ifndef TXT_ONLY // mail system [Valaris] if(battle_config.mail_system) sd->mail_counter = 0; #endif sd->spiritball = 0; for(i = 0; i < MAX_SKILL_LEVEL; i++) sd->spirit_timer[i] = -1; for(i = 0; i < MAX_SKILLTIMERSKILL; i++) sd->skilltimerskill[i].timer = -1; memset(&sd->dev,0,sizeof(struct square)); for(i = 0; i < 5; i++) { sd->dev.val1[i] = 0; sd->dev.val2[i] = 0; } // アカウント変数の送信要求 intif_request_accountreg(sd); // アイテムチェック pc_setinventorydata(sd); pc_checkitem(sd); // pet sd->petDB = NULL; sd->pd = NULL; sd->pet_hungry_timer = -1; memset(&sd->pet, 0, sizeof(struct s_pet)); // ステータス異常の初期化 for(i = 0; i < MAX_STATUSCHANGE; i++) { sd->sc_data[i].timer=-1; sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0; } sd->sc_count=0; if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) && (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide))) sd->status.option &= (OPTION_MASK | OPTION_HIDE); else sd->status.option &= OPTION_MASK; // スキルユニット関係の初期化 memset(sd->skillunit, 0, sizeof(sd->skillunit)); memset(sd->skillunittick, 0, sizeof(sd->skillunittick)); // パーティー関係の初期化 sd->party_sended = 0; sd->party_invite = 0; sd->party_x = -1; sd->party_y = -1; sd->party_hp = -1; // ギルド関係の初期化 sd->guild_sended = 0; sd->guild_invite = 0; sd->guild_alliance = 0; // イベント関係の初期化 memset(sd->eventqueue, 0, sizeof(sd->eventqueue)); for(i = 0; i < MAX_EVENTTIMER; i++) sd->eventtimer[i] = -1; // 位置の設定 pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0); // pet if (sd->status.pet_id > 0) intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id); // パーティ、ギルドデータの要求 if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL) party_request_info(sd->status.party_id); if (sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) == NULL) guild_request_info(sd->status.guild_id); // pvpの設定 sd->pvp_rank = 0; sd->pvp_point = 0; sd->pvp_timer = -1; // 通知 clif_authok(sd); map_addnickdb(sd); if (map_charid2nick(sd->status.char_id) == NULL) map_addchariddb(sd->status.char_id, sd->status.name); //スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER"); if (night_flag == 1 && !map[sd->bl.m].flag.indoors) { char tmpstr[1024]; strcpy(tmpstr, msg_txt(500)); // Actually, it's the night... clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); sd->opt2 |= STATE_BLIND; } // ステータス初期計算など pc_calcstatus(sd,1); if (pc_isGM(sd)) printf("Connection accepted: character '%s' (account: %d; GM level %d).\n", sd->status.name, sd->status.account_id, pc_isGM(sd)); else printf("Connection accepted: Character '%s' (account: %d).\n", sd->status.name, sd->status.account_id); //printf("pc: OnPCLogin event done. (%d events)\n", npc_event_doall("OnPCLogin") ); if (npc_name2id("PCLoginEvent")) run_script(npc_name2id("PCLoginEvent")->u.scr.script,0,sd->bl.id,npc_name2id("PCLoginEvent")->bl.id); // PCLoginNPC // Send friends list clif_friends_list_send(sd); // Message of the Dayの送信 { char buf[256]; FILE *fp; if ((fp = fopen(motd_txt, "r")) != NULL) { while (fgets(buf, sizeof(buf)-1, fp) != NULL) { int i; for(i=0; buf[i]; i++) { if (buf[i] == '\r' || buf[i]== '\n') { buf[i] = 0; break; } } clif_displaymessage(sd->fd, buf); } fclose(fp); } } #ifndef TXT_ONLY if(battle_config.mail_system) mail_check(sd,1); // check mail at login [Valaris] #endif // message of the limited time of the account if (connect_until_time != 0) { // don't display if it's unlimited or unknow value char tmpstr[1024]; strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S." clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } return 0; } /*========================================== * session idに問題ありなので後始末 *------------------------------------------ */ int pc_authfail(int id) { struct map_session_data *sd; sd = map_id2sd(id); if (sd == NULL) return 1; clif_authfail_fd(sd->fd, 0); return 0; } static int pc_calc_skillpoint(struct map_session_data* sd) { int i,skill,skill_point=0; nullpo_retr(0, sd); for(i=1;i 0) { if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { if(!sd->status.skill[i].flag) skill_point += skill; else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { skill_point += (sd->status.skill[i].flag - 2); } } } } return skill_point; } /*========================================== * 覚えられるスキルの計算 *------------------------------------------ */ int pc_calc_skilltree(struct map_session_data *sd) { int i,id=0,flag; int c=0, s=0; //転生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class); c = s_class.job; //s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル? s = s_class.upper; //if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) { if (battle_config.skillup_limit && c >= 0 && c < 23) { int skill_point = pc_calc_skillpoint(sd); if(skill_point < 9) c = 0; //else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) { //else if ((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && (c > 6 && c < 23)) { else if ((sd->status.skill_point >= sd->status.job_level && skill_point < sd->change_level+8) && (c > 6 && c < 23)) { switch(c) { case 7: case 14: c = 1; break; case 8: case 15: c = 4; break; case 9: case 16: c = 2; break; case 10: case 18: c = 5; break; case 11: case 19: case 20: c = 3; break; case 12: case 17: c = 6; break; /*case 4008: case 4015: c = 4002; break; case 4009: case 4016: c = 4005; break; case 4010: case 4017: c = 4003; break; case 4011: case 4019: c = 4006; break; case 4012: case 4020: case 4021: c = 4004; break; case 4013: case 4018: c = 4007; break; case 4030: case 4037: c = 4024; break; case 4031: case 4038: c = 4027; break; case 4032: case 4039: c = 4025; break; case 4033: case 4040: c = 4028; break; case 4034: case 4041: case 4042: c = 4026; break; case 4035: case 4043: c = 4029; break;*/ } } } for(i=0;istatus.skill[i].flag != 13) sd->status.skill[i].id=0; if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、 sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本当のlvに sd->status.skill[i].flag=0; // flagは0にしておく } } if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ // 全てのスキル for(i=1;i<158;i++) sd->status.skill[i].id=i; for(i=210;i<291;i++) sd->status.skill[i].id=i; for(i=304;i<337;i++){ if(i==331) continue; sd->status.skill[i].id=i; } if(battle_config.enable_upper_class){ //confで無効でなければ読み込む for(i=355;istatus.skill[i].id=i; } }else{ // 通常の計算 do{ flag=0; for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ int j,f=1; if(!battle_config.skillfree) { for(j=0;j<5;j++) { if( skill_tree[s][c][i].need[j].id && pc_checkskill(sd,skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv) f=0; } } if(f && sd->status.skill[id].id==0 ){ sd->status.skill[id].id=id; flag=1; } } }while(flag); } // if(battle_config.etc_log) // printf("calc skill_tree\n"); return 0; } /*========================================== * 重量アイコンの確認 *------------------------------------------ */ int pc_checkweighticon(struct map_session_data *sd) { int flag=0; nullpo_retr(0, sd); if(sd->weight*2 >= sd->max_weight) flag=1; if(sd->weight*10 >= sd->max_weight*9) flag=2; if(flag==1){ if(sd->sc_data[SC_WEIGHT50].timer==-1) skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0); }else{ skill_status_change_end(&sd->bl,SC_WEIGHT50,-1); } if(flag==2){ if(sd->sc_data[SC_WEIGHT90].timer==-1) skill_status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0); }else{ skill_status_change_end(&sd->bl,SC_WEIGHT90,-1); } return 0; } /*========================================== * パラメータ計算 * first==0の時、計算対象のパラメータが呼び出し前から * 変 化した場合自動でsendするが、 * 能動的に変化させたパラメータは自前でsendするように *------------------------------------------ */ int pc_calcstatus(struct map_session_data* sd,int first) { int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee; int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class; int b_base_atk; struct skill b_skill[MAX_SKILL]; int i,bl,index; int skill,aspd_rate,wele,wele_,def_ele,refinedef=0; int pele=0,pdef_ele=0; int str,dstr,dex; struct pc_base_job s_class; nullpo_retr(0, sd); //転生や養子の場合の元の職業を算出する s_class = pc_calc_base_job(sd->status.class); b_speed = sd->speed; b_max_hp = sd->status.max_hp; b_max_sp = sd->status.max_sp; b_hp = sd->status.hp; b_sp = sd->status.sp; b_weight = sd->weight; b_max_weight = sd->max_weight; memcpy(b_paramb,&sd->paramb,sizeof(b_paramb)); memcpy(b_parame,&sd->paramc,sizeof(b_parame)); memcpy(b_skill,&sd->status.skill,sizeof(b_skill)); b_hit = sd->hit; b_flee = sd->flee; b_aspd = sd->aspd; b_watk = sd->watk; b_def = sd->def; b_watk2 = sd->watk2; b_def2 = sd->def2; b_flee2 = sd->flee2; b_critical = sd->critical; b_attackrange = sd->attackrange; b_matk1 = sd->matk1; b_matk2 = sd->matk2; b_mdef = sd->mdef; b_mdef2 = sd->mdef2; b_class = sd->view_class; sd->view_class = sd->status.class; b_base_atk = sd->base_atk; pc_calc_skilltree(sd); // スキルツリーの計算 sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300; if(first&1) { sd->weight=0; for(i=0;istatus.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) continue; sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; } sd->cart_max_weight=battle_config.max_cart_weight; sd->cart_weight=0; sd->cart_max_num=MAX_CART; sd->cart_num=0; for(i=0;istatus.cart[i].nameid==0) continue; sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; sd->cart_num++; } } memset(sd->paramb,0,sizeof(sd->paramb)); memset(sd->parame,0,sizeof(sd->parame)); sd->hit = 0; sd->flee = 0; sd->flee2 = 0; sd->critical = 0; sd->aspd = 0; sd->watk = 0; sd->def = 0; sd->mdef = 0; sd->watk2 = 0; sd->def2 = 0; sd->mdef2 = 0; sd->status.max_hp = 0; sd->status.max_sp = 0; sd->attackrange = 0; sd->attackrange_ = 0; sd->atk_ele = 0; sd->def_ele = 0; sd->star =0; sd->overrefine =0; sd->matk1 =0; sd->matk2 =0; sd->speed = DEFAULT_WALK_SPEED ; sd->hprate=100; sd->sprate=100; sd->castrate=100; sd->dsprate=100; sd->base_atk=0; sd->arrow_atk=0; sd->arrow_ele=0; sd->arrow_hit=0; sd->arrow_range=0; sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0; memset(sd->addele,0,sizeof(sd->addele)); memset(sd->addrace,0,sizeof(sd->addrace)); memset(sd->addsize,0,sizeof(sd->addsize)); memset(sd->addele_,0,sizeof(sd->addele_)); memset(sd->addrace_,0,sizeof(sd->addrace_)); memset(sd->addsize_,0,sizeof(sd->addsize_)); memset(sd->subele,0,sizeof(sd->subele)); memset(sd->subrace,0,sizeof(sd->subrace)); memset(sd->addeff,0,sizeof(sd->addeff)); memset(sd->addeff2,0,sizeof(sd->addeff2)); memset(sd->reseff,0,sizeof(sd->reseff)); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele)); memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race)); sd->watk_ = 0; //二刀流用(仮) sd->watk_2 = 0; sd->atk_ele_ = 0; sd->star_ = 0; sd->overrefine_ = 0; sd->aspd_rate = 100; sd->speed_rate = 100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->critical_def = 0; sd->double_rate = 0; sd->near_attack_def_rate = sd->long_attack_def_rate = 0; sd->atk_rate = sd->matk_rate = 100; sd->ignore_def_ele = sd->ignore_def_race = 0; sd->ignore_def_ele_ = sd->ignore_def_race_ = 0; sd->ignore_mdef_ele = sd->ignore_mdef_race = 0; sd->arrow_cri = 0; sd->magic_def_rate = sd->misc_def_rate = 0; memset(sd->arrow_addele,0,sizeof(sd->arrow_addele)); memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace)); memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize)); memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff)); memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2)); memset(sd->magic_addele,0,sizeof(sd->magic_addele)); memset(sd->magic_addrace,0,sizeof(sd->magic_addrace)); memset(sd->magic_subrace,0,sizeof(sd->magic_subrace)); sd->perfect_hit = 0; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0; sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0; sd->get_zeny_num = 0; sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0; sd->add_def_class_count = sd->add_mdef_class_count = 0; sd->monster_drop_item_count = 0; memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate)); memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_)); memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate)); memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate)); memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate)); memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race)); memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate)); sd->speed_add_rate = sd->aspd_add_rate = 100; sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0; sd->splash_range = sd->splash_add_range = 0; sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0; sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0; sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0; sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0; sd->magic_damage_return = 0; //AppleGirl Was Here sd->random_attack_increase_add = sd->random_attack_increase_per = 0; if(!sd->disguiseflag && sd->disguise) { sd->disguise=0; clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); clif_clearchar(&sd->bl, 9); pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); } for(i=0;i<10;i++) { index = sd->equip_index[i]; if(index < 0) continue; if(i == 9 && sd->equip_index[8] == index) continue; if(i == 5 && sd->equip_index[4] == index) continue; if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) continue; if(sd->inventory_data[index]) { if(sd->inventory_data[index]->type == 4) { if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { int j; for(j=0;jinventory_data[index]->slot;j++){ // カード int c=sd->status.inventory[index].card[j]; if(c>0){ if(i == 8 && sd->status.inventory[index].equip == 0x20) sd->state.lr_flag = 1; run_script(itemdb_equipscript(c),0,sd->bl.id,0); sd->state.lr_flag = 0; } } } } else if(sd->inventory_data[index]->type==5){ // 防具 if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) { int j; for(j=0;jinventory_data[index]->slot;j++){ // カード int c=sd->status.inventory[index].card[j]; if(c>0) run_script(itemdb_equipscript(c),0,sd->bl.id,0); } } } } } wele = sd->atk_ele; wele_ = sd->atk_ele_; def_ele = sd->def_ele; if(sd->status.pet_id > 0) { struct pet_data *pd=sd->pd; if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) { if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0) run_script(sd->petDB->script,0,sd->bl.id,0); pele = sd->atk_ele; pdef_ele = sd->def_ele; sd->atk_ele = sd->def_ele = 0; } } memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); // 装備品によるステータス変化はここで実行 for(i=0;i<10;i++) { index = sd->equip_index[i]; if(index < 0) continue; if(i == 9 && sd->equip_index[8] == index) continue; if(i == 5 && sd->equip_index[4] == index) continue; if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index)) continue; if(sd->inventory_data[index]) { sd->def += sd->inventory_data[index]->def; if(sd->inventory_data[index]->type == 4) { int r,wlv = sd->inventory_data[index]->wlv; if(i == 8 && sd->status.inventory[index].equip == 0x20) { //二刀流用データ入力 sd->watk_ += sd->inventory_data[index]->atk; sd->watk_2 = (r=sd->status.inventory[index].refine)* // 精錬攻撃力 refinebonus[wlv][0]; if( (r-=refinebonus[wlv][2])>0 ) // 過剰精錬ボーナス sd->overrefine_ = r*refinebonus[wlv][1]; if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 sd->star_ = (sd->status.inventory[index].card[1]>>8); // 星のかけら wele_= (sd->status.inventory[index].card[1]&0x0f); // 属 性 } sd->attackrange_ += sd->inventory_data[index]->range; sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else { //二刀流武器以外 sd->watk += sd->inventory_data[index]->atk; sd->watk2 += (r=sd->status.inventory[index].refine)* // 精錬攻撃力 refinebonus[wlv][0]; if( (r-=refinebonus[wlv][2])>0 ) // 過剰精錬ボーナス sd->overrefine += r*refinebonus[wlv][1]; if(sd->status.inventory[index].card[0]==0x00ff){ // 製造武器 sd->star += (sd->status.inventory[index].card[1]>>8); // 星のかけら wele = (sd->status.inventory[index].card[1]&0x0f); // 属 性 } sd->attackrange += sd->inventory_data[index]->range; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); } } else if(sd->inventory_data[index]->type == 5) { sd->watk += sd->inventory_data[index]->atk; refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); } } } if(sd->equip_index[10] >= 0){ // 矢 index = sd->equip_index[10]; if(sd->inventory_data[index]){ //まだ属性が入っていない sd->state.lr_flag = 2; run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); sd->state.lr_flag = 0; sd->arrow_atk += sd->inventory_data[index]->atk; } } sd->def += (refinedef+50)/100; if(sd->attackrange < 1) sd->attackrange = 1; if(sd->attackrange_ < 1) sd->attackrange_ = 1; if(sd->attackrange < sd->attackrange_) sd->attackrange = sd->attackrange_; if(sd->status.weapon == 11) sd->attackrange += sd->arrow_range; if(wele > 0) sd->atk_ele = wele; if(wele_ > 0) sd->atk_ele_ = wele_; if(def_ele > 0) sd->def_ele = def_ele; if(battle_config.pet_status_support) { if(pele > 0 && !sd->atk_ele) sd->atk_ele = pele; if(pdef_ele > 0 && !sd->def_ele) sd->def_ele = pdef_ele; } sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->get_zeny_num += sd->get_zeny_add_num; sd->splash_range += sd->splash_add_range; if(sd->speed_add_rate != 100) sd->speed_rate += sd->speed_add_rate - 100; if(sd->aspd_add_rate != 100) sd->aspd_rate += sd->aspd_add_rate - 100; // 武器ATKサイズ補正 (右手) sd->atkmods[0] = atkmods[0][sd->weapontype1]; sd->atkmods[1] = atkmods[1][sd->weapontype1]; sd->atkmods[2] = atkmods[2][sd->weapontype1]; //武器ATKサイズ補正 (左手) sd->atkmods_[0] = atkmods[0][sd->weapontype2]; sd->atkmods_[1] = atkmods[1][sd->weapontype2]; sd->atkmods_[2] = atkmods[2][sd->weapontype2]; // jobボーナス分 for(i=0;istatus.job_level && iparamb[job_bonus[s_class.upper][s_class.job][i]-1]++; } if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris] sd->max_weight += skill*1000; if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目 sd->paramb[4] += skill; if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) { // Hilt binding gives +1 str +4 atk sd->paramb[4] ++; sd->base_atk += 4; } // ステータス変化による基本パラメータ補正 if(sd->sc_count){ if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){ // 集中力向上 sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100; } if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度増加 sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1; sd->speed -= sd->speed *25/100; } if(sd->sc_data[SC_DECREASEAGI].timer!=-1) // 速度減少(agiはbattle.cで) sd->speed = sd->speed *125/100; if(sd->sc_data[SC_CLOAKING].timer!=-1) { sd->critical_rate += 100; // critical increases sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100; } //sd->speed = (sd->speed*(76+(sd->sc_data[SC_INCREASEAGI].val1*3)))/100; if(sd->sc_data[SC_CHASEWALK].timer!=-1) sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk if(sd->sc_data[SC_BLESSING].timer!=-1){ // ブレッシング sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1; sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1; sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1; } if(sd->sc_data[SC_GLORIA].timer!=-1) // グロリア sd->paramb[5]+= 30; if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス sd->paramb[0]+= 4; if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; sd->speed = sd->speed*3/2; sd->paramb[1]-= agib > 50 ? 50 : agib; sd->paramb[4]-= dexb > 50 ? 50 : dexb; } if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥルーサイト sd->paramb[0]+= 5; sd->paramb[1]+= 5; sd->paramb[2]+= 5; sd->paramb[3]+= 5; sd->paramb[4]+= 5; sd->paramb[5]+= 5; } if(sd->sc_data[SC_MARIONETTE].timer!=-1){ sd->paramb[0]-= sd->status.str/2; // bonuses not included sd->paramb[1]-= sd->status.agi/2; sd->paramb[2]-= sd->status.vit/2; sd->paramb[3]-= sd->status.int_/2; sd->paramb[4]-= sd->status.dex/2; sd->paramb[5]-= sd->status.luk/2; } else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){ struct map_session_data *psd = (struct map_session_data *)map_id2bl(sd->sc_data[SC_MARIONETTE2].val3); if (psd) { // if partner is found sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2; sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2; sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2; sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2; sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2; sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2; } } } //1度も死んでないJob70スパノビに+10 if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){ sd->paramb[0]+= 15; sd->paramb[1]+= 15; sd->paramb[2]+= 15; sd->paramb[3]+= 15; sd->paramb[4]+= 15; sd->paramb[5]+= 15; } sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0]; sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1]; sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2]; sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3]; sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4]; sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5]; for(i=0;i<6;i++) if(sd->paramc[i] < 0) sd->paramc[i] = 0; if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) { str = sd->paramc[4]; dex = sd->paramc[0]; } else { str = sd->paramc[0]; dex = sd->paramc[4]; } dstr = str/10; sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5); sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7); if(sd->matk1 < sd->matk2) { int temp = sd->matk2; sd->matk2 = sd->matk1; sd->matk1 = temp; } sd->hit += sd->paramc[4] + sd->status.base_level; sd->flee += sd->paramc[1] + sd->status.base_level; sd->def2 += sd->paramc[2]; sd->mdef2 += sd->paramc[3]; sd->flee2 += sd->paramc[5]+10; sd->critical += (sd->paramc[5]*3)+10; if(sd->base_atk < 1) sd->base_atk = 1; if(sd->critical_rate != 100) sd->critical = (sd->critical*sd->critical_rate)/100; if(sd->critical < 10) sd->critical = 10; if(sd->hit_rate != 100) sd->hit = (sd->hit*sd->hit_rate)/100; if(sd->hit < 1) sd->hit = 1; if(sd->flee_rate != 100) sd->flee = (sd->flee*sd->flee_rate)/100; if(sd->flee < 1) sd->flee = 1; if(sd->flee2_rate != 100) sd->flee2 = (sd->flee2*sd->flee2_rate)/100; if(sd->flee2 < 10) sd->flee2 = 10; if(sd->def_rate != 100) sd->def = (sd->def*sd->def_rate)/100; if(sd->def < 0) sd->def = 0; if(sd->def2_rate != 100) sd->def2 = (sd->def2*sd->def2_rate)/100; if(sd->def2 < 1) sd->def2 = 1; if(sd->mdef_rate != 100) sd->mdef = (sd->mdef*sd->mdef_rate)/100; if(sd->mdef < 0) sd->mdef = 0; if(sd->mdef2_rate != 100) sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100; if(sd->mdef2 < 1) sd->mdef2 = 1; // 二刀流 ASPD 修正 if (sd->status.weapon <= 16) sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000; else sd->aspd += ( (aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) + (aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000) ) * 140 / 200; aspd_rate = sd->aspd_rate; //攻撃速度増加 if( (skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目 sd->hit += skill; if(sd->status.weapon == 11) sd->attackrange += skill; } if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) // 武器研究の命中率増加 sd->hit += skill*2; if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 ) // トンネルドライブ // トンネルドライブ sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9); if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) // カートによる速度低下 sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1); else if (pc_isriding(sd)) { // ペコペコ乗りによる速度増加 sd->speed -= (0.25 * DEFAULT_WALK_SPEED); sd->max_weight += 10000; } if(sd->sc_count){ if(sd->sc_data[SC_WINDWALK].timer!=-1) //ウィンドウォーク時はLv*2%減算 sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100; if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カートブースト sd->speed -= (DEFAULT_WALK_SPEED * 20)/100; if(sd->sc_data[SC_BERSERK].timer!=-1) //バーサーク中はIAと同じぐらい速い? sd->speed -= sd->speed *25/100; if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は歩くのが遅い sd->speed = 2*DEFAULT_WALK_SPEED; } if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス sd->status.max_hp += skill*200; sd->subele[6] += skill*5; } if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[0] += skill; sd->subele[3] += skill*5; } bl=sd->status.base_level; sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); if (s_class.upper==1) // [MouseJstr] sd->status.max_hp = sd->status.max_hp * 130/100; else if (s_class.upper==2) sd->status.max_hp = sd->status.max_hp * 70/100; if(sd->hprate!=100) sd->status.max_hp = sd->status.max_hp*sd->hprate/100; if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1){ // バーサーク sd->status.max_hp = sd->status.max_hp * 3; // sd->status.hp = sd->status.hp * 3; if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.max_hp = battle_config.max_hp; if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.hp = battle_config.max_hp; } if(s_class.job == 23 && sd->status.base_level >= 99){ sd->status.max_hp = sd->status.max_hp + 2000; } if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris sd->status.max_hp = battle_config.max_hp; if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end // 最大SP計算 sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); if (s_class.upper==1) // [MouseJstr] sd->status.max_sp = sd->status.max_sp * 130/100; else if (s_class.upper==2) sd->status.max_sp = sd->status.max_sp * 70/100; if(sd->sprate!=100) sd->status.max_sp = sd->status.max_sp*sd->sprate/100; if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ sd->status.max_sp += sd->status.max_sp*skill/100; if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */ sd->status.max_sp += sd->status.max_sp*2*skill/100; if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; //自然回復HP sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) { /* HP回復力向上 */ sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; } //自然回復SP sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100); if(sd->paramc[3] >= 120) sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4; if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */ sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; } if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) { sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; } if(sd->hprecov_rate != 100) { sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; if(sd->nhealhp < 1) sd->nhealhp = 1; } if(sd->sprecov_rate != 100) { sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; if(sd->nhealsp < 1) sd->nhealsp = 1; } if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // メディテイティオはSPRではなく自然回復にかかる sd->nhealsp += 3*skill*(sd->status.max_sp)/100; if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; } // 種族耐性(これでいいの? ディバインプロテクションと同じ処理がいるかも) if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジー skill = skill*4; sd->addrace[9]+=skill; sd->addrace_[9]+=skill; sd->subrace[9]+=skill; sd->magic_addrace[9]+=skill; sd->magic_subrace[9]-=skill; } //Flee上昇 if( (skill=pc_checkskill(sd,TF_MISS))>0 ){ // 回避率増加 if(sd->status.class==6||sd->status.class==4007 || sd->status.class==23){ sd->flee += skill*3; } if(sd->status.class==12||sd->status.class==17||sd->status.class==4013||sd->status.class==4018) sd->flee += skill*4; if(sd->status.class==12||sd->status.class==4013) sd->speed -= sd->speed *(skill*1.5)/100; } if( (skill=pc_checkskill(sd,MO_DODGE))>0 ) // 見切り sd->flee += (skill*3)>>1; // スキルやステータス異常による残りのパラメータ補正 if(sd->sc_count){ // ATK/DEF変化形 if(sd->sc_data[SC_ANGELUS].timer!=-1) // エンジェラス sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100; if(sd->sc_data[SC_IMPOSITIO].timer!=-1) {// インポシティオマヌス sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5; } if(sd->sc_data[SC_PROVOKE].timer!=-1){ // プロボック sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100; sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100; } if(sd->sc_data[SC_ENDURE].timer!=-1) sd->mdef2 += sd->sc_data[SC_ENDURE].val1; if(sd->sc_data[SC_MINDBREAKER].timer!=-1){ // プロボック sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100; sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100; } if(sd->sc_data[SC_POISON].timer!=-1) // 毒状態 sd->def2 = sd->def2*75/100; if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){ // 戦太鼓の響き sd->watk += sd->sc_data[SC_DRUMBATTLE].val2; sd->def += sd->sc_data[SC_DRUMBATTLE].val3; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2; } if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニーベルングの指輪 index = sd->equip_index[9]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) sd->watk += sd->sc_data[SC_NIBELUNGEN].val3; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3) sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) sd->watk += sd->sc_data[SC_NIBELUNGEN].val2; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2; } if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケーノ sd->watk += sd->sc_data[SC_VIOLENTGALE].val3; } if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1) sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100; if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1) // エターナルカオス sd->def=0; if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレーション sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; index = sd->equip_index[8]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100; sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100; } if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力増幅 sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; sd->matk2 = sd->matk2*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100; } if(sd->sc_data[SC_ATKPOT].timer!=-1) sd->watk += sd->sc_data[SC_ATKPOT].val1; if(sd->sc_data[SC_MATKPOT].timer!=-1){ sd->matk1 += sd->sc_data[SC_MATKPOT].val1; sd->matk2 += sd->sc_data[SC_MATKPOT].val1; } // ASPD/移動速度変化系 if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // 2HQ aspd_rate -= 30; if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly) aspd_rate -= 30; else aspd_rate -= 25; } if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2; if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 && sd->sc_data[SC_DONTFORGETME].timer == -1) aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3; if(sd->sc_data[SC_DONTFORGETME].timer!=-1){ // 私を忘れないで aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16); sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100; } if( sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // 増 速ポーション aspd_rate -= sd->sc_data[i].val2; // HIT/FLEE変化系 if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛 sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1 +sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100; sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10; } if(sd->sc_data[SC_HUMMING].timer!=-1) // ハミング sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2 +sd->sc_data[SC_HUMMING].val3) * sd->hit/100; if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){ // バイオレントゲイル sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100; } if(sd->sc_data[SC_BLIND].timer!=-1){ // 暗黒 sd->hit -= sd->hit*25/100; sd->flee -= sd->flee*25/100; } if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100; if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ sd->flee -= sd->flee*50/100; if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1); if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1)); // 耐性 if(sd->sc_data[SC_SIEGFRIED].timer!=-1){ // 不死身のジークフリード sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2; // 火 sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2; // 水 sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2; // 水 } if(sd->sc_data[SC_PROVIDENCE].timer!=-1){ // プロヴィデンス sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 聖属性 sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2; // 対 悪魔 } // その他 if(sd->sc_data[SC_APPLEIDUN].timer!=-1){ // イドゥンの林檎 sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1) +sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100; if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; } if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){ // デリュージ sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100; if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; } if(sd->sc_data[SC_SERVICE4U].timer!=-1) { // サービスフォーユー sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2 +sd->sc_data[SC_SERVICE4U].val3)/100; if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2 +sd->sc_data[SC_SERVICE4U].val3); if(sd->dsprate<0)sd->dsprate=0; } if(sd->sc_data[SC_FORTUNE].timer!=-1) // 幸運のキス sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2 +sd->sc_data[SC_FORTUNE].val3)*10; if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){ // 爆裂波動 if(s_class.job==23) sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100; else sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2; } if(sd->sc_data[SC_STEELBODY].timer!=-1){ // 金剛 sd->def = 90; sd->mdef = 90; aspd_rate += 25; sd->speed = (sd->speed * 125) / 100; } if(sd->sc_data[SC_DEFENDER].timer != -1) { sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50); sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100; } if(sd->sc_data[SC_ENCPOISON].timer != -1) sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2; if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中 sd->speed*=4; sd->nhealsp = 0; sd->nshealsp = 0; sd->nsshealsp = 0; } if(sd->sc_data[SC_CURSE].timer!=-1) sd->speed += 450; if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100; /* if(sd->sc_data[SC_VOLCANO].timer!=-1) // エンチャントポイズン(属性はbattle.cで) sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting if(sd->sc_data[SC_DELUGE].timer!=-1) // エンチャントポイズン(属性はbattle.cで) sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting */ if(sd->sc_data[SC_BERSERK].timer!=-1) { //All Def/MDef reduced to 0 while in Berserk [DracoRPG] sd->def = sd->def2 = 0; sd->mdef = sd->mdef2 = 0; sd->flee -= sd->flee*50/100; aspd_rate -= 30; sd->base_atk *= 3; } if(sd->sc_data[SC_KEEPING].timer!=-1) sd->def = 100; if(sd->sc_data[SC_BARRIER].timer!=-1) sd->mdef = 100; } if(sd->speed_rate != 100) sd->speed = sd->speed*sd->speed_rate/100; if(sd->speed < 1) sd->speed = 1; if(aspd_rate != 100) sd->aspd = sd->aspd*aspd_rate/100; if(pc_isriding(sd)) // 騎兵修練 sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100; if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; sd->amotion = sd->aspd; sd->dmotion = 800-sd->paramc[1]*4; if(sd->dmotion<400) sd->dmotion = 400; if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill*5)/100; } if(sd->status.hp>sd->status.max_hp) sd->status.hp=sd->status.max_hp; if(sd->status.sp>sd->status.max_sp) sd->status.sp=sd->status.max_sp; if(first&4) return 0; if(first&3) { clif_updatestatus(sd,SP_SPEED); clif_updatestatus(sd,SP_MAXHP); clif_updatestatus(sd,SP_MAXSP); if(first&1) { clif_updatestatus(sd,SP_HP); clif_updatestatus(sd,SP_SP); } return 0; } if(b_class != sd->view_class) { clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); #endif } if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange) clif_skillinfoblock(sd); // スキル送信 if(b_speed != sd->speed) clif_updatestatus(sd,SP_SPEED); if(b_weight != sd->weight) clif_updatestatus(sd,SP_WEIGHT); if(b_max_weight != sd->max_weight) { clif_updatestatus(sd,SP_MAXWEIGHT); pc_checkweighticon(sd); } for(i=0;i<6;i++) if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i]) clif_updatestatus(sd,SP_STR+i); if(b_hit != sd->hit) clif_updatestatus(sd,SP_HIT); if(b_flee != sd->flee) clif_updatestatus(sd,SP_FLEE1); if(b_aspd != sd->aspd) clif_updatestatus(sd,SP_ASPD); if(b_watk != sd->watk || b_base_atk != sd->base_atk) clif_updatestatus(sd,SP_ATK1); if(b_def != sd->def) clif_updatestatus(sd,SP_DEF1); if(b_watk2 != sd->watk2) clif_updatestatus(sd,SP_ATK2); if(b_def2 != sd->def2) clif_updatestatus(sd,SP_DEF2); if(b_flee2 != sd->flee2) clif_updatestatus(sd,SP_FLEE2); if(b_critical != sd->critical) clif_updatestatus(sd,SP_CRITICAL); if(b_matk1 != sd->matk1) clif_updatestatus(sd,SP_MATK1); if(b_matk2 != sd->matk2) clif_updatestatus(sd,SP_MATK2); if(b_mdef != sd->mdef) clif_updatestatus(sd,SP_MDEF1); if(b_mdef2 != sd->mdef2) clif_updatestatus(sd,SP_MDEF2); if(b_attackrange != sd->attackrange) clif_updatestatus(sd,SP_ATTACKRANGE); if(b_max_hp != sd->status.max_hp) clif_updatestatus(sd,SP_MAXHP); if(b_max_sp != sd->status.max_sp) clif_updatestatus(sd,SP_MAXSP); if(b_hp != sd->status.hp) clif_updatestatus(sd,SP_HP); if(b_sp != sd->status.sp) clif_updatestatus(sd,SP_SP); /* if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num || before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight ) clif_updatestatus(sd,SP_CARTINFO);*/ if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd)) // オートバーサーク発動 skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); return 0; } /*========================================== * 装 備品による能力等のボーナス設定 *------------------------------------------ */ int pc_bonus(struct map_session_data *sd,int type,int val) { nullpo_retr(0, sd); switch(type){ case SP_STR: case SP_AGI: case SP_VIT: case SP_INT: case SP_DEX: case SP_LUK: if(sd->state.lr_flag != 2) sd->parame[type-SP_STR]+=val; break; case SP_ATK1: if(!sd->state.lr_flag) sd->watk+=val; else if(sd->state.lr_flag == 1) sd->watk_+=val; break; case SP_ATK2: if(!sd->state.lr_flag) sd->watk2+=val; else if(sd->state.lr_flag == 1) sd->watk_2+=val; break; case SP_BASE_ATK: if(sd->state.lr_flag != 2) sd->base_atk+=val; break; case SP_MATK1: if(sd->state.lr_flag != 2) sd->matk1 += val; break; case SP_MATK2: if(sd->state.lr_flag != 2) sd->matk2 += val; break; case SP_MATK: if(sd->state.lr_flag != 2) { sd->matk1 += val; sd->matk2 += val; } break; case SP_DEF1: if(sd->state.lr_flag != 2) sd->def+=val; break; case SP_MDEF1: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_MDEF2: if(sd->state.lr_flag != 2) sd->mdef+=val; break; case SP_HIT: if(sd->state.lr_flag != 2) sd->hit+=val; else sd->arrow_hit+=val; break; case SP_FLEE1: if(sd->state.lr_flag != 2) sd->flee+=val; break; case SP_FLEE2: if(sd->state.lr_flag != 2) sd->flee2+=val*10; break; case SP_CRITICAL: if(sd->state.lr_flag != 2) sd->critical+=val*10; else sd->arrow_cri += val*10; break; case SP_ATKELE: if(!sd->state.lr_flag) sd->atk_ele=val; else if(sd->state.lr_flag == 1) sd->atk_ele_=val; else if(sd->state.lr_flag == 2) sd->arrow_ele=val; break; case SP_DEFELE: if(sd->state.lr_flag != 2) sd->def_ele=val; break; case SP_MAXHP: if(sd->state.lr_flag != 2) sd->status.max_hp+=val; break; case SP_MAXSP: if(sd->state.lr_flag != 2) sd->status.max_sp+=val; break; case SP_CASTRATE: if(sd->state.lr_flag != 2) sd->castrate+=val; break; case SP_MAXHPRATE: if(sd->state.lr_flag != 2) sd->hprate+=val; break; case SP_MAXSPRATE: if(sd->state.lr_flag != 2) sd->sprate+=val; break; case SP_SPRATE: if(sd->state.lr_flag != 2) sd->dsprate+=val; break; case SP_ATTACKRANGE: if(!sd->state.lr_flag) sd->attackrange += val; else if(sd->state.lr_flag == 1) sd->attackrange_ += val; else if(sd->state.lr_flag == 2) sd->arrow_range += val; break; case SP_ADD_SPEED: if(sd->state.lr_flag != 2) sd->speed -= val; break; case SP_SPEED_RATE: if(sd->state.lr_flag != 2) { if(sd->speed_rate > 100-val) sd->speed_rate = 100-val; } break; case SP_SPEED_ADDRATE: if(sd->state.lr_flag != 2) sd->speed_add_rate = sd->speed_add_rate * (100-val)/100; break; case SP_ASPD: if(sd->state.lr_flag != 2) sd->aspd -= val*10; break; case SP_ASPD_RATE: if(sd->state.lr_flag != 2) { if(sd->aspd_rate > 100-val) sd->aspd_rate = 100-val; } break; case SP_ASPD_ADDRATE: if(sd->state.lr_flag != 2) sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->hprecov_rate += val; break; case SP_SP_RECOV_RATE: if(sd->state.lr_flag != 2) sd->sprecov_rate += val; break; case SP_CRITICAL_DEF: if(sd->state.lr_flag != 2) sd->critical_def += val; break; case SP_NEAR_ATK_DEF: if(sd->state.lr_flag != 2) sd->near_attack_def_rate += val; break; case SP_LONG_ATK_DEF: if(sd->state.lr_flag != 2) sd->long_attack_def_rate += val; break; case SP_DOUBLE_RATE: if(sd->state.lr_flag == 0 && sd->double_rate < val) sd->double_rate = val; break; case SP_DOUBLE_ADD_RATE: if(sd->state.lr_flag == 0) sd->double_add_rate += val; break; case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; case SP_IGNORE_DEF_ELE: if(!sd->state.lr_flag) sd->ignore_def_ele |= 1<state.lr_flag == 1) sd->ignore_def_ele_ |= 1<state.lr_flag) sd->ignore_def_race |= 1<state.lr_flag == 1) sd->ignore_def_race_ |= 1<state.lr_flag != 2) sd->atk_rate += val; break; case SP_MAGIC_ATK_DEF: if(sd->state.lr_flag != 2) sd->magic_def_rate += val; break; case SP_MISC_ATK_DEF: if(sd->state.lr_flag != 2) sd->misc_def_rate += val; break; case SP_IGNORE_MDEF_ELE: if(sd->state.lr_flag != 2) sd->ignore_mdef_ele |= 1<state.lr_flag != 2) sd->ignore_mdef_race |= 1<state.lr_flag != 2 && sd->perfect_hit < val) sd->perfect_hit = val; break; case SP_PERFECT_HIT_ADD_RATE: if(sd->state.lr_flag != 2) sd->perfect_hit_add += val; break; case SP_CRITICAL_RATE: if(sd->state.lr_flag != 2) sd->critical_rate+=val; break; case SP_GET_ZENY_NUM: if(sd->state.lr_flag != 2 && sd->get_zeny_num < val) sd->get_zeny_num = val; break; case SP_ADD_GET_ZENY_NUM: if(sd->state.lr_flag != 2) sd->get_zeny_add_num += val; break; case SP_DEF_RATIO_ATK_ELE: if(!sd->state.lr_flag) sd->def_ratio_atk_ele |= 1<state.lr_flag == 1) sd->def_ratio_atk_ele_ |= 1<state.lr_flag) sd->def_ratio_atk_race |= 1<state.lr_flag == 1) sd->def_ratio_atk_race_ |= 1<state.lr_flag != 2) sd->hit_rate += val; break; case SP_FLEE_RATE: if(sd->state.lr_flag != 2) sd->flee_rate += val; break; case SP_FLEE2_RATE: if(sd->state.lr_flag != 2) sd->flee2_rate += val; break; case SP_DEF_RATE: if(sd->state.lr_flag != 2) sd->def_rate += val; break; case SP_DEF2_RATE: if(sd->state.lr_flag != 2) sd->def2_rate += val; break; case SP_MDEF_RATE: if(sd->state.lr_flag != 2) sd->mdef_rate += val; break; case SP_MDEF2_RATE: if(sd->state.lr_flag != 2) sd->mdef2_rate += val; break; case SP_RESTART_FULL_RECORVER: if(sd->state.lr_flag != 2) sd->special_state.restart_full_recover = 1; break; case SP_NO_CASTCANCEL: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel = 1; break; case SP_NO_CASTCANCEL2: if(sd->state.lr_flag != 2) sd->special_state.no_castcancel2 = 1; break; case SP_NO_SIZEFIX: if(sd->state.lr_flag != 2) sd->special_state.no_sizefix = 1; break; case SP_NO_MAGIC_DAMAGE: if(sd->state.lr_flag != 2) sd->special_state.no_magic_damage = 1; break; case SP_NO_WEAPON_DAMAGE: if(sd->state.lr_flag != 2) sd->special_state.no_weapon_damage = 1; break; case SP_NO_GEMSTONE: if(sd->state.lr_flag != 2) sd->special_state.no_gemstone = 1; break; case SP_INFINITE_ENDURE: if(sd->state.lr_flag != 2) sd->special_state.infinite_endure = 1; break; case SP_SPLASH_RANGE: if(sd->state.lr_flag != 2 && sd->splash_range < val) sd->splash_range = val; break; case SP_SPLASH_ADD_RANGE: if(sd->state.lr_flag != 2) sd->splash_add_range += val; break; case SP_SHORT_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->short_weapon_damage_return += val; break; case SP_LONG_WEAPON_DAMAGE_RETURN: if(sd->state.lr_flag != 2) sd->long_weapon_damage_return += val; break; case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here if(sd->state.lr_flag != 2) sd->magic_damage_return += val; break; case SP_ALL_STATS: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_STR-SP_STR]+=val; sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_VIT-SP_STR]+=val; sd->parame[SP_INT-SP_STR]+=val; sd->parame[SP_DEX-SP_STR]+=val; sd->parame[SP_LUK-SP_STR]+=val; clif_updatestatus(sd,13); clif_updatestatus(sd,14); clif_updatestatus(sd,15); clif_updatestatus(sd,16); clif_updatestatus(sd,17); clif_updatestatus(sd,18); } break; case SP_AGI_VIT: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_VIT-SP_STR]+=val; clif_updatestatus(sd,14); clif_updatestatus(sd,15); } break; case SP_AGI_DEX_STR: // [Valaris] if(sd->state.lr_flag!=2) { sd->parame[SP_AGI-SP_STR]+=val; sd->parame[SP_DEX-SP_STR]+=val; sd->parame[SP_STR-SP_STR]+=val; clif_updatestatus(sd,14); clif_updatestatus(sd,17); clif_updatestatus(sd,13); } break; case SP_PERFECT_HIDE: // [Valaris] if(sd->state.lr_flag!=2) { sd->perfect_hiding=1; } break; case SP_DISGUISE: // Disguise script for items [Valaris] if(sd->state.lr_flag!=2 && sd->disguiseflag==0) { if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco."); break; } sd->disguise=val; clif_clearchar(&sd->bl, 9); pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3); } break; case SP_UNBREAKABLE: if(sd->state.lr_flag!=2) { sd->unbreakable += val; } break; default: if(battle_config.error_log) printf("pc_bonus: unknown type %d %d !\n",type,val); break; } return 0; } /*========================================== * 装 備品による能力等のボーナス設定 *------------------------------------------ */ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) { int i; nullpo_retr(0, sd); switch(type){ case SP_ADDELE: if(!sd->state.lr_flag) sd->addele[type2]+=val; else if(sd->state.lr_flag == 1) sd->addele_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addele[type2]+=val; break; case SP_ADDRACE: if(!sd->state.lr_flag) sd->addrace[type2]+=val; else if(sd->state.lr_flag == 1) sd->addrace_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addrace[type2]+=val; break; case SP_ADDSIZE: if(!sd->state.lr_flag) sd->addsize[type2]+=val; else if(sd->state.lr_flag == 1) sd->addsize_[type2]+=val; else if(sd->state.lr_flag == 2) sd->arrow_addsize[type2]+=val; break; case SP_SUBELE: if(sd->state.lr_flag != 2) sd->subele[type2]+=val; break; case SP_SUBRACE: if(sd->state.lr_flag != 2) sd->subrace[type2]+=val; break; case SP_ADDEFF: if(sd->state.lr_flag != 2) sd->addeff[type2]+=val; else sd->arrow_addeff[type2]+=val; break; case SP_ADDEFF2: if(sd->state.lr_flag != 2) sd->addeff2[type2]+=val; else sd->arrow_addeff2[type2]+=val; break; case SP_RESEFF: if(sd->state.lr_flag != 2) sd->reseff[type2]+=val; break; case SP_MAGIC_ADDELE: if(sd->state.lr_flag != 2) sd->magic_addele[type2]+=val; break; case SP_MAGIC_ADDRACE: if(sd->state.lr_flag != 2) sd->magic_addrace[type2]+=val; break; case SP_MAGIC_SUBRACE: if(sd->state.lr_flag != 2) sd->magic_subrace[type2]+=val; break; case SP_ADD_DAMAGE_CLASS: if(!sd->state.lr_flag) { for(i=0;iadd_damage_class_count;i++) { if(sd->add_damage_classid[i] == type2) { sd->add_damage_classrate[i] += val; break; } } if(i >= sd->add_damage_class_count && sd->add_damage_class_count < 10) { sd->add_damage_classid[sd->add_damage_class_count] = type2; sd->add_damage_classrate[sd->add_damage_class_count] += val; sd->add_damage_class_count++; } } else if(sd->state.lr_flag == 1) { for(i=0;iadd_damage_class_count_;i++) { if(sd->add_damage_classid_[i] == type2) { sd->add_damage_classrate_[i] += val; break; } } if(i >= sd->add_damage_class_count_ && sd->add_damage_class_count_ < 10) { sd->add_damage_classid_[sd->add_damage_class_count_] = type2; sd->add_damage_classrate_[sd->add_damage_class_count_] += val; sd->add_damage_class_count_++; } } break; case SP_ADD_MAGIC_DAMAGE_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_magic_damage_class_count;i++) { if(sd->add_magic_damage_classid[i] == type2) { sd->add_magic_damage_classrate[i] += val; break; } } if(i >= sd->add_magic_damage_class_count && sd->add_magic_damage_class_count < 10) { sd->add_magic_damage_classid[sd->add_magic_damage_class_count] = type2; sd->add_magic_damage_classrate[sd->add_magic_damage_class_count] += val; sd->add_magic_damage_class_count++; } } break; case SP_ADD_DEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_def_class_count;i++) { if(sd->add_def_classid[i] == type2) { sd->add_def_classrate[i] += val; break; } } if(i >= sd->add_def_class_count && sd->add_def_class_count < 10) { sd->add_def_classid[sd->add_def_class_count] = type2; sd->add_def_classrate[sd->add_def_class_count] += val; sd->add_def_class_count++; } } break; case SP_ADD_MDEF_CLASS: if(sd->state.lr_flag != 2) { for(i=0;iadd_mdef_class_count;i++) { if(sd->add_mdef_classid[i] == type2) { sd->add_mdef_classrate[i] += val; break; } } if(i >= sd->add_mdef_class_count && sd->add_mdef_class_count < 10) { sd->add_mdef_classid[sd->add_mdef_class_count] = type2; sd->add_mdef_classrate[sd->add_mdef_class_count] += val; sd->add_mdef_class_count++; } } break; case SP_HP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->hp_drain_rate += type2; sd->hp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->hp_drain_rate_ += type2; sd->hp_drain_per_ += val; } break; case SP_SP_DRAIN_RATE: if(!sd->state.lr_flag) { sd->sp_drain_rate += type2; sd->sp_drain_per += val; } else if(sd->state.lr_flag == 1) { sd->sp_drain_rate_ += type2; sd->sp_drain_per_ += val; } break; case SP_WEAPON_COMA_ELE: if(sd->state.lr_flag != 2) sd->weapon_coma_ele[type2] += val; break; case SP_WEAPON_COMA_RACE: if(sd->state.lr_flag != 2) sd->weapon_coma_race[type2] += val; break; case SP_RANDOM_ATTACK_INCREASE: // [Valaris] if(sd->state.lr_flag !=2){ sd->random_attack_increase_add = type2; sd->random_attack_increase_per += val; break; } // end addition default: if(battle_config.error_log) printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); break; } return 0; } int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) { int i; switch(type){ case SP_ADD_MONSTER_DROP_ITEM: if(sd->state.lr_flag != 2) { for(i=0;imonster_drop_item_count;i++) { if(sd->monster_drop_itemid[i] == type2) { sd->monster_drop_race[i] |= 1<monster_drop_itemrate[i] < val) sd->monster_drop_itemrate[i] = val; break; } } if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) { sd->monster_drop_itemid[sd->monster_drop_item_count] = type2; sd->monster_drop_race[sd->monster_drop_item_count] |= 1<monster_drop_itemrate[sd->monster_drop_item_count] = val; sd->monster_drop_item_count++; } } break; case SP_AUTOSPELL: if(sd->state.lr_flag != 2){ sd->autospell_id = type2; sd->autospell_lv = type3; sd->autospell_rate = val; } break; default: if(battle_config.error_log) printf("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val); break; } return 0; } /*========================================== * スクリプトによるスキル所得 *------------------------------------------ */ int pc_skill(struct map_session_data *sd,int id,int level,int flag) { nullpo_retr(0, sd); if(level>MAX_SKILL_LEVEL){ if(battle_config.error_log) printf("support card skill only!\n"); return 0; } if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで条件を確認して送信する sd->status.skill[id].lv=level; pc_calcstatus(sd,0); clif_skillinfoblock(sd); } else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで条件を確認して送信する sd->status.skill[id].lv+=level; pc_calcstatus(sd,0); clif_skillinfoblock(sd); } else if(sd->status.skill[id].lv < level){ // 覚えられるがlvが小さいなら if(sd->status.skill[id].id==id) sd->status.skill[id].flag=sd->status.skill[id].lv+2; // lvを記憶 else { sd->status.skill[id].id=id; sd->status.skill[id].flag=1; // cardスキルとする } sd->status.skill[id].lv=level; } return 0; } /*========================================== * カード挿入 *------------------------------------------ */ int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip) { nullpo_retr(0, sd); if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) { int i; int nameid=sd->status.inventory[idx_equip].nameid; int cardid=sd->status.inventory[idx_card].nameid; int ep=sd->inventory_data[idx_card]->equip; if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL || (sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)|| // 装 備じゃない ( sd->status.inventory[idx_equip].identify==0 ) || // 未鑑定 ( sd->status.inventory[idx_equip].card[0]==0x00ff) || // 製造武器 ( sd->status.inventory[idx_equip].card[0]==0x00fe) || ( (sd->inventory_data[idx_equip]->equip&ep)==0 ) || // 装 備個所違い ( sd->inventory_data[idx_equip]->type==4 && ep==32) || // 両 手武器と盾カード ( sd->status.inventory[idx_equip].card[0]==(short)0xff00) || sd->status.inventory[idx_equip].equip){ clif_insert_card(sd,idx_equip,idx_card,1); return 0; } for(i=0;iinventory_data[idx_equip]->slot;i++){ if( sd->status.inventory[idx_equip].card[i] == 0){ // 空きスロットがあったので差し込む sd->status.inventory[idx_equip].card[i]=cardid; // カードは減らす clif_insert_card(sd,idx_equip,idx_card,0); pc_delitem(sd,idx_card,1,1); return 0; } } } else clif_insert_card(sd,idx_equip,idx_card,1); return 0; } // // アイテム物 // /*========================================== * スキルによる買い値修正 *------------------------------------------ */ int pc_modifybuyvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate1 = 0,rate2 = 0; if((skill=pc_checkskill(sd,MC_DISCOUNT))>0) // ディスカウント rate1 = 5+skill*2-((skill==10)? 1:0); if((skill=pc_checkskill(sd,RG_COMPULSION))>0) // コムパルションディスカウント rate2 = 5+skill*4; if(rate1 < rate2) rate1 = rate2; if(rate1) val = (int)((double)orig_value*(double)(100-rate1)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * スキルによる売り値修正 *------------------------------------------ */ int pc_modifysellvalue(struct map_session_data *sd,int orig_value) { int skill,val = orig_value,rate = 0; if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0) // オーバーチャージ rate = 5+skill*2-((skill==10)? 1:0); if(rate) val = (int)((double)orig_value*(double)(100+rate)/100.); if(val < 0) val = 0; if(orig_value > 0 && val < 1) val = 1; return val; } /*========================================== * アイテムを買った時に、新しいアイテム欄を使うか、 * 3万個制限にかかるか確認 *------------------------------------------ */ int pc_checkadditem(struct map_session_data *sd,int nameid,int amount) { int i; nullpo_retr(0, sd); if(itemdb_isequip(nameid)) return ADDITEM_NEW; for(i=0;istatus.inventory[i].nameid==nameid){ if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) return ADDITEM_OVERAMOUNT; return ADDITEM_EXIST; } } if(amount > MAX_AMOUNT) return ADDITEM_OVERAMOUNT; return ADDITEM_NEW; } /*========================================== * 空きアイテム欄の個数 *------------------------------------------ */ int pc_inventoryblank(struct map_session_data *sd) { int i,b; nullpo_retr(0, sd); for(i=0,b=0;istatus.inventory[i].nameid==0) b++; } return b; } /*========================================== * お金を払う *------------------------------------------ */ int pc_payzeny(struct map_session_data *sd,int zeny) { double z; nullpo_retr(0, sd); z = (double)sd->status.zeny; if(sd->status.zeny MAX_ZENY) return 1; sd->status.zeny-=zeny; clif_updatestatus(sd,SP_ZENY); return 0; } /*========================================== * お金を得る *------------------------------------------ */ int pc_getzeny(struct map_session_data *sd,int zeny) { double z; nullpo_retr(0, sd); z = (double)sd->status.zeny; if(z + (double)zeny > MAX_ZENY) { zeny = 0; sd->status.zeny = MAX_ZENY; } sd->status.zeny+=zeny; clif_updatestatus(sd,SP_ZENY); return 0; } /*========================================== * アイテムを探して、インデックスを返す *------------------------------------------ */ int pc_search_inventory(struct map_session_data *sd,int item_id) { int i; nullpo_retr(-1, sd); for(i=0;istatus.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0)) return i; } return -1; } /*========================================== * アイテム追加。個数のみitem構造体の数字を無視 *------------------------------------------ */ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i,w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if((w = data->weight*amount) + sd->weight > sd->max_weight) return 2; i = MAX_INVENTORY; if(!itemdb_isequip2(data)){ // 装 備品ではないので、既所有品なら個数のみ変化させる for(i=0;istatus.inventory[i].nameid == item_data->nameid && sd->status.inventory[i].card[0] == item_data->card[0] && sd->status.inventory[i].card[1] == item_data->card[1] && sd->status.inventory[i].card[2] == item_data->card[2] && sd->status.inventory[i].card[3] == item_data->card[3]) { if(sd->status.inventory[i].amount+amount > MAX_AMOUNT) return 5; sd->status.inventory[i].amount+=amount; clif_additem(sd,i,amount,0); break; } } if(i >= MAX_INVENTORY){ // 装 備品か未所有品だったので空き欄へ追加 i = pc_search_inventory(sd,0); if(i >= 0) { memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0])); sd->status.inventory[i].amount=amount; sd->inventory_data[i]=data; clif_additem(sd,i,amount,0); } else return 4; } sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * アイテムを減らす *------------------------------------------ */ int pc_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amountinventory_data[n] == NULL) return 1; sd->status.inventory[n].amount -= amount; sd->weight -= sd->inventory_data[n]->weight*amount ; if(sd->status.inventory[n].amount<=0){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,0,BF_NORMAL); memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0])); sd->inventory_data[n] = NULL; } if(!(type&1)) clif_delitem(sd,n,amount); if(!(type&2)) clif_updatestatus(sd,SP_WEIGHT); return 0; } /*========================================== * アイテムを落す *------------------------------------------ */ int pc_dropitem(struct map_session_data *sd,int n,int amount) { nullpo_retr(1, sd); if (sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount < amount || sd->trade_partner != 0 || sd->vender_id != 0 || sd->status.inventory[n].amount <= 0) return 1; map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0); pc_delitem(sd, n, amount, 0); return 0; } /*========================================== * アイテムを拾う *------------------------------------------ */ int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem) { int flag; unsigned int tick = gettick(); struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL; nullpo_retr(0, sd); nullpo_retr(0, fitem); if(fitem->first_get_id > 0) { first_sd = map_id2sd(fitem->first_get_id); if(tick < fitem->first_get_tick) { if(fitem->first_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id)) { clif_additem(sd,0,0,6); return 0; } } else if(fitem->second_get_id > 0) { second_sd = map_id2sd(fitem->second_get_id); if(tick < fitem->second_get_tick) { if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id)) { clif_additem(sd,0,0,6); return 0; } } else if(fitem->third_get_id > 0) { third_sd = map_id2sd(fitem->third_get_id); if(tick < fitem->third_get_tick) { if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && fitem->third_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id) && !(third_sd && third_sd->status.party_id == sd->status.party_id)) { clif_additem(sd,0,0,6); return 0; } } } } } if((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount))) // 重量overで取得失敗 clif_additem(sd,0,0,flag); else { /* 取得成功 */ if(sd->attacktimer != -1) pc_stopattack(sd); clif_takeitem(&sd->bl,&fitem->bl); map_clearflooritem(fitem->bl.id); } return 0; } int pc_isUseitem(struct map_session_data *sd,int n) { struct item_data *item; int nameid; nullpo_retr(0, sd); item = sd->inventory_data[n]; nameid = sd->status.inventory[n].nameid; if(item == NULL) return 0; if((nameid == 605) && map[sd->bl.m].flag.gvg) return 0; if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg)) { clif_skill_teleportmessage(sd,0); return 0; } if(nameid == 602 && map[sd->bl.m].flag.noreturn) return 0; if(nameid == 604 && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg)) return 0; if(item->sex != 2 && sd->status.sex != item->sex) return 0; if(item->elv > 0 && sd->status.base_level < item->elv) return 0; if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted items [Valaris] ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0)) return 0; if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022) if((sd->status.class<=4000 && ((1<status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) || (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0)) return 0; #ifndef TXT_ONLY if((log_config.branch > 0) && (nameid == 604)) log_branch(sd); #endif return 1; } /*========================================== * アイテムを使う *------------------------------------------ */ int pc_useitem(struct map_session_data *sd,int n) { int nameid,amount; nullpo_retr(1, sd); if(n >=0 && n < MAX_INVENTORY) { nameid = sd->status.inventory[n].nameid; amount = sd->status.inventory[n].amount; if(sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 || sd->sc_data[SC_BERSERK].timer!=-1 || sd->sc_data[SC_MARIONETTE].timer!=-1 || !pc_isUseitem(sd,n) ) { clif_useitemack(sd,n,0,0); return 1; } if(sd->inventory_data[n]) run_script(sd->inventory_data[n]->use_script,0,sd->bl.id,0); clif_useitemack(sd,n,amount-1,1); pc_delitem(sd,n,1,1); } return 0; } /*========================================== * カートアイテム追加。個数のみitem構造体の数字を無視 *------------------------------------------ */ int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount) { struct item_data *data; int i,w; nullpo_retr(1, sd); nullpo_retr(1, item_data); if(item_data->nameid <= 0 || amount <= 0) return 1; data = itemdb_search(item_data->nameid); if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight) return 1; i=MAX_CART; if(!itemdb_isequip2(data)){ // 装 備品ではないので、既所有品なら個数のみ変化させる for(i=0;istatus.cart[i].nameid==item_data->nameid && sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] && sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){ if(sd->status.cart[i].amount+amount > MAX_AMOUNT) return 1; sd->status.cart[i].amount+=amount; clif_cart_additem(sd,i,amount,0); break; } } } if(i >= MAX_CART){ // 装 備品か未所有品だったので空き欄へ追加 for(i=0;istatus.cart[i].nameid==0){ memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0])); sd->status.cart[i].amount=amount; sd->cart_num++; clif_cart_additem(sd,i,amount,0); break; } } if(i >= MAX_CART) return 1; } sd->cart_weight += w; clif_updatestatus(sd,SP_CARTINFO); return 0; } /*========================================== * カートアイテムを減らす *------------------------------------------ */ int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type) { nullpo_retr(1, sd); if(sd->status.cart[n].nameid==0 || sd->status.cart[n].amountstatus.cart[n].amount -= amount; sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ; if(sd->status.cart[n].amount <= 0){ memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0])); sd->cart_num--; } if(!type) { clif_cart_delitem(sd,n,amount); clif_updatestatus(sd,SP_CARTINFO); } return 0; } /*========================================== * カートへアイテム移動 *------------------------------------------ */ int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(0, sd); nullpo_retr(0, item_data = &sd->status.inventory[idx]); if (item_data->nameid==0 || item_data->amountvender_id) return 1; if (pc_cart_additem(sd,item_data,amount) == 0) return pc_delitem(sd,idx,amount,0); return 1; } /*========================================== * カート内のアイテム数確認(個数の差分を返す) *------------------------------------------ */ int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount) { struct item *item_data; nullpo_retr(-1, sd); nullpo_retr(-1, item_data=&sd->status.cart[idx]); if( item_data->nameid==0 || !item_data->amount) return -1; return item_data->amount-amount; } /*========================================== * カートからアイテム移動 *------------------------------------------ */ int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount) { struct item *item_data; int flag; nullpo_retr(0, sd); nullpo_retr(0, item_data=&sd->status.cart[idx]); if( item_data->nameid==0 || item_data->amountvender_id ) return 1; if((flag = pc_additem(sd,item_data,amount)) == 0) return pc_cart_delitem(sd,idx,amount,0); clif_additem(sd,0,0,flag); return 1; } /*========================================== * アイテム鑑定 *------------------------------------------ */ int pc_item_identify(struct map_session_data *sd,int idx) { int flag=1; nullpo_retr(0, sd); if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } clif_item_identified(sd,idx,flag); } else clif_item_identified(sd,idx,flag); return !flag; } /*========================================== * スティル品公開 *------------------------------------------ */ int pc_show_steal(struct block_list *bl,va_list ap) { struct map_session_data *sd; int itemid; int type; struct item_data *item=NULL; char output[100]; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd=va_arg(ap,struct map_session_data *)); itemid=va_arg(ap,int); type=va_arg(ap,int); if(!type){ if((item=itemdb_exists(itemid))==NULL) sprintf(output,"%s stole an Unknown_Item.",sd->status.name); else sprintf(output,"%s stole %s.",sd->status.name,item->jname); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); }else{ sprintf(output,"%s has not stolen the item because of being overweight.",sd->status.name); clif_displaymessage( ((struct map_session_data *)bl)->fd, output); } return 0; } /*========================================== * *------------------------------------------ */ //** pc.c: Small Steal Item fix by fritz int pc_steal_item(struct map_session_data *sd,struct block_list *bl) { if(sd != NULL && bl != NULL && bl->type == BL_MOB) { int i,skill,rate,itemid,flag, count; struct mob_data *md; md=(struct mob_data *)bl; if(!md->state.steal_flag && mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode&0x20) && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1 && (!(md->class>1324 && md->class<1364))) // prevent stealing from treasure boxes [Valaris] { skill = battle_config.skill_steal_type == 1 ? (sd->paramc[4] - mob_db[md->class].dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10 : sd->paramc[4] - mob_db[md->class].dex + pc_checkskill(sd,TF_STEAL)*3 + 10; if(0 < skill) { for(count = 8; count <= 8 && count != 0; count--) { i = rand()%8; itemid = mob_db[md->class].dropitem[i].nameid; if(itemid > 0 && itemdb_type(itemid) != 6) { rate = (mob_db[md->class].dropitem[i].p / battle_config.item_rate_common * 100 * skill)/100; if(rand()%10000 < rate) { struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = itemid; tmp_item.amount = 1; tmp_item.identify = 1; flag = pc_additem(sd,&tmp_item,1); if(battle_config.show_steal_in_same_party) { party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,0); } if(flag) { if(battle_config.show_steal_in_same_party) { party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,1); } clif_additem(sd,0,0,flag); } md->state.steal_flag = 1; return 1; } } } } } } return 0; } /*========================================== * *------------------------------------------ */ int pc_steal_coin(struct map_session_data *sd,struct block_list *bl) { if(sd != NULL && bl != NULL && bl->type == BL_MOB) { int rate,skill; struct mob_data *md=(struct mob_data *)bl; if(md && !md->state.steal_coin_flag && md->sc_data && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1) { skill = pc_checkskill(sd,RG_STEALCOIN)*10; rate = skill + (sd->status.base_level - mob_db[md->class].lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2; if(rand()%1000 < rate) { pc_getzeny(sd,mob_db[md->class].lv*10 + rand()%100); md->state.steal_coin_flag = 1; return 1; } } } return 0; } // // // /*========================================== * PCの位置設定 *------------------------------------------ */ int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrtype) { char mapname[24]; int m=0,c=0,disguise=0; nullpo_retr(0, sd); if(sd->chatID) // チャットから出る chat_leavechat(sd); if(sd->trade_partner) // 取引を中断する trade_tradecancel(sd); if(sd->state.storage_flag) storage_guild_storage_quit(sd,0); else storage_storage_quit(sd); // 倉庫を開いてるなら保存する if(sd->party_invite>0) // パーティ勧誘を拒否する party_reply_invite(sd,sd->party_invite_account,0); if(sd->guild_invite>0) // ギルド勧誘を拒否する guild_reply_invite(sd,sd->guild_invite,0); if(sd->guild_alliance>0) // ギルド同盟勧誘を拒否する guild_reply_reqalliance(sd,sd->guild_alliance_account,0); skill_castcancel(&sd->bl,0); // 詠唱中断 pc_stop_walking(sd,0); // 歩行中断 pc_stopattack(sd); // 攻撃中断 if(pc_issit(sd)) { pc_setstand(sd); skill_gangsterparadise(sd,0); } if(sd->sc_data[SC_TRICKDEAD].timer != -1) skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1); if(sd->status.option&2) skill_status_change_end(&sd->bl, SC_HIDING, -1); if(sd->status.option&4) skill_status_change_end(&sd->bl, SC_CLOAKING, -1); if(sd->status.option&16386) skill_status_change_end(&sd->bl, SC_CHASEWALK, -1); if(sd->sc_data[SC_BLADESTOP].timer!=-1) skill_status_change_end(&sd->bl,SC_BLADESTOP,-1); if(sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] skill_stop_dancing(&sd->bl,0); if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); } if(sd->disguise) { // clear disguises when warping [Valaris] clif_clearchar(&sd->bl, 9); disguise=sd->disguise; sd->disguise=0; } memcpy(mapname,mapname_org,24); mapname[16]=0; if(strstr(mapname,".gat")==NULL && strlen(mapname)<16){ strcat(mapname,".gat"); } m=map_mapname2mapid(mapname); if(m<0){ if(sd->mapname[0]){ int ip,port; if(map_mapname2ipport(mapname,&ip,&port)==0){ skill_stop_dancing(&sd->bl,1); skill_unit_out_all(&sd->bl,gettick(),1); clif_clearchar_area(&sd->bl,clrtype&0xffff); skill_gangsterparadise(sd,0); map_delblock(&sd->bl); if(sd->status.pet_id > 0 && sd->pd) { if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { pet_remove_map(sd); intif_delete_petdata(sd->status.pet_id); sd->status.pet_id = 0; sd->pd = NULL; sd->petDB = NULL; if(battle_config.pet_status_support) pc_calcstatus(sd,2); } else if(sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); map_delblock(&sd->pd->bl); } } memcpy(sd->mapname,mapname,24); sd->bl.x=x; sd->bl.y=y; sd->state.waitingdisconnect=1; pc_makesavestatus(sd); if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); chrif_save(sd); storage_storage_save(sd); chrif_changemapserver(sd, mapname, x, y, ip, port); return 0; } } #if 0 clif_authfail_fd(sd->fd,0); // cancel clif_setwaitclose(sd->fd); #endif return 1; } if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys) x=y=0; if((x==0 && y==0) || (c=read_gat(m,x,y))==1 || c==5){ if(x||y) { if(battle_config.error_log) printf("stacked (%d,%d)\n",x,y); } do { x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } while((c=read_gat(m,x,y))==1 || c==5); } if(sd->mapname[0] && sd->bl.prev != NULL){ skill_unit_out_all(&sd->bl,gettick(),1); clif_clearchar_area(&sd->bl,clrtype&0xffff); skill_gangsterparadise(sd,0); map_delblock(&sd->bl); // pet if(sd->status.pet_id > 0 && sd->pd) { if(sd->pd->bl.m != m && sd->pet.intimate <= 0) { pet_remove_map(sd); intif_delete_petdata(sd->status.pet_id); sd->status.pet_id = 0; sd->pd = NULL; sd->petDB = NULL; if(battle_config.pet_status_support) pc_calcstatus(sd,2); pc_makesavestatus(sd); chrif_save(sd); storage_storage_save(sd); } else if(sd->pet.intimate > 0) { pet_stopattack(sd->pd); pet_changestate(sd->pd,MS_IDLE,0); clif_clearchar_area(&sd->pd->bl,clrtype&0xffff); map_delblock(&sd->pd->bl); } } clif_changemap(sd,map[m].name,x,y); // [MouseJstr] } if(disguise) // disguise teleport fix [Valaris] sd->disguise=disguise; memcpy(sd->mapname,mapname,24); sd->bl.m = m; sd->to_x = x; sd->to_y = y; // moved and changed dance effect stopping sd->bl.x = x; sd->bl.y = y; if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) { sd->pd->bl.m = m; sd->pd->bl.x = sd->pd->to_x = x; sd->pd->bl.y = sd->pd->to_y = y; sd->pd->dir = sd->dir; } // map_addblock(&sd->bl); /// ブロック登録とspawnは // clif_spawnpc(sd); return 0; } /*========================================== * PCのランダムワープ *------------------------------------------ */ int pc_randomwarp(struct map_session_data *sd, int type) { int x,y,c,i=0; int m; nullpo_retr(0, sd); m=sd->bl.m; if (map[sd->bl.m].flag.noteleport) // テレポート禁止 return 0; do{ x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } while (((c=read_gat(m,x,y)) == 1 || c == 5) && (i++) < 1000); if (i < 1000) pc_setpos(sd,map[m].name,x,y,type); return 0; } /*========================================== * 現在位置のメモ *------------------------------------------ */ int pc_memo(struct map_session_data *sd, int i) { int skill; int j; nullpo_retr(0, sd); skill = pc_checkskill(sd, AL_WARP); if (i >= MIN_PORTAL_MEMO) i -= MIN_PORTAL_MEMO; else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) { clif_skill_teleportmessage(sd, 1); return 0; } if (skill < 1) { clif_skill_memo(sd,2); } if (skill < 2 || i < -1 || i > 2) { clif_skill_memo(sd, 1); return 0; } for(j = 0 ; j < 3; j++) { if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0) { i = j; break; } } if (i == -1) { for(i = skill - 3; i >= 0; i--) { memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i], sizeof(struct point)); } i = 0; } memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24); sd->status.memo_point[i].x = sd->bl.x; sd->status.memo_point[i].y = sd->bl.y; clif_skill_memo(sd, 0); return 1; } /*========================================== * *------------------------------------------ */ int pc_can_reach(struct map_session_data *sd,int x,int y) { struct walkpath_data wpd; nullpo_retr(0, sd); if( sd->bl.x==x && sd->bl.y==y ) // 同じマス return 1; // 障害物判定 wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0; } // // 歩 行物 // /*========================================== * 次の1歩にかかる時間を計算 *------------------------------------------ */ static int calc_next_walk_step(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->walkpath.path_pos>=sd->walkpath.path_len) return -1; if(sd->walkpath.path[sd->walkpath.path_pos]&1) return sd->speed*14/10; return sd->speed; } /*========================================== * 半歩進む(timer関数) *------------------------------------------ */ static int pc_walk(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; int i,ctype; int moveblock; int x,y,dx,dy; sd=map_id2sd(id); if(sd==NULL) return 0; if(sd->walktimer != tid){ if(battle_config.error_log) printf("pc_walk %d != %d\n",sd->walktimer,tid); return 0; } sd->walktimer=-1; if(sd->walkpath.path_pos>=sd->walkpath.path_len || sd->walkpath.path_pos!=data) return 0; //歩いたので息吹のタイマーを初期化 sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; sd->walkpath.path_half ^= 1; if(sd->walkpath.path_half==0){ // マス目中心へ到着 sd->walkpath.path_pos++; if(sd->state.change_walk_target){ pc_walktoxy_sub(sd); return 0; } } else { // マス目境界へ到着 if(sd->walkpath.path[sd->walkpath.path_pos]>=8) return 1; x = sd->bl.x; y = sd->bl.y; ctype = map_getcell(sd->bl.m,x,y); if(ctype == 1 || ctype == 5) { pc_stop_walking(sd,1); return 0; } sd->dir=sd->head_dir=sd->walkpath.path[sd->walkpath.path_pos]; dx = dirx[(int)sd->dir]; dy = diry[(int)sd->dir]; ctype = map_getcell(sd->bl.m,x+dx,y+dy); if(ctype == 1 || ctype == 5) { pc_walktoxy_sub(sd); return 0; } moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE); sd->walktimer = 1; map_foreachinmovearea(clif_pcoutsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); x += dx; y += dy; if(moveblock) map_delblock(&sd->bl); sd->bl.x = x; sd->bl.y = y; if(moveblock) map_addblock(&sd->bl); if(sd->sc_data[SC_DANCING].timer!=-1) skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2,sd->bl.m,dx,dy); map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd); sd->walktimer = -1; if(sd->status.party_id>0){ // パーティのHP情報通知検査 struct party *p=party_search(sd->status.party_id); if(p!=NULL){ int p_flag=0; map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag); if(p_flag) sd->party_hp=-1; } } if(sd->status.option&4) // クローキングの消滅検査 skill_check_cloaking(&sd->bl); /* ディボーション検査 */ for(i=0;i<5;i++) if(sd->dev.val1[i]){ skill_devotion3(&sd->bl,sd->dev.val1[i]); break; } /* 被ディボーション検査 */ if( sd->sc_data && sd->sc_data[SC_DEVOTION].val1){ skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1); } skill_unit_move(&sd->bl,tick,1); // スキルユニットの検査 if(map_getcell(sd->bl.m,x,y)&0x80) npc_touch_areanpc(sd,sd->bl.m,x,y); else sd->areanpc_id=0; } if((i=calc_next_walk_step(sd))>0) { i = i>>1; if(i < 1 && sd->walkpath.path_half == 0) i = 1; sd->walktimer=add_timer(tick+i,pc_walk,id,sd->walkpath.path_pos); } return 0; } /*========================================== * 移動可能か確認して、可能なら歩行開始 *------------------------------------------ */ static int pc_walktoxy_sub(struct map_session_data *sd) { struct walkpath_data wpd; int i; nullpo_retr(1, sd); if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y,0)) return 1; memcpy(&sd->walkpath,&wpd,sizeof(wpd)); clif_walkok(sd); sd->state.change_walk_target=0; if((i=calc_next_walk_step(sd))>0){ i = i>>2; sd->walktimer=add_timer(gettick()+i,pc_walk,sd->bl.id,0); } clif_movechar(sd); return 0; } /*========================================== * pc歩 行要求 *------------------------------------------ */ int pc_walktoxy(struct map_session_data *sd,int x,int y) { nullpo_retr(0, sd); sd->to_x=x; sd->to_y=y; if(sd->walktimer != -1 && sd->state.change_walk_target==0){ // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に // timer関数からpc_walktoxy_subを呼ぶようにする sd->state.change_walk_target=1; } else { pc_walktoxy_sub(sd); } return 0; } /*========================================== * 歩 行停止 *------------------------------------------ */ int pc_stop_walking(struct map_session_data *sd,int type) { nullpo_retr(0, sd); if(sd->walktimer != -1) { delete_timer(sd->walktimer,pc_walk); sd->walktimer=-1; } sd->walkpath.path_len=0; sd->to_x = sd->bl.x; sd->to_y = sd->bl.y; if(type&0x01) clif_fixpos(&sd->bl); if(type&0x02 && battle_config.pc_damage_delay) { unsigned int tick = gettick(); int delay = battle_get_dmotion(&sd->bl); if(sd->canmove_tick < tick) sd->canmove_tick = tick + delay; } return 0; } /*========================================== * *------------------------------------------ */ int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y) { int moveblock; int dx,dy,dist; struct walkpath_data wpd; nullpo_retr(0, sd); if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0)) return 1; sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y); dx = dst_x - sd->bl.x; dy = dst_y - sd->bl.y; dist = distance(sd->bl.x,sd->bl.y,dst_x,dst_y); moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE); map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd); if(moveblock) map_delblock(&sd->bl); sd->bl.x = dst_x; sd->bl.y = dst_y; if(moveblock) map_addblock(&sd->bl); map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd); if(sd->status.party_id>0){ // パーティのHP情報通知検査 struct party *p=party_search(sd->status.party_id); if(p!=NULL){ int flag=0; map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag); if(flag) sd->party_hp=-1; } } if(sd->status.option&4) // クローキングの消滅検査 skill_check_cloaking(&sd->bl); skill_unit_move(&sd->bl,gettick(),dist+7); // スキルユニットの検査 if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y)&0x80) npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y); else sd->areanpc_id=0; return 0; } // // 武器戦闘 // /*========================================== * スキルの検索 所有していた場合Lvが返る *------------------------------------------ */ int pc_checkskill(struct map_session_data *sd,int skill_id) { if(sd == NULL) return 0; if( skill_id>=10000 ){ struct guild *g; if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL) return guild_checkskill(g,skill_id); return 0; } if(sd->status.skill[skill_id].id == skill_id) return (sd->status.skill[skill_id].lv); return 0; } /*========================================== * 武器変更によるスキルの継続チェック * 引数: * struct map_session_data *sd セッションデータ * int nameid 装備品ID * 返り値: * 0 変更なし * -1 スキルを解除 *------------------------------------------ */ int pc_checkallowskill(struct map_session_data *sd) { nullpo_retr(0, sd); if( sd->sc_data == NULL ) return 0; if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) { // 2HQ skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1); // 2HQを解除 return -1; } if(!(skill_get_weapontype(LK_AURABLADE)&(1<status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) { /* オーラブレード */ skill_status_change_end(&sd->bl,SC_AURABLADE,-1); /* オーラブレードを解除 */ return -1; } if(!(skill_get_weapontype(LK_PARRYING)&(1<status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) { /* パリイング */ skill_status_change_end(&sd->bl,SC_PARRYING,-1); /* パリイングを解除 */ return -1; } if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) { /* コンセントレーション */ skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1); /* コンセントレーションを解除 */ return -1; } if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){ // スピアクィッケン skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1); // スピアクイッケンを解除 return -1; } if(!(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){ // アドレナリンラッシュ skill_status_change_end(&sd->bl,SC_ADRENALINE,-1); // アドレナリンラッシュを解除 return -1; } if(sd->status.shield <= 0) { if(sd->sc_data[SC_AUTOGUARD].timer!=-1){ // オートガード skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1); return -1; } if(sd->sc_data[SC_DEFENDER].timer!=-1){ // ディフェンダー skill_status_change_end(&sd->bl,SC_DEFENDER,-1); return -1; } if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシールド skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1); return -1; } } return 0; } /*========================================== * 装 備品のチェック *------------------------------------------ */ int pc_checkequip(struct map_session_data *sd,int pos) { int i; nullpo_retr(-1, sd); for(i=0;i<11;i++){ if(pos & equip_pos[i]) return sd->equip_index[i]; } return -1; } /*========================================== * 転生職や養子職の元の職業を返す *------------------------------------------ */ struct pc_base_job pc_calc_base_job(int b_class) { struct pc_base_job bj; //転生や養子の場合の元の職業を算出する //if(b_class < MAX_PC_CLASS){ //通常 if(b_class < 4001){ bj.job = b_class; bj.upper = 0; }else if(b_class >= 4001 && b_class < 4023){ //転生職 // Athena almost never uses this... well, used this. :3 bj.job = b_class - 4001; bj.upper = 1; //}else if(b_class == 23 + 4023 -1){ //養子スパノビ }else if(b_class == 4045){ // super baby //bj.job = b_class - (4023 - 1); bj.job = 23; bj.upper = 2; }else{ //養子スパノビ以外の養子 bj.job = b_class - 4023; bj.upper = 2; } if(battle_config.enable_upper_class==0){ //confで無効になっていたらupper=0 bj.upper = 0; } if(bj.job == 0){ bj.type = 0; }else if(bj.job < 7){ bj.type = 1; }else{ bj.type = 2; } return bj; } /*========================================== * For quick calculating [Celest] *------------------------------------------ */ int pc_calc_base_job2 (int b_class) { if(b_class < 4001) return b_class; else if(b_class >= 4001 && b_class < 4023) return b_class - 4001; else if(b_class == 4045) return 23; return b_class - 4023; } int pc_calc_upper(int b_class) { if(b_class < 4001) return 0; else if(b_class >= 4001 && b_class < 4023) return 1; return 2; } /*========================================== * PCの攻撃 (timer関数) *------------------------------------------ */ int pc_attack_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd; struct block_list *bl; struct status_change *sc_data; short *opt; int dist,skill,range; sd=map_id2sd(id); if(sd == NULL) return 0; if(sd->attacktimer != tid){ if(battle_config.error_log) printf("pc_attack_timer %d != %d\n",sd->attacktimer,tid); return 0; } sd->attacktimer=-1; if(sd->bl.prev == NULL) return 0; bl=map_id2bl(sd->attacktarget); if(bl==NULL || bl->prev == NULL) return 0; if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 0; // 同じmapでないなら攻撃しない // PCが死んでても攻撃しない if(sd->bl.m != bl->m || pc_isdead(sd)) return 0; //if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388) // 異常などで攻撃できない if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16384) // 異常などで攻撃できない return 0; if(sd->sc_data[SC_AUTOCOUNTER].timer != -1) return 0; if(sd->sc_data[SC_BLADESTOP].timer != -1) return 0; //if((opt = battle_get_option(bl)) != NULL && *opt&0x46) if((opt = battle_get_option(bl)) != NULL && *opt&0x42) return 0; if(((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) || ((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 )) return 0; if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0) return 0; if(!battle_config.sdelay_attack_enable && pc_checkskill(sd,SA_FREECAST) <= 0) { if(DIFF_TICK(tick , sd->canact_tick) < 0) { clif_skill_fail(sd,1,4,0); return 0; } } dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); range = sd->attackrange; if(sd->status.weapon != 11) range++; if( dist > range ){ // 届 かないので移動 if(pc_can_reach(sd,bl->x,bl->y)) clif_movetoattack(sd,bl); return 0; } if(dist <= range && !battle_check_range(&sd->bl,bl,range) ) { if(pc_can_reach(sd,bl->x,bl->y) && sd->canmove_tick < tick && (sd->sc_data[SC_ANKLE].timer == -1 || sd->sc_data[SC_SPIDERWEB].timer == -1)) pc_walktoxy(sd,bl->x,bl->y); sd->attackabletime = tick + (sd->aspd<<1); } else { if(battle_config.pc_attack_direction_change) sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y ); // 向き設定 if(sd->walktimer != -1) pc_stop_walking(sd,1); if(sd->sc_data[SC_COMBO].timer == -1) { map_freeblock_lock(); pc_stop_walking(sd,0); sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0); // &2 = ? - Celest if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1) skill_status_change_end(&sd->bl,SC_CLOAKING,-1); if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support) pet_target_check(sd,bl,0); map_freeblock_unlock(); if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100); else sd->attackabletime = tick + (sd->aspd<<1); } else if(sd->attackabletime <= tick) { if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100); else sd->attackabletime = tick + (sd->aspd<<1); } if(sd->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1); } if(sd->state.attack_continue) { sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } return 0; } /*========================================== * 攻撃要求 * typeが1なら継続攻撃 *------------------------------------------ */ int pc_attack(struct map_session_data *sd,int target_id,int type) { struct block_list *bl; int d; nullpo_retr(0, sd); bl=map_id2bl(target_id); if(bl==NULL) return 1; if(bl->type==BL_NPC) { // monster npcs [Valaris] //npc_click(sd,RFIFOL(sd->fd,2)); npc_click(sd,target_id); // submitted by leinsirk10 [Celest] return 0; } if(!battle_check_target(&sd->bl,bl,BCT_ENEMY)) return 1; if(sd->attacktimer != -1) pc_stopattack(sd); sd->attacktarget=target_id; sd->state.attack_continue=type; d=DIFF_TICK(sd->attackabletime,gettick()); if(d>0 && d<2000){ // 攻撃delay中 sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0); } else { // 本来timer関数なので引数を合わせる pc_attack_timer(-1,gettick(),sd->bl.id,0); } return 0; } /*========================================== * 継続攻撃停止 *------------------------------------------ */ int pc_stopattack(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->attacktimer != -1) { delete_timer(sd->attacktimer,pc_attack_timer); sd->attacktimer=-1; } sd->attacktarget=0; sd->state.attack_continue=0; return 0; } int pc_follow_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd, *bl; sd=map_id2sd(id); if(sd == NULL || sd->followtimer != tid) return 0; sd->followtimer=-1; do { if(sd->bl.prev == NULL) break; bl=(struct map_session_data *) map_id2bl(sd->followtarget); if(bl==NULL) return 0; if(bl->bl.prev == NULL) break; if(bl->bl.type == BL_PC && pc_isdead((struct map_session_data *)bl)) return 0; if (sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) { if((sd->bl.m == bl->bl.m) && pc_can_reach(sd,bl->bl.x,bl->bl.y)) { if (distance(sd->bl.x,sd->bl.y,bl->bl.x,bl->bl.y) > 5) pc_walktoxy(sd,bl->bl.x,bl->bl.y); } else pc_setpos((struct map_session_data*)sd, bl->mapname, bl->bl.x, bl->bl.y, 3); } } while (0); sd->followtimer=add_timer(tick + sd->aspd,pc_follow_timer,sd->bl.id,0); return 0; } int pc_follow(struct map_session_data *sd,int target_id) { struct block_list *bl; bl=map_id2bl(target_id); if(bl==NULL) return 1; sd->followtarget=target_id; if(sd->followtimer != -1) { delete_timer(sd->followtimer,pc_follow_timer); sd->followtimer = -1; } pc_follow_timer(-1,gettick(),sd->bl.id,0); return 0; } int pc_checkbaselevelup(struct map_session_data *sd) { int next = pc_nextbaseexp(sd); nullpo_retr(0, sd); if(sd->status.base_exp >= next && next > 0){ struct pc_base_job s_class = pc_calc_base_job(sd->status.class); // base側レベルアップ処理 sd->status.base_exp -= next; sd->status.base_level ++; sd->status.status_point += (sd->status.base_level+14) / 5 ; clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_NEXTBASEEXP); pc_calcstatus(sd,0); pc_heal(sd,sd->status.max_hp,sd->status.max_sp); //スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる if(s_class.job == 23){ skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 ); skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 ); skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 ); skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 ); skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 ); } clif_misceffect(&sd->bl,0); //レベルアップしたのでパーティー情報を更新する //(公平範囲チェック) party_send_movemap(sd); return 1; } return 0; } int pc_checkjoblevelup(struct map_session_data *sd) { int next = pc_nextjobexp(sd); nullpo_retr(0, sd); if(sd->status.job_exp >= next && next > 0){ // job側レベルアップ処理 sd->status.job_exp -= next; sd->status.job_level ++; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_NEXTJOBEXP); sd->status.skill_point ++; clif_updatestatus(sd,SP_SKILLPOINT); pc_calcstatus(sd,0); clif_misceffect(&sd->bl,1); return 1; } return 0; } /*========================================== * 経験値取得 *------------------------------------------ */ int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp) { char output[256]; nullpo_retr(0, sd); if(sd->bl.prev == NULL || pc_isdead(sd)) return 0; if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp) // [MouseJstr] return 0; // no exp on pvp maps if(sd->sc_data[SC_RICHMANKIM].timer != -1) { // added bounds checking [Vaalris] base_exp += base_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; job_exp += job_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100; } if(sd->status.guild_id>0){ // ギルドに上納 base_exp-=guild_payexp(sd,base_exp); if(base_exp < 0) base_exp = 0; } if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) { base_exp = pc_nextbaseafter(sd) - sd->status.base_exp; if (base_exp < 0) base_exp = 0; } sd->status.base_exp += base_exp; if(sd->status.base_exp < 0) sd->status.base_exp = 0; while(pc_checkbaselevelup(sd)) ; clif_updatestatus(sd,SP_BASEEXP); if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) { job_exp = pc_nextjobafter(sd) - sd->status.job_exp; if (job_exp < 0) job_exp = 0; } sd->status.job_exp += job_exp; if(sd->status.job_exp < 0) sd->status.job_exp = 0; while(pc_checkjoblevelup(sd)) ; clif_updatestatus(sd,SP_JOBEXP); if(battle_config.disp_experience){ sprintf(output, "Experienced Gained Base:%d Job:%d",base_exp,job_exp); clif_disp_onlyself(sd,output,strlen(output)); } return 0; } /*========================================== * base level側必要経験値計算 *------------------------------------------ */ int pc_nextbaseexp(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0) return 0; if(sd->status.class==0) i=0; else if(sd->status.class<=6) i=1; else if(sd->status.class<=22) i=2; else if(sd->status.class==23) i=3; else if(sd->status.class==4001) i=4; else if(sd->status.class<=4007) i=5; else i=6; return exp_table[i][sd->status.base_level-1]; } /*========================================== * job level側必要経験値計算 *------------------------------------------ */ int pc_nextjobexp(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0) return 0; if(sd->status.class==0) i=7; else if(sd->status.class<=6) i=8; else if(sd->status.class<=22) i=9; else if(sd->status.class==23) i=10; else if(sd->status.class==4001) i=11; else if(sd->status.class<=4007) i=12; else i=13; return exp_table[i][sd->status.job_level-1]; } /*========================================== * base level after next [Valaris] *------------------------------------------ */ int pc_nextbaseafter(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0) return 0; if(sd->status.class==0) i=0; else if(sd->status.class<=6) i=1; else if(sd->status.class<=22) i=2; else if(sd->status.class==23) i=3; else if(sd->status.class==4001) i=4; else if(sd->status.class<=4007) i=5; else i=6; return exp_table[i][sd->status.base_level]; } /*========================================== * job level after next [Valaris] *------------------------------------------ */ int pc_nextjobafter(struct map_session_data *sd) { int i; nullpo_retr(0, sd); if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0) return 0; if(sd->status.class==0) i=7; else if(sd->status.class<=6) i=8; else if(sd->status.class<=22) i=9; else if(sd->status.class==23) i=10; else if(sd->status.class==4001) i=11; else if(sd->status.class<=4007) i=12; else i=13; return exp_table[i][sd->status.job_level]; } /*========================================== * 必要ステータスポイント計算 *------------------------------------------ */ int pc_need_status_point(struct map_session_data *sd,int type) { int val; nullpo_retr(-1, sd); if(typeSP_LUK) return -1; val = type==SP_STR ? sd->status.str : type==SP_AGI ? sd->status.agi : type==SP_VIT ? sd->status.vit : type==SP_INT ? sd->status.int_: type==SP_DEX ? sd->status.dex : sd->status.luk; return (val+9)/10+1; } /*========================================== * 能力値成長 *------------------------------------------ */ int pc_statusup(struct map_session_data *sd,int type) { int max, need,val = 0; nullpo_retr(0, sd); max = (pc_calc_upper(sd->status.class)==2) ? 80 : battle_config.max_parameter; need=pc_need_status_point(sd,type); if(typeSP_LUK || need<0 || need>sd->status.status_point){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.str; break; case SP_AGI: if(sd->status.agi >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.agi; break; case SP_VIT: if(sd->status.vit >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.vit; break; case SP_INT: if(sd->status.int_ >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.int_; break; case SP_DEX: if(sd->status.dex >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.dex; break; case SP_LUK: if(sd->status.luk >= max) { clif_statusupack(sd,type,0,0); return 1; } val= ++sd->status.luk; break; } sd->status.status_point-=need; if(need!=pc_need_status_point(sd,type)){ clif_updatestatus(sd,type-SP_STR+SP_USTR); } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,type); pc_calcstatus(sd,0); clif_statusupack(sd,type,1,val); return 0; } /*========================================== * 能力値成長 *------------------------------------------ */ int pc_statusup2(struct map_session_data *sd,int type,int val) { nullpo_retr(0, sd); if(typeSP_LUK){ clif_statusupack(sd,type,0,0); return 1; } switch(type){ case SP_STR: if(sd->status.str + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.str + val < 1) val = 1; else val += sd->status.str; sd->status.str = val; break; case SP_AGI: if(sd->status.agi + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.agi + val < 1) val = 1; else val += sd->status.agi; sd->status.agi = val; break; case SP_VIT: if(sd->status.vit + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.vit + val < 1) val = 1; else val += sd->status.vit; sd->status.vit = val; break; case SP_INT: if(sd->status.int_ + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.int_ + val < 1) val = 1; else val += sd->status.int_; sd->status.int_ = val; break; case SP_DEX: if(sd->status.dex + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.dex + val < 1) val = 1; else val += sd->status.dex; sd->status.dex = val; break; case SP_LUK: if(sd->status.luk + val >= battle_config.max_parameter) val = battle_config.max_parameter; else if(sd->status.luk + val < 1) val = 1; else val = sd->status.luk + val; sd->status.luk = val; break; } clif_updatestatus(sd,type-SP_STR+SP_USTR); clif_updatestatus(sd,type); pc_calcstatus(sd,0); clif_statusupack(sd,type,1,val); return 0; } /*========================================== * スキルポイント割り振り *------------------------------------------ */ int pc_skillup(struct map_session_data *sd,int skill_num) { nullpo_retr(0, sd); if( skill_num>=10000 ){ guild_skillup(sd,skill_num,0); return 0; } if( sd->status.skill_point>0 && sd->status.skill[skill_num].id!=0 && //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class) ) { sd->status.skill[skill_num].lv++; sd->status.skill_point--; pc_calcstatus(sd,0); clif_skillup(sd,skill_num); clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); } return 0; } /*========================================== * /allskill *------------------------------------------ */ int pc_allskillup(struct map_session_data *sd) { int i,id; int c=0, s=0; //転生や養子の場合の元の職業を算出する struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class); c = s_class.job; s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル? for(i=0;istatus.skill[i].id=0; if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){ // cardスキルなら、 sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2; // 本当のlvに sd->status.skill[i].flag=0; // flagは0にしておく } } if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){ // 全てのスキル for(i=1;i<158;i++) sd->status.skill[i].lv=skill_get_max(i); for(i=210;i<291;i++) sd->status.skill[i].lv=skill_get_max(i); for(i=304;istatus.skill[i].lv=skill_get_max(i); } } else { for(i=0;(id=skill_tree[s][c][i].id)>0;i++){ if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) ) // sd->status.skill[id].lv=skill_get_max(id); sd->status.skill[id].lv=skill_tree_get_max(id, sd->status.class); // celest } } pc_calcstatus(sd,0); return 0; } /*========================================== * /resetlvl *------------------------------------------ */ int pc_resetlvl(struct map_session_data* sd,int type) { int i; nullpo_retr(0, sd); for(i=1;istatus.skill[i].lv = 0; } if(type == 1){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=sd->status.base_exp=0; sd->status.job_exp=sd->status.job_exp=0; if(sd->status.option !=0) sd->status.option = 0; sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; if(sd->status.class == 4001) sd->status.status_point=88; } if(type == 2){ sd->status.skill_point=0; sd->status.base_level=1; sd->status.job_level=1; sd->status.base_exp=0; sd->status.job_exp=0; } if(type == 3){ sd->status.base_level=1; sd->status.base_exp=0; } if(type == 4){ sd->status.job_level=1; sd->status.job_exp=0; } clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_BASELEVEL); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_STATUSPOINT); clif_updatestatus(sd,SP_NEXTBASEEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris] if(sd->equip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],1,BF_NORMAL); } clif_skillinfoblock(sd); pc_calcstatus(sd,0); return 0; } /*========================================== * /resetstate *------------------------------------------ */ int pc_resetstate(struct map_session_data* sd) { #define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2) // int add=0; // Removed by Dexity nullpo_retr(0, sd); // New statpoint table used here - Dexity sd->status.status_point = atoi (statp[sd->status.base_level - 1]); if(sd->status.class >= 4001 && sd->status.class <= 4024) sd->status.status_point+=40; // End addition // Removed by Dexity - old count // add += sumsp(sd->status.str); // add += sumsp(sd->status.agi); // add += sumsp(sd->status.vit); // add += sumsp(sd->status.int_); // add += sumsp(sd->status.dex); // add += sumsp(sd->status.luk); // sd->status.status_point+=add; clif_updatestatus(sd,SP_STATUSPOINT); sd->status.str=1; sd->status.agi=1; sd->status.vit=1; sd->status.int_=1; sd->status.dex=1; sd->status.luk=1; clif_updatestatus(sd,SP_STR); clif_updatestatus(sd,SP_AGI); clif_updatestatus(sd,SP_VIT); clif_updatestatus(sd,SP_INT); clif_updatestatus(sd,SP_DEX); clif_updatestatus(sd,SP_LUK); clif_updatestatus(sd,SP_USTR); // Updates needed stat points - Valaris clif_updatestatus(sd,SP_UAGI); clif_updatestatus(sd,SP_UVIT); clif_updatestatus(sd,SP_UINT); clif_updatestatus(sd,SP_UDEX); clif_updatestatus(sd,SP_ULUK); // End Addition pc_calcstatus(sd,0); return 0; } /*========================================== * /resetskill *------------------------------------------ */ int pc_resetskill(struct map_session_data* sd) { int i,skill; nullpo_retr(0, sd); for(i=1;i 0) { if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) { if(!sd->status.skill[i].flag) sd->status.skill_point += skill; else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) { sd->status.skill_point += (sd->status.skill[i].flag - 2); } sd->status.skill[i].lv = 0; } else if(battle_config.quest_skill_reset) sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } else sd->status.skill[i].lv = 0; } clif_updatestatus(sd,SP_SKILLPOINT); clif_skillinfoblock(sd); pc_calcstatus(sd,0); return 0; } /*========================================== * pcにダメージを与える *------------------------------------------ */ int pc_damage(struct block_list *src,struct map_session_data *sd,int damage) { int i=0,j=0; struct pc_base_job s_class; nullpo_retr(0, sd); //転生や養子の場合の元の職業を算出する s_class = pc_calc_base_job(sd->status.class); // 既に死んでいたら無効 if(pc_isdead(sd)) return 0; // 座ってたら立ち上がる if(pc_issit(sd)) { pc_setstand(sd); skill_gangsterparadise(sd,0); } // 歩 いていたら足を止める if(sd->sc_data[SC_ENDURE].timer == -1 && sd->sc_data[SC_BERSERK].timer && !sd->special_state.infinite_endure) pc_stop_walking(sd,3); else if(sd->sc_data[SC_ENDURE].timer != -1 && src->type==BL_MOB) // [Celest] if((--sd->sc_data[SC_ENDURE].val2) <= 0) skill_status_change_end(&sd->bl, SC_ENDURE, -1); // 演奏/ダンスの中断 if(damage > sd->status.max_hp>>2) skill_stop_dancing(&sd->bl,0); sd->status.hp-=damage; if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support) pet_target_check(sd,src,1); if (sd->sc_data[SC_TRICKDEAD].timer != -1) skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1); if(sd->status.option&2) skill_status_change_end(&sd->bl, SC_HIDING, -1); if(sd->status.option&4) skill_status_change_end(&sd->bl, SC_CLOAKING, -1); if(sd->status.option&16386) skill_status_change_end(&sd->bl, SC_CHASEWALK, -1); if(sd->status.hp>0){ // まだ生きているならHP更新 clif_updatestatus(sd,SP_HP); if(sd->status.hpstatus.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 && (sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 )) // オートバーサーク発動 skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0); sd->canlog_tick = gettick(); if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris] struct party *p=party_search(sd->status.party_id); if(p!=NULL) clif_party_hp(p,sd); } // end addition [Valaris] return 0; } sd->status.hp = 0; pc_setdead(sd); if(sd->vender_id) vending_closevending(sd); if(sd->status.pet_id > 0 && sd->pd) { if(sd->petDB) { sd->pet.intimate -= sd->petDB->die; if(sd->pet.intimate < 0) sd->pet.intimate = 0; clif_send_petdata(sd,1,sd->pet.intimate); } } pc_stop_walking(sd,0); skill_castcancel(&sd->bl,0); // 詠唱の中止 clif_clearchar_area(&sd->bl,1); skill_unit_out_all(&sd->bl,gettick(),1); if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除 skill_status_change_end(&sd->bl,SC_BLADESTOP,-1); pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンター書き込み skill_status_change_clear(&sd->bl,0); // ステータス異常を解除する clif_updatestatus(sd,SP_HP); pc_calcstatus(sd,0); for(i=0;i<5;i++) if(sd->dev.val1[i]){ skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1); sd->dev.val1[i] = sd->dev.val2[i]=0; } if(battle_config.death_penalty_type>0) { // changed penalty options, added death by player if pk_mode [Valaris] if(sd->status.class != 0 && !map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg){ // only novices will recieve no penalty if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0) sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000; else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) { if(pc_nextbaseexp(sd) > 0) sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000; } if(sd->status.base_exp < 0) sd->status.base_exp = 0; clif_updatestatus(sd,SP_BASEEXP); if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0) sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000; else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) { if(pc_nextjobexp(sd) > 0) sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; if(battle_config.pk_mode && src && src->type==BL_PC) sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000; } if(sd->status.job_exp < 0) sd->status.job_exp = 0; clif_updatestatus(sd,SP_JOBEXP); } } // monster level up [Valaris] if(battle_config.mobs_level_up && src && src->type==BL_MOB) { struct mob_data *md=(struct mob_data *)src; if(md && md->target_id != 0 && md->target_id==sd->bl.id) { // reset target id when player dies md->target_id=0; mob_changestate(md,MS_WALK,0); } if(md && md->state.state!=MS_DEAD && md->level < 99) { clif_misceffect(&md->bl,0); md->level++; md->hp+=sd->status.max_hp*.1; } } //ナイトメアモードアイテムドロップ if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker] for(j=0;jbl.m].drop_list[j].drop_id; int type = map[sd->bl.m].drop_list[j].drop_type; int per = map[sd->bl.m].drop_list[j].drop_per; if(id == 0) continue; if(id == -1){//ランダムドロップ int eq_num=0,eq_n[MAX_INVENTORY]; memset(eq_n,0,sizeof(eq_n)); //先ず装備しているアイテム数をカウント for(i=0;istatus.inventory[i].equip) || (type == 2 && sd->status.inventory[i].equip) || type == 3){ //InventoryIndexを格納 for(k=0;k 0){ int n = eq_n[rand()%eq_num];//該当アイテムの中からランダム if(rand()%10000 < per){ if(sd->status.inventory[n].equip) pc_unequipitem(sd,n,0,BF_NORMAL); pc_dropitem(sd,n,1); } } } else if(id > 0){ for(i=0;istatus.inventory[i].nameid == id//ItemIDが一致していて && rand()%10000 < per//ドロップ率判定もOKで && ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ || (type == 2 && sd->status.inventory[i].equip) || type == 3) ){ if(sd->status.inventory[i].equip) pc_unequipitem(sd,i,0,BF_NORMAL); pc_dropitem(sd,i,1); break; } } } } } // pvp if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris] //ランキング計算 if(!map[sd->bl.m].flag.pvp_nocalcrank){ sd->pvp_point-=5; if(src && src->type==BL_PC ) ((struct map_session_data *)src)->pvp_point++; //} //fixed wrong '{' placement by Lupus pc_setdead(sd); } // 強制送還 if( sd->pvp_point < 0 ){ sd->pvp_point=0; pc_setstand(sd); pc_setrestartvalue(sd,3); pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); } } //GvG if(map[sd->bl.m].flag.gvg){ pc_setstand(sd); pc_setrestartvalue(sd,3); pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0); } return 0; } // // script関 連 // /*========================================== * script用PCステータス読み出し *------------------------------------------ */ int pc_readparam(struct map_session_data *sd,int type) { int val=0; struct pc_base_job s_class; s_class = pc_calc_base_job(sd->status.class); nullpo_retr(0, sd); switch(type){ case SP_SKILLPOINT: val= sd->status.skill_point; break; case SP_STATUSPOINT: val= sd->status.status_point; break; case SP_ZENY: val= sd->status.zeny; break; case SP_BASELEVEL: val= sd->status.base_level; break; case SP_JOBLEVEL: val= sd->status.job_level; break; case SP_CLASS: if(val>=24 && val < 45) val+=3978; else val= sd->status.class; break; case SP_BASEJOB: val= s_class.job; break; case SP_UPPER: val= s_class.upper; break; case SP_SEX: val= sd->sex; break; case SP_WEIGHT: val= sd->weight; break; case SP_MAXWEIGHT: val= sd->max_weight; break; case SP_BASEEXP: val= sd->status.base_exp; break; case SP_JOBEXP: val= sd->status.job_exp; break; case SP_NEXTBASEEXP: val= pc_nextbaseexp(sd); break; case SP_NEXTJOBEXP: val= pc_nextjobexp(sd); break; case SP_HP: val= sd->status.hp; break; case SP_MAXHP: val= sd->status.max_hp; break; case SP_SP: val= sd->status.sp; break; case SP_MAXSP: val= sd->status.max_sp; break; case SP_STR: val= sd->status.str; break; case SP_AGI: val= sd->status.agi; break; case SP_VIT: val= sd->status.vit; break; case SP_INT: val= sd->status.int_; break; case SP_DEX: val= sd->status.dex; break; case SP_LUK: val= sd->status.luk; break; case SP_FAME: val= sd->fame; break; } return val; } /*========================================== * script用PCステータス設定 *------------------------------------------ */ int pc_setparam(struct map_session_data *sd,int type,int val) { int i = 0,up_level = 50; struct pc_base_job s_class; nullpo_retr(0, sd); s_class = pc_calc_base_job(sd->status.class); switch(type){ case SP_BASELEVEL: if (val > sd->status.base_level) { for (i = 1; i <= (val - sd->status.base_level); i++) sd->status.status_point += (sd->status.base_level + i + 14) / 5 ; } sd->status.base_level = val; sd->status.base_exp = 0; clif_updatestatus(sd, SP_BASELEVEL); clif_updatestatus(sd, SP_NEXTBASEEXP); clif_updatestatus(sd, SP_STATUSPOINT); clif_updatestatus(sd, SP_BASEEXP); pc_calcstatus(sd, 0); pc_heal(sd, sd->status.max_hp, sd->status.max_sp); break; case SP_JOBLEVEL: if (sd->status.class == 0) up_level -= 40; if ((sd->status.class == 23) || (sd->status.class >= 4001 && sd->status.class <= 4022)) up_level += 20; if (val >= sd->status.job_level) { if (val > up_level)val = up_level; sd->status.skill_point += (val-sd->status.job_level); sd->status.job_level = val; sd->status.job_exp = 0; clif_updatestatus(sd, SP_JOBLEVEL); clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); clif_updatestatus(sd, SP_SKILLPOINT); pc_calcstatus(sd, 0); clif_misceffect(&sd->bl, 1); } else { sd->status.job_level = val; sd->status.job_exp = 0; clif_updatestatus(sd, SP_JOBLEVEL); clif_updatestatus(sd, SP_NEXTJOBEXP); clif_updatestatus(sd, SP_JOBEXP); pc_calcstatus(sd, 0); } clif_updatestatus(sd,type); break; case SP_SKILLPOINT: sd->status.skill_point = val; break; case SP_STATUSPOINT: sd->status.status_point = val; break; case SP_ZENY: sd->status.zeny = val; break; case SP_BASEEXP: if(pc_nextbaseexp(sd) > 0) { sd->status.base_exp = val; if(sd->status.base_exp < 0) sd->status.base_exp=0; pc_checkbaselevelup(sd); } break; case SP_JOBEXP: if(pc_nextjobexp(sd) > 0) { sd->status.job_exp = val; if(sd->status.job_exp < 0) sd->status.job_exp=0; pc_checkjoblevelup(sd); } break; case SP_SEX: sd->sex = val; break; case SP_WEIGHT: sd->weight = val; break; case SP_MAXWEIGHT: sd->max_weight = val; break; case SP_HP: sd->status.hp = val; break; case SP_MAXHP: sd->status.max_hp = val; break; case SP_SP: sd->status.sp = val; break; case SP_MAXSP: sd->status.max_sp = val; break; case SP_STR: sd->status.str = val; break; case SP_AGI: sd->status.agi = val; break; case SP_VIT: sd->status.vit = val; break; case SP_INT: sd->status.int_ = val; break; case SP_DEX: sd->status.dex = val; break; case SP_LUK: sd->status.luk = val; break; case SP_FAME: sd->fame = val; break; } clif_updatestatus(sd,type); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_heal(struct map_session_data *sd,int hp,int sp) { // if(battle_config.battle_log) // printf("heal %d %d\n",hp,sp); nullpo_retr(0, sd); if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1) //バーサーク中は回復させないらしい return 0; if(hp+sd->status.hp>sd->status.max_hp) hp=sd->status.max_hp-sd->status.hp; if(sp+sd->status.sp>sd->status.max_sp) sp=sd->status.max_sp-sd->status.sp; sd->status.hp+=hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } sd->status.sp+=sp; if(sd->status.sp <= 0) sd->status.sp = 0; if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); if(sd->status.party_id>0) { // on-the-fly party hp updates [Valaris] struct party *p=party_search(sd->status.party_id); if(p!=NULL) clif_party_hp(p,sd); } // end addition [Valaris] return hp + sp; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_itemheal(struct map_session_data *sd,int hp,int sp) { int bonus; // if(battle_config.battle_log) // printf("heal %d %d\n",hp,sp); nullpo_retr(0, sd); if(sd->sc_data && sd->sc_data[SC_GOSPEL].timer!=-1) //バーサーク中は回復させないらしい return 0; if(sd->state.potionpitcher_flag) { sd->potion_hp = hp; sd->potion_sp = sp; return 0; } if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(hp > 0) { bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10; if(bonus != 100) hp = hp * bonus / 100; bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if(bonus != 100) hp = hp * bonus / 100; } if(sp > 0) { bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10; if(bonus != 100) sp = sp * bonus / 100; bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; if(bonus != 100) sp = sp * bonus / 100; } if(hp+sd->status.hp>sd->status.max_hp) hp=sd->status.max_hp-sd->status.hp; if(sp+sd->status.sp>sd->status.max_sp) sp=sd->status.max_sp-sd->status.sp; sd->status.hp+=hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } sd->status.sp+=sp; if(sd->status.sp <= 0) sd->status.sp = 0; if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * HP/SP回復 *------------------------------------------ */ int pc_percentheal(struct map_session_data *sd,int hp,int sp) { nullpo_retr(0, sd); if(sd->state.potionpitcher_flag) { sd->potion_per_hp = hp; sd->potion_per_sp = sp; return 0; } if(pc_checkoverhp(sd)) { if(hp > 0) hp = 0; } if(pc_checkoversp(sd)) { if(sp > 0) sp = 0; } if(hp) { if(hp >= 100) { sd->status.hp = sd->status.max_hp; } else if(hp <= -100) { sd->status.hp = 0; pc_damage(NULL,sd,1); } else { sd->status.hp += sd->status.max_hp*hp/100; if(sd->status.hp > sd->status.max_hp) sd->status.hp = sd->status.max_hp; if(sd->status.hp <= 0) { sd->status.hp = 0; pc_damage(NULL,sd,1); hp = 0; } } } if(sp) { if(sp >= 100) { sd->status.sp = sd->status.max_sp; } else if(sp <= -100) { sd->status.sp = 0; } else { sd->status.sp += sd->status.max_sp*sp/100; if(sd->status.sp > sd->status.max_sp) sd->status.sp = sd->status.max_sp; if(sd->status.sp < 0) sd->status.sp = 0; } } if(hp) clif_updatestatus(sd,SP_HP); if(sp) clif_updatestatus(sd,SP_SP); return 0; } /*========================================== * 職変更 * 引数 job 職業 0〜23 * upper 通常 0, 転生 1, 養子 2, そのまま -1 * Rewrote to make it tidider [Celest] *------------------------------------------ */ int pc_jobchange(struct map_session_data *sd,int job, int upper) { int i; int b_class = 0; //転生や養子の場合の元の職業を算出する struct pc_base_job s_class = pc_calc_base_job(sd->status.class); nullpo_retr(0, sd); if (upper < 0 || upper > 2) //現在転生かどうかを判断する upper = s_class.upper; b_class = job; //通常職ならjobそのまんま if (job < 23) { if (upper == 1) b_class += 4001; else if (upper == 2) //養子に結婚はないけどどうせ次で蹴られるからいいや b_class += 4023; } else if (job == 23) { if (upper == 1) //転生にスパノビは存在しないのでお断り return 1; else if (upper == 2) b_class += 4022; } else if (job > 23 && job < 69) { b_class += 3977; } else if ((job >= 69 && job < 4001) || (job > 4045)) return 1; job = pc_calc_base_job2 (b_class); // check base class [celest] if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) || // not needed [celest] //(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) || job == 22 || sd->status.class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り return 1; // check if we are changing from 1st to 2nd job if (s_class.job > 0 && s_class.job < 7 && job >= 7 && job <= 21) sd->change_level = sd->status.job_level; else sd->change_level = 0; pc_setglobalreg (sd, "jobchange_level", sd->change_level); sd->status.class = sd->view_class = b_class; sd->status.job_level=1; sd->status.job_exp=0; clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); for(i=0;i<11;i++) { if(sd->equip_index[i] >= 0) if(!pc_isequip(sd,sd->equip_index[i])) pc_unequipitem(sd,sd->equip_index[i],1,BF_NORMAL); // 装備外し } clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(sd->status.clothes_color > 0) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); if(battle_config.muting_players && sd->status.manner < 0) clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner); pc_calcstatus(sd,0); pc_checkallowskill(sd); pc_equiplookall(sd); clif_equiplist(sd); if(pc_isriding(sd)) { // remove peco status if changing into invalid class [Valaris] if(!(pc_checkskill(sd,KN_RIDING))) pc_setoption(sd,sd->status.option|-0x0000); if(pc_checkskill(sd,KN_RIDING)>0) pc_setriding(sd); } return 0; } /*========================================== * 見た目変更 *------------------------------------------ */ int pc_equiplookall(struct map_session_data *sd) { nullpo_retr(0, sd); #if PACKETVER < 4 clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif_changelook(&sd->bl,LOOK_WEAPON,0); clif_changelook(&sd->bl,LOOK_SHOES,0); #endif clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); return 0; } /*========================================== * 見た目変更 *------------------------------------------ */ int pc_changelook(struct map_session_data *sd,int type,int val) { nullpo_retr(0, sd); switch(type){ case LOOK_HAIR: sd->status.hair=val; break; case LOOK_WEAPON: sd->status.weapon=val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; break; case LOOK_HEAD_TOP: sd->status.head_top=val; break; case LOOK_HEAD_MID: sd->status.head_mid=val; break; case LOOK_HAIR_COLOR: sd->status.hair_color=val; break; case LOOK_CLOTHES_COLOR: sd->status.clothes_color=val; break; case LOOK_SHIELD: sd->status.shield=val; break; case LOOK_SHOES: break; } clif_changelook(&sd->bl,type,val); return 0; } /*========================================== * 付属品(鷹,ペコ,カート)設定 *------------------------------------------ */ int pc_setoption(struct map_session_data *sd,int type) { nullpo_retr(0, sd); sd->status.option=type; clif_changeoption(&sd->bl); pc_calcstatus(sd,0); return 0; } /*========================================== * カート設定 *------------------------------------------ */ int pc_setcart(struct map_session_data *sd,int type) { int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400}; nullpo_retr(0, sd); if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカートスキル所持 if(!pc_iscarton(sd)){ // カートを付けていない pc_setoption(sd,cart[type]); clif_cart_itemlist(sd); clif_cart_equiplist(sd); clif_updatestatus(sd,SP_CARTINFO); clif_status_change(&sd->bl,0x0c,0); } else{ pc_setoption(sd,cart[type]); } } return 0; } /*========================================== * 鷹設定 *------------------------------------------ */ int pc_setfalcon(struct map_session_data *sd) { if(pc_checkskill(sd,HT_FALCON)>0){ // ファルコンマスタリースキル所持 pc_setoption(sd,sd->status.option|0x0010); } return 0; } /*========================================== * ペコペコ設定 *------------------------------------------ */ int pc_setriding(struct map_session_data *sd) { if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris] clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise."); return 0; } if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持 pc_setoption(sd,sd->status.option|0x0020); if(sd->status.class==7) sd->status.class=sd->view_class=13; if(sd->status.class==14) sd->status.class=sd->view_class=21; if(sd->status.class==4008) sd->status.class=sd->view_class=4014; if(sd->status.class==4015) sd->status.class=sd->view_class=4022; } return 0; } /*========================================== * script用変数の値を読む *------------------------------------------ */ int pc_readreg(struct map_session_data *sd,int reg) { int i; nullpo_retr(0, sd); for(i=0;ireg_num;i++) if(sd->reg[i].index==reg) return sd->reg[i].data; return 0; } /*========================================== * script用変数の値を設定 *------------------------------------------ */ int pc_setreg(struct map_session_data *sd,int reg,int val) { int i; nullpo_retr(0, sd); for (i = 0; i < sd->reg_num; i++) { if (sd->reg[i].index == reg){ sd->reg[i].data = val; return 0; } } sd->reg_num++; sd->reg = realloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num); if (sd->reg == NULL){ printf("out of memory : pc_setreg\n"); exit(1); } /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, sizeof(*(sd->reg))); */ sd->reg[i].index = reg; sd->reg[i].data = val; return 0; } /*========================================== * script用文字列変数の値を読む *------------------------------------------ */ char *pc_readregstr(struct map_session_data *sd,int reg) { int i; nullpo_retr(0, sd); for(i=0;iregstr_num;i++) if(sd->regstr[i].index==reg) return sd->regstr[i].data; return NULL; } /*========================================== * script用文字列変数の値を設定 *------------------------------------------ */ int pc_setregstr(struct map_session_data *sd,int reg,char *str) { int i; nullpo_retr(0, sd); if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){ printf("pc_setregstr: string too long !\n"); return 0; } for(i=0;iregstr_num;i++) if(sd->regstr[i].index==reg){ strcpy(sd->regstr[i].data,str); return 0; } sd->regstr_num++; sd->regstr = realloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num); if(sd->regstr==NULL){ printf("out of memory : pc_setreg\n"); exit(1); } /* memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0, sizeof(*(sd->reg))); */ sd->regstr[i].index=reg; strcpy(sd->regstr[i].data,str); return 0; } /*========================================== * script用グローバル変数の値を読む *------------------------------------------ */ int pc_readglobalreg(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0) return sd->status.global_reg[i].value; } return 0; } /*========================================== * script用グローバル変数の値を設定 *------------------------------------------ */ int pc_setglobalreg(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(0, sd); //PC_DIE_COUNTERがスクリプトなどで変更された時の処理 if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){ sd->die_counter = val; pc_calcstatus(sd,0); } if(val==0){ for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0){ sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1]; sd->status.global_reg_num--; break; } } return 0; } for(i=0;istatus.global_reg_num;i++){ if(strcmp(sd->status.global_reg[i].str,reg)==0){ sd->status.global_reg[i].value=val; return 0; } } if(sd->status.global_reg_numstatus.global_reg[i].str,reg); sd->status.global_reg[i].value=val; sd->status.global_reg_num++; return 0; } if(battle_config.error_log) printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM); return 1; } /*========================================== * script用アカウント変数の値を読む *------------------------------------------ */ int pc_readaccountreg(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0) return sd->status.account_reg[i].value; } return 0; } /*========================================== * script用アカウント変数の値を設定 *------------------------------------------ */ int pc_setaccountreg(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(0, sd); if(val==0){ for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0){ sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1]; sd->status.account_reg_num--; break; } } intif_saveaccountreg(sd); return 0; } for(i=0;istatus.account_reg_num;i++){ if(strcmp(sd->status.account_reg[i].str,reg)==0){ sd->status.account_reg[i].value=val; intif_saveaccountreg(sd); return 0; } } if(sd->status.account_reg_numstatus.account_reg[i].str,reg); sd->status.account_reg[i].value=val; sd->status.account_reg_num++; intif_saveaccountreg(sd); return 0; } if(battle_config.error_log) printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM); return 1; } /*========================================== * script用アカウント変数2の値を読む *------------------------------------------ */ int pc_readaccountreg2(struct map_session_data *sd,char *reg) { int i; nullpo_retr(0, sd); for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0) return sd->status.account_reg2[i].value; } return 0; } /*========================================== * script用アカウント変数2の値を設定 *------------------------------------------ */ int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val) { int i; nullpo_retr(1, sd); if(val==0){ for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0){ sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1]; sd->status.account_reg2_num--; break; } } chrif_saveaccountreg2(sd); return 0; } for(i=0;istatus.account_reg2_num;i++){ if(strcmp(sd->status.account_reg2[i].str,reg)==0){ sd->status.account_reg2[i].value=val; chrif_saveaccountreg2(sd); return 0; } } if(sd->status.account_reg2_numstatus.account_reg2[i].str,reg); sd->status.account_reg2[i].value=val; sd->status.account_reg2_num++; chrif_saveaccountreg2(sd); return 0; } if(battle_config.error_log) printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM); return 1; } /*========================================== * 精錬成功率 *------------------------------------------ */ int pc_percentrefinery(struct map_session_data *sd,struct item *item) { int percent; nullpo_retr(0, item); percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine]; percent += pc_checkskill(sd,BS_WEAPONRESEARCH); // 武器研究スキル所持 // 確率の有効範囲チェック if( percent > 100 ){ percent = 100; } if( percent < 0 ){ percent = 0; } return percent; } /*========================================== * イベントタイマー処理 *------------------------------------------ */ int pc_eventtimer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd=map_id2sd(id); int i; if(sd==NULL) return 0; for(i=0;ieventtimer[i]==tid ){ sd->eventtimer[i]=-1; npc_event(sd,(const char *)data,0); break; } } free((void *)data); if(i==MAX_EVENTTIMER) { if(battle_config.error_log) printf("pc_eventtimer: no such event timer\n"); } return 0; } /*========================================== * イベントタイマー追加 *------------------------------------------ */ int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]==-1 ) break; if(ieventtimer[i]=add_timer(gettick()+tick, pc_eventtimer,sd->bl.id,(int)evname); } return 0; } /*========================================== * イベントタイマー削除 *------------------------------------------ */ int pc_deleventtimer(struct map_session_data *sd,const char *name) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]!=-1 && strcmp( (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; break; } return 0; } /*========================================== * イベントタイマーカウント値追加 *------------------------------------------ */ int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]!=-1 && strcmp( (char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){ addtick_timer(sd->eventtimer[i],tick); break; } return 0; } /*========================================== * イベントタイマー全削除 *------------------------------------------ */ int pc_cleareventtimer(struct map_session_data *sd) { int i; nullpo_retr(0, sd); for(i=0;ieventtimer[i]!=-1 ){ delete_timer(sd->eventtimer[i],pc_eventtimer); sd->eventtimer[i]=-1; } return 0; } // // 装 備物 // /*========================================== * アイテムを装備する *------------------------------------------ */ int pc_equipitem(struct map_session_data *sd,int n,int pos) { int i,nameid, arrow; struct item_data *id; //転生や養子の場合の元の職業を算出する nullpo_retr(0, sd); nameid = sd->status.inventory[n].nameid; id = sd->inventory_data[n]; pos = pc_equippoint(sd,n); if(battle_config.battle_log) printf("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos); if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris] clif_equipitemack(sd,n,0,0); // fail return 0; } // -- moonsoul (if player is berserk then cannot equip) // if(sd->sc_data[SC_BERSERK].timer!=-1){ clif_equipitemack(sd,n,0,0); // fail return 0; } if(pos==0x88){ // アクセサリ用例外処理 int epor=0; if(sd->equip_index[0] >= 0) epor |= sd->status.inventory[sd->equip_index[0]].equip; if(sd->equip_index[1] >= 0) epor |= sd->status.inventory[sd->equip_index[1]].equip; epor &= 0x88; pos = epor == 0x08 ? 0x80 : 0x08; } // 二刀流処理 if ((pos==0x22) // 一応、装備要求箇所が二刀流武器かチェックする && (id->equip==2) // 単 手武器 && (pc_checkskill(sd, AS_LEFT) > 0 || sd->status.class == 12) ) // 左手修錬有 { int tpos=0; if(sd->equip_index[8] >= 0) tpos |= sd->status.inventory[sd->equip_index[8]].equip; if(sd->equip_index[9] >= 0) tpos |= sd->status.inventory[sd->equip_index[9]].equip; tpos &= 0x02; pos = tpos == 0x02 ? 0x20 : 0x02; } arrow=pc_search_inventory(sd,pc_checkequip(sd,9)); // Added by RoVeRT for(i=0;i<11;i++) { if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) { pc_unequipitem(sd,sd->equip_index[i],1,BF_NORMAL); } } // 弓矢装備 if(pos==0x8000){ clif_arrowequip(sd,n); clif_arrow_fail(sd,3); // 3=矢が装備できました } else clif_equipitemack(sd,n,pos,1); for(i=0;i<11;i++) { if(pos & equip_pos[i]) sd->equip_index[i] = n; } sd->status.inventory[n].equip=pos; if(sd->status.inventory[n].equip & 0x0002) { if(sd->inventory_data[n]) sd->weapontype1 = sd->inventory_data[n]->look; else sd->weapontype1 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(sd->status.inventory[n].equip & 0x0020) { if(sd->inventory_data[n]) { if(sd->inventory_data[n]->type == 4) { sd->status.shield = 0; if(sd->status.inventory[n].equip == 0x0020) sd->weapontype2 = sd->inventory_data[n]->look; else sd->weapontype2 = 0; } else if(sd->inventory_data[n]->type == 5) { sd->status.shield = sd->inventory_data[n]->look; sd->weapontype2 = 0; } } else sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & 0x0001) { if(sd->inventory_data[n]) sd->status.head_bottom = sd->inventory_data[n]->look; else sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & 0x0100) { if(sd->inventory_data[n]) sd->status.head_top = sd->inventory_data[n]->look; else sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & 0x0200) { if(sd->inventory_data[n]) sd->status.head_mid = sd->inventory_data[n]->look; else sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & 0x0040) clif_changelook(&sd->bl,LOOK_SHOES,0); pc_checkallowskill(sd); // 装備品でスキルか解除されるかチェック if (itemdb_look(sd->status.inventory[n].nameid) == 11 && arrow){ // Added by RoVeRT clif_arrowequip(sd,arrow); sd->status.inventory[arrow].equip=32768; } pc_calcstatus(sd,0); if(sd->special_state.infinite_endure) { if(sd->sc_data[SC_ENDURE].timer == -1) skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0); } else { if(sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2) skill_status_change_end(&sd->bl,SC_ENDURE,-1); } if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14)) skill_stop_dancing(&sd->bl,0); return 0; } /*========================================== * 装 備した物を外す *------------------------------------------ */ int pc_unequipitem(struct map_session_data *sd,int n,int type, int flag) { nullpo_retr(0, sd); // -- moonsoul (if player is berserk then cannot unequip) // if(!flag && sd->sc_data[SC_BERSERK].timer!=-1){ clif_unequipitemack(sd,n,0,0); return 0; } if(battle_config.battle_log) printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip); if(sd->status.inventory[n].equip){ int i; for(i=0;i<11;i++) { if(sd->status.inventory[n].equip & equip_pos[i]) sd->equip_index[i] = -1; } if(sd->status.inventory[n].equip & 0x0002) { sd->weapontype1 = 0; sd->status.weapon = sd->weapontype2; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); } if(sd->status.inventory[n].equip & 0x0020) { sd->status.shield = sd->weapontype2 = 0; pc_calcweapontype(sd); clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); } if(sd->status.inventory[n].equip & 0x0001) { sd->status.head_bottom = 0; clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom); } if(sd->status.inventory[n].equip & 0x0100) { sd->status.head_top = 0; clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top); } if(sd->status.inventory[n].equip & 0x0200) { sd->status.head_mid = 0; clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid); } if(sd->status.inventory[n].equip & 0x0040) clif_changelook(&sd->bl,LOOK_SHOES,0); if(sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 && sd->status.inventory[i].attribute==1) skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1); clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1); sd->status.inventory[n].equip=0; if(!type) pc_checkallowskill(sd); if(sd->weapontype1 == 0 && sd->weapontype2 == 0) skill_encchant_eremental_end(&sd->bl,-1); //武器持ち誓えは無条件で属性付与解除 } else { clif_unequipitemack(sd,n,0,0); } if(!type) { pc_calcstatus(sd,0); if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele)) skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); } return 0; } /*========================================== * アイテムのindex番号を詰めたり * 装 備品の装備可能チェックを行なう *------------------------------------------ */ int pc_checkitem(struct map_session_data *sd) { int i,j,k,id,calc_flag = 0; struct item_data *it=NULL; nullpo_retr(0, sd); // 所持品空き詰め for(i=j=0;istatus.inventory[i].nameid)==0) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name); pc_delitem(sd,i,sd->status.inventory[i].amount,3); continue; } if(i>j){ memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item)); sd->inventory_data[j] = sd->inventory_data[i]; } j++; } if(j < MAX_INVENTORY) memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j)); for(k=j;kinventory_data[k] = NULL; // カート内空き詰め for(i=j=0;istatus.cart[i].nameid)==0 ) continue; if( battle_config.item_check && !itemdb_available(id) ){ if(battle_config.error_log) printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name); pc_cart_delitem(sd,i,sd->status.cart[i].amount,1); continue; } if(i>j){ memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item)); } j++; } if(j < MAX_CART) memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j)); // 装 備位置チェック for(i=0;iinventory_data[i]; if(sd->status.inventory[i].nameid==0) continue; if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) { sd->status.inventory[i].equip=0; calc_flag = 1; } //装備制限チェック if(sd->status.inventory[i].equip && map[sd->bl.m].flag.pvp && (it->flag.no_equip==1 || it->flag.no_equip==3)){//PvP制限 sd->status.inventory[i].equip=0; calc_flag = 1; }else if(sd->status.inventory[i].equip && map[sd->bl.m].flag.gvg && (it->flag.no_equip==2 || it->flag.no_equip==3)){//GvG制限 sd->status.inventory[i].equip=0; calc_flag = 1; } } pc_setequipindex(sd); if(calc_flag) pc_calcstatus(sd,2); return 0; } int pc_checkoverhp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.hp == sd->status.max_hp) return 1; if(sd->status.hp > sd->status.max_hp) { sd->status.hp = sd->status.max_hp; clif_updatestatus(sd,SP_HP); return 2; } return 0; } int pc_checkoversp(struct map_session_data *sd) { nullpo_retr(0, sd); if(sd->status.sp == sd->status.max_sp) return 1; if(sd->status.sp > sd->status.max_sp) { sd->status.sp = sd->status.max_sp; clif_updatestatus(sd,SP_SP); return 2; } return 0; } /*========================================== * PVP順位計算用(foreachinarea) *------------------------------------------ */ int pc_calc_pvprank_sub(struct block_list *bl,va_list ap) { struct map_session_data *sd1,*sd2=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, sd1=(struct map_session_data *)bl); nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *)); if( sd1->pvp_point > sd2->pvp_point ) sd2->pvp_rank++; return 0; } /*========================================== * PVP順位計算 *------------------------------------------ */ int pc_calc_pvprank(struct map_session_data *sd) { int old; struct map_data *m; nullpo_retr(0, sd); nullpo_retr(0, m=&map[sd->bl.m]); old=sd->pvp_rank; if( !(m->flag.pvp) ) return 0; sd->pvp_rank=1; map_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd); if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users) clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0); return sd->pvp_rank; } /*========================================== * PVP順位計算(timer) *------------------------------------------ */ int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data) { struct map_session_data *sd=NULL; if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris] return 0; sd=map_id2sd(id); if(sd==NULL) return 0; sd->pvp_timer=-1; if( pc_calc_pvprank(sd)>0 ) sd->pvp_timer=add_timer( gettick()+PVP_CALCRANK_INTERVAL, pc_calc_pvprank_timer,id,data); return 0; } /*========================================== * sdは結婚しているか(既婚の場合は相方のchar_idを返す) *------------------------------------------ */ int pc_ismarried(struct map_session_data *sd) { if(sd == NULL) return -1; if(sd->status.partner_id > 0) return sd->status.partner_id; else return 0; } /*========================================== * sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う) *------------------------------------------ */ int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd) { if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || pc_calc_upper(sd->status.class)==2) return -1; sd->status.partner_id=dstsd->status.char_id; dstsd->status.partner_id=sd->status.char_id; return 0; } /*========================================== * sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚・結婚指輪自動剥奪) *------------------------------------------ */ int pc_divorce(struct map_session_data *sd) { struct map_session_data *p_sd=NULL; if(sd == NULL || !pc_ismarried(sd)) return -1; if( (p_sd=map_nick2sd(map_charid2nick(sd->status.partner_id))) !=NULL){ int i; if(p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id){ printf("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",sd->status.partner_id,p_sd->status.partner_id); return -1; } sd->status.partner_id=0; p_sd->status.partner_id=0; for(i=0;istatus.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(sd,i,1,0); for(i=0;istatus.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F) pc_delitem(p_sd,i,1,0); }else{ printf("pc_divorce: p_sd nullpo\n"); return -1; } return 0; } /*========================================== * sdの相方のmap_session_dataを返す *------------------------------------------ */ struct map_session_data *pc_get_partner(struct map_session_data *sd) { struct map_session_data *p_sd = NULL; char *nick; if(sd == NULL || !pc_ismarried(sd)) return NULL; nick=map_charid2nick(sd->status.partner_id); if (nick==NULL) return NULL; if((p_sd=map_nick2sd(nick)) == NULL ) return NULL; return p_sd; } // // 自然回復物 // /*========================================== * SP回復量計算 *------------------------------------------ */ static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick; static int pc_spheal(struct map_session_data *sd) { int a; struct guild_castle *gc = NULL; nullpo_retr(0, sd); a = natural_heal_diff_tick; if(pc_issit(sd)) a += a; if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 ) // マグニフィカート a += a; gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] if(gc) { struct guild *g; g=guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] return a; } /*========================================== * HP回復量計算 *------------------------------------------ */ static int pc_hpheal(struct map_session_data *sd) { int a; struct guild_castle *gc; nullpo_retr(0, sd); a = natural_heal_diff_tick; if(pc_issit(sd)) a += a; if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 ) // Modified by RoVeRT a += a; gc=guild_mapname2gc(sd->mapname); // Increased guild castle regen [Valaris] if(gc) { struct guild *g; g=guild_search(sd->status.guild_id); if(g && g->guild_id == gc->guild_id) a += a; } // end addition [Valaris] return a; } static int pc_natural_heal_hp(struct map_session_data *sd) { int bhp; int inc_num,bonus,skill,hp_flag; nullpo_retr(0, sd); if (sd->sc_data[SC_TRICKDEAD].timer != -1) // Modified by RoVeRT return 0; if(pc_checkoverhp(sd)) { sd->hp_sub = sd->inchealhptick = 0; return 0; } bhp=sd->status.hp; hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1); if(sd->walktimer == -1) { inc_num = pc_hpheal(sd); if( sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){ // テンションリラックス sd->hp_sub += 2*inc_num; sd->inchealhptick += 3*natural_heal_diff_tick; }else{ sd->hp_sub += inc_num; sd->inchealhptick += natural_heal_diff_tick; } } else if(hp_flag) { inc_num = pc_hpheal(sd); sd->hp_sub += inc_num; sd->inchealhptick = 0; } else { sd->hp_sub = sd->inchealhptick = 0; return 0; } if(sd->hp_sub >= battle_config.natural_healhp_interval) { bonus = sd->nhealhp; if(hp_flag) { bonus >>= 2; if(bonus <= 0) bonus = 1; } while(sd->hp_sub >= battle_config.natural_healhp_interval) { sd->hp_sub -= battle_config.natural_healhp_interval; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } } } if(bhp!=sd->status.hp) clif_updatestatus(sd,SP_HP); if(sd->nshealhp > 0) { if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) { bonus = sd->nshealhp; while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) { sd->inchealhptick -= battle_config.natural_heal_skill_interval; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { bonus = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } clif_heal(sd->fd,SP_HP,bonus); } } } else sd->inchealhptick = 0; return 0; if(sd->sc_data[SC_APPLEIDUN].timer!=-1) { // Apple of Idun if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) { bonus = skill*20; while(sd->inchealhptick >= 6000) { sd->inchealhptick -= 6000; if(sd->status.hp + bonus <= sd->status.max_hp) sd->status.hp += bonus; else { bonus = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; sd->hp_sub = sd->inchealhptick = 0; } clif_heal(sd->fd,SP_HP,bonus); } } } else sd->inchealhptick = 0; return 0; } static int pc_natural_heal_sp(struct map_session_data *sd) { int bsp; int inc_num,bonus; nullpo_retr(0, sd); if (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT sd->sc_data[SC_BERSERK].timer != -1) return 0; if(pc_checkoversp(sd)) { sd->sp_sub = sd->inchealsptick = 0; return 0; } bsp=sd->status.sp; inc_num = pc_spheal(sd); if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) sd->sp_sub += inc_num; if(sd->walktimer == -1) sd->inchealsptick += natural_heal_diff_tick; else sd->inchealsptick = 0; if(sd->sp_sub >= battle_config.natural_healsp_interval){ bonus = sd->nhealsp;; while(sd->sp_sub >= battle_config.natural_healsp_interval){ sd->sp_sub -= battle_config.natural_healsp_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } } } if(bsp != sd->status.sp) clif_updatestatus(sd,SP_SP); if(sd->nshealsp > 0) { if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) { struct pc_base_job s_class = pc_calc_base_job(sd->status.class); if(sd->doridori_counter && s_class.job == 23) bonus = sd->nshealsp*2; else bonus = sd->nshealsp; sd->doridori_counter = 0; while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) { sd->inchealsptick -= battle_config.natural_heal_skill_interval; if(sd->status.sp + bonus <= sd->status.max_sp) sd->status.sp += bonus; else { bonus = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; sd->sp_sub = sd->inchealsptick = 0; } clif_heal(sd->fd,SP_SP,bonus); } } } else sd->inchealsptick = 0; return 0; } static int pc_spirit_heal_hp(struct map_session_data *sd,int level) { int bonus_hp,interval = battle_config.natural_heal_skill_interval; nullpo_retr(0, sd); if(pc_checkoverhp(sd)) { sd->inchealspirithptick = 0; return 0; } sd->inchealspirithptick += natural_heal_diff_tick; if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) interval += interval; if(sd->inchealspirithptick >= interval) { bonus_hp = sd->nsshealhp; while(sd->inchealspirithptick >= interval) { if(pc_issit(sd)) { sd->inchealspirithptick -= interval; if(sd->status.hp < sd->status.max_hp) { if(sd->status.hp + bonus_hp <= sd->status.max_hp) sd->status.hp += bonus_hp; else { bonus_hp = sd->status.max_hp - sd->status.hp; sd->status.hp = sd->status.max_hp; } clif_heal(sd->fd,SP_HP,bonus_hp); sd->inchealspirithptick = 0; } }else{ sd->inchealspirithptick -= natural_heal_diff_tick; break; } } } return 0; } static int pc_spirit_heal_sp(struct map_session_data *sd,int level) { int bonus_sp,interval = battle_config.natural_heal_skill_interval; nullpo_retr(0, sd); if(pc_checkoversp(sd)) { sd->inchealspiritsptick = 0; return 0; } sd->inchealspiritsptick += natural_heal_diff_tick; if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) interval += interval; if(sd->inchealspiritsptick >= interval) { bonus_sp = sd->nsshealsp; while(sd->inchealspiritsptick >= interval) { if(pc_issit(sd)) { sd->inchealspiritsptick -= interval; if(sd->status.sp < sd->status.max_sp) { if(sd->status.sp + bonus_sp <= sd->status.max_sp) sd->status.sp += bonus_sp; else { bonus_sp = sd->status.max_sp - sd->status.sp; sd->status.sp = sd->status.max_sp; } clif_heal(sd->fd,SP_SP,bonus_sp); sd->inchealspiritsptick = 0; } }else{ sd->inchealspiritsptick -= natural_heal_diff_tick; break; } } } return 0; } /*========================================== * HP/SP 自然回復 各クライアント *------------------------------------------ */ static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) { int skill; nullpo_retr(0, sd); // -- moonsoul (if conditions below altered to disallow natural healing if under berserk status) if ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) && !pc_isdead(sd) && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1 ) { pc_natural_heal_hp(sd); if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 && //阿修羅状態ではSPが回復しない sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない sd->sc_data[SC_BERSERK].timer == -1 ) //バーサーク状態ではSPが回復しない pc_natural_heal_sp(sd); } else { sd->hp_sub = sd->inchealhptick = 0; sd->sp_sub = sd->inchealsptick = 0; } if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){ pc_spirit_heal_hp(sd,skill); pc_spirit_heal_sp(sd,skill); } else { sd->inchealspirithptick = 0; sd->inchealspiritsptick = 0; } return 0; } /*========================================== * HP/SP自然回復 (interval timer関数) *------------------------------------------ */ int pc_natural_heal(int tid,unsigned int tick,int id,int data) { natural_heal_tick = tick; natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick); clif_foreachclient(pc_natural_heal_sub); natural_heal_prev_tick = tick; return 0; } /*========================================== * セーブポイントの保存 *------------------------------------------ */ int pc_setsavepoint(struct map_session_data *sd,char *mapname,int x,int y) { nullpo_retr(0, sd); strncpy(sd->status.save_point.map,mapname,24); sd->status.save_point.x = x; sd->status.save_point.y = y; return 0; } /*========================================== * 自動セーブ 各クライアント *------------------------------------------ */ static int last_save_fd,save_flag; static int pc_autosave_sub(struct map_session_data *sd,va_list ap) { nullpo_retr(0, sd); if(save_flag==0 && sd->fd>last_save_fd){ struct guild_castle *gc=NULL; int i; // if(battle_config.save_log) // printf("autosave %d\n",sd->fd); // pet if(sd->status.pet_id > 0 && sd->pd) intif_save_petdata(sd->status.account_id,&sd->pet); pc_makesavestatus(sd); chrif_save(sd); storage_storage_save(sd); for(i=0;ivisibleG0==1) guild_castledatasave(gc->castle_id,18,gc->Ghp0); if(gc->visibleG1==1) guild_castledatasave(gc->castle_id,19,gc->Ghp1); if(gc->visibleG2==1) guild_castledatasave(gc->castle_id,20,gc->Ghp2); if(gc->visibleG3==1) guild_castledatasave(gc->castle_id,21,gc->Ghp3); if(gc->visibleG4==1) guild_castledatasave(gc->castle_id,22,gc->Ghp4); if(gc->visibleG5==1) guild_castledatasave(gc->castle_id,23,gc->Ghp5); if(gc->visibleG6==1) guild_castledatasave(gc->castle_id,24,gc->Ghp6); if(gc->visibleG7==1) guild_castledatasave(gc->castle_id,25,gc->Ghp7); } save_flag=1; last_save_fd = sd->fd; } return 0; } /*========================================== * 自動セーブ (timer関数) *------------------------------------------ */ int pc_autosave(int tid,unsigned int tick,int id,int data) { int interval; save_flag=0; clif_foreachclient(pc_autosave_sub); if(save_flag==0) last_save_fd=0; interval = autosave_interval/(clif_countusers()+1); if(interval <= 0) interval = 1; add_timer(gettick()+interval,pc_autosave,0,0); return 0; } int pc_read_gm_account(int fd) { #ifdef TXT_ONLY int i = 0; #endif if (gm_account != NULL) free(gm_account); GM_num = 0; #ifdef TXT_ONLY gm_account = calloc(sizeof(struct gm_account) * ((RFIFOW(fd,2) - 4) / 5), 1); for (i = 4; i < RFIFOW(fd,2); i = i + 5) { gm_account[GM_num].account_id = RFIFOL(fd,i); gm_account[GM_num].level = (int)RFIFOB(fd,i+4); //printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level); GM_num++; } #else sprintf (tmp_lsql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level); if(mysql_query(&lmysql_handle, tmp_lsql) ) { printf("DB server Error (select %s to Memory)- %s\n",login_db,mysql_error(&lmysql_handle) ); } lsql_res = mysql_store_result(&lmysql_handle); if (lsql_res) { gm_account = calloc(sizeof(struct gm_account) * mysql_num_rows(lsql_res), 1); while ((lsql_row = mysql_fetch_row(lsql_res))) { gm_account[GM_num].account_id = atoi(lsql_row[0]); gm_account[GM_num].level = atoi(lsql_row[1]); printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level); GM_num++; } } mysql_free_result(lsql_res); #endif /* TXT_ONLY */ return GM_num; } /*========================================== * timer to do the day *------------------------------------------ */ int map_day_timer(int tid, unsigned int tick, int id, int data) { // by [yor] struct map_session_data *pl_sd = NULL; int i; char tmpstr[1024]; if (battle_config.day_duration > 0) { // if we want a day if (night_flag != 0) { strcpy(tmpstr, msg_txt(502)); // The day has arrived! night_flag = 0; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth) { pl_sd->opt2 &= ~STATE_BLIND; clif_changeoption(&pl_sd->bl); clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } } } } return 0; } /*========================================== * timer to do the night *------------------------------------------ */ int map_night_timer(int tid, unsigned int tick, int id, int data) { // by [yor] struct map_session_data *pl_sd = NULL; int i; char tmpstr[1024]; if (battle_config.night_duration > 0) { // if we want a night if (night_flag == 0) { strcpy(tmpstr, msg_txt(503)); // The night has fallen... night_flag = 1; // 0=day, 1=night [Yor] for(i = 0; i < fd_max; i++) { if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth && !map[pl_sd->bl.m].flag.indoors) { pl_sd->opt2 |= STATE_BLIND; clif_changeoption(&pl_sd->bl); clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1); } } } } return 0; } void pc_setstand(struct map_session_data *sd){ nullpo_retv(sd); if(sd->sc_data && sd->sc_data[SC_TENSIONRELAX].timer!=-1) skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1); sd->state.dead_sit = 0; } // // 初期化物 // /*========================================== * 設定ファイル読み込む * exp.txt 必要経験値 * job_db1.txt 重量,hp,sp,攻撃速度 * job_db2.txt job能力値ボーナス * skill_tree.txt 各職毎のスキルツリー * attr_fix.txt 属性修正テーブル * size_fix.txt サイズ補正テーブル * refine_db.txt 精錬データテーブル *------------------------------------------ */ int pc_readdb(void) { int i,j,k,u; struct pc_base_job s_class; FILE *fp; char line[1024],*p; // 必要経験値読み込み fp=fopen("db/exp.txt","r"); if(fp==NULL){ printf("can't read db/exp.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6; if(line[0]=='/' && line[1]=='/') continue; if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14) continue; exp_table[0][i]=bn; exp_table[1][i]=b1; exp_table[2][i]=b2; exp_table[3][i]=b3; exp_table[4][i]=b4; exp_table[5][i]=b5; exp_table[6][i]=b6; exp_table[7][i]=jn; exp_table[8][i]=j1; exp_table[9][i]=j2; exp_table[10][i]=j3; exp_table[11][i]=j4; exp_table[12][i]=j5; exp_table[13][i]=j6; i++; if(i >= battle_config.maximum_level) break; } fclose(fp); printf("read db/exp.txt done\n"); // JOB補正数値1 fp=fopen("db/job_db1.txt","r"); if(fp==NULL){ printf("can't read db/job_db1.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ char *split[50]; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j<21 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(j<21) continue; max_weight_base[i]=atoi(split[0]); hp_coefficient[i]=atoi(split[1]); hp_coefficient2[i]=atoi(split[2]); sp_coefficient[i]=atoi(split[3]); for(j=0;j<17;j++) aspd_base[i][j]=atoi(split[j+4]); i++; // -- moonsoul (below two lines added to accommodate high numbered new class ids) if(i==24) i=4001; if(i==MAX_PC_CLASS) break; } fclose(fp); printf("read db/job_db1.txt done\n"); // JOBボーナス fp=fopen("db/job_db2.txt","r"); if(fp==NULL){ printf("can't read db/job_db2.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j0) p++; attr_fix_table[lv-1][i][j]=atoi(p); if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0) attr_fix_table[lv-1][i][j] = 0; p=strchr(p,','); if(p) *p++=0; } i++; } } fclose(fp); printf("read db/attr_fix.txt done\n"); // サイズ補正テーブル for(i=0;i<3;i++) for(j=0;j<20;j++) atkmods[i][j]=100; fp=fopen("db/size_fix.txt","r"); if(fp==NULL){ printf("can't read db/size_fix.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ char *split[20]; if(line[0]=='/' && line[1]=='/') continue; if(atoi(line)<=0) continue; memset(split,0,sizeof(split)); for(j=0,p=line;j<20 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } for(j=0;j<20 && split[j];j++) atkmods[i][j]=atoi(split[j]); i++; } fclose(fp); printf("read db/size_fix.txt done\n"); // 精錬データテーブル for(i=0;i<5;i++){ for(j=0;j<10;j++) percentrefinery[i][j]=100; refinebonus[i][0]=0; refinebonus[i][1]=0; refinebonus[i][2]=10; } fp=fopen("db/refine_db.txt","r"); if(fp==NULL){ printf("can't read db/refine_db.txt\n"); return 1; } i=0; while(fgets(line, sizeof(line)-1, fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; if(atoi(line)<=0) continue; memset(split,0,sizeof(split)); for(j=0,p=line;j<16 && p;j++){ split[j]=p; p=strchr(p,','); if(p) *p++=0; } refinebonus[i][0]=atoi(split[0]); // 精錬ボーナス refinebonus[i][1]=atoi(split[1]); // 過剰精錬ボーナス refinebonus[i][2]=atoi(split[2]); // 安全精錬限界 for(j=0;j<10 && split[j];j++) percentrefinery[i][j]=atoi(split[j+3]); i++; } fclose(fp); //Lupus. close this file!!! printf("read db/refine_db.txt done\n"); return 0; } static int pc_calc_sigma(void) { int i,j,k; for(i=0;i