// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include #include #include #include #include #include #include #include "pc.h" #include "map.h" #include "pet.h" #include "mob.h" #include "clif.h" #include "guild.h" #include "skill.h" #include "itemdb.h" #include "battle.h" #include "chrif.h" #include "status.h" #include "script.h" #include "unit.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/showmsg.h" int SkillStatusChangeTable[MAX_SKILL]; //Stores the status that should be associated to this skill. int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change. int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. static int max_weight_base[MAX_PC_CLASS]; static int hp_coefficient[MAX_PC_CLASS]; static int hp_coefficient2[MAX_PC_CLASS]; static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL]; static int sp_coefficient[MAX_PC_CLASS]; static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE+1]; //[blackhole89] #define MAX_REFINE_BONUS 5 static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt) int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt) static int atkmods[3][MAX_WEAPON_TYPE+1]; // 武器ATKサイズ修正(size_fix.txt) static char job_bonus[MAX_PC_CLASS][MAX_LEVEL]; int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only //to avoid cards exploits //Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array, //but it is much less prone to errors. [Skotlex] void initChangeTables(void) { int i; for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTable[i] = -1; memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); //First we define the skill for common ailments. These are used in //skill_additional_effect through sc cards. [Skotlex] StatusSkillChangeTable[SC_STONE] = MG_STONECURSE; StatusSkillChangeTable[SC_FREEZE] = MG_FROSTDIVER; StatusSkillChangeTable[SC_STUN] = NPC_STUNATTACK; StatusSkillChangeTable[SC_SLEEP] = NPC_SLEEPATTACK; StatusSkillChangeTable[SC_POISON] = NPC_POISON; StatusSkillChangeTable[SC_CURSE] = NPC_CURSEATTACK; StatusSkillChangeTable[SC_SILENCE] = NPC_SILENCEATTACK; StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM; StatusSkillChangeTable[SC_BLIND] = NPC_BLINDATTACK; StatusSkillChangeTable[SC_BLEEDING] = LK_HEADCRUSH; StatusSkillChangeTable[SC_DPOISON] = NPC_POISON; #define set_sc(skill, sc, icon) \ if (SkillStatusChangeTable[skill]==-1) SkillStatusChangeTable[skill] = sc; \ if (StatusSkillChangeTable[sc]==0) StatusSkillChangeTable[sc] = skill; \ if (StatusIconChangeTable[sc]==SI_BLANK) StatusIconChangeTable[sc] = icon; set_sc(SM_BASH, SC_STUN, SI_BLANK); set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE); set_sc(SM_MAGNUM, SC_WATK_ELEMENT, SI_BLANK); set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE); set_sc(MG_SIGHT, SC_SIGHT, SI_BLANK); set_sc(MG_SAFETYWALL, SC_SAFETYWALL, SI_BLANK); set_sc(MG_FROSTDIVER, SC_FREEZE, SI_BLANK); set_sc(MG_STONECURSE, SC_STONE, SI_BLANK); set_sc(AL_RUWACH, SC_RUWACH, SI_BLANK); set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI); set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI); set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS); set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS); set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING); set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE); set_sc(TF_HIDING, SC_HIDING, SI_HIDING); set_sc(TF_POISON, SC_POISON, SI_BLANK); set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN); set_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER, SI_BLANK); set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO); set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM); set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO); set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO); set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON); set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE); set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT); set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA); set_sc(PR_LEXDIVINA, SC_SILENCE, SI_BLANK); set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA); set_sc(WZ_METEOR, SC_STUN, SI_BLANK); set_sc(WZ_VERMILION, SC_BLIND, SI_BLANK); set_sc(WZ_FROSTNOVA, SC_FREEZE, SI_BLANK); set_sc(WZ_STORMGUST, SC_FREEZE, SI_BLANK); set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE); set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE); set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION); set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST); set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER); set_sc(HT_LANDMINE, SC_STUN, SI_BLANK); set_sc(HT_ANKLESNARE, SC_ANKLE, SI_BLANK); set_sc(HT_SANDMAN, SC_SLEEP, SI_BLANK); set_sc(HT_FLASHER, SC_BLIND, SI_BLANK); set_sc(HT_FREEZINGTRAP, SC_FREEZE, SI_BLANK); set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING); set_sc(AS_SONICBLOW, SC_STUN, SI_BLANK); set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK); set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON); set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT); set_sc(AS_VENOMDUST, SC_POISON, SI_BLANK); set_sc(AS_SPLASHER, SC_SPLASHER, SI_BLANK); set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD); set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_BLANK); set_sc(TF_SPRINKLESAND, SC_BLIND, SI_BLANK); set_sc(TF_THROWSTONE, SC_STUN, SI_BLANK); set_sc(MC_LOUD, SC_LOUD, SI_LOUD); set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT); set_sc(NPC_POISON, SC_POISON, SI_BLANK); set_sc(NPC_BLINDATTACK, SC_BLIND, SI_BLANK); set_sc(NPC_SILENCEATTACK, SC_SILENCE, SI_BLANK); set_sc(NPC_STUNATTACK, SC_STUN, SI_BLANK); set_sc(NPC_PETRIFYATTACK, SC_STONE, SI_BLANK); set_sc(NPC_CURSEATTACK, SC_CURSE, SI_BLANK); set_sc(NPC_SLEEPATTACK, SC_SLEEP, SI_BLANK); set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK); set_sc(NPC_DARKBLESSING, SC_COMA, SI_BLANK); set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK); set_sc(NPC_LICK, SC_STUN, SI_BLANK); set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION); set_sc(NPC_REBIRTH, SC_KAIZEL, SI_KAIZEL); set_sc(RG_RAID, SC_STUN, SI_BLANK); set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON); set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD); set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR); set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM); set_sc(AM_ACIDTERROR, SC_BLEEDING, SI_BLEEDING); set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON); set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD); set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR); set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM); set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD); set_sc(CR_SHIELDCHARGE, SC_STUN, SI_BLANK); set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD); set_sc(CR_HOLYCROSS, SC_BLIND, SI_BLANK); set_sc(CR_GRANDCROSS, SC_BLIND, SI_BLANK); set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION); set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE); set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER); set_sc(CR_SPEARQUICKEN, SC_SPEARSQUICKEN, SI_SPEARQUICKEN); set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY); set_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT, SI_BLANK); set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS); set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK); set_sc(SA_MAGICROD, SC_MAGICROD, SI_BLANK); set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL); set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON); set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON); set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON); set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON); set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK); set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK); set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK); set_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR, SI_BLANK); set_sc(SA_REVERSEORCISH, SC_ORCISH, SI_BLANK); set_sc(SA_COMA, SC_COMA, SI_BLANK); set_sc(BD_LULLABY, SC_LULLABY, SI_BLANK); set_sc(BD_RICHMANKIM, SC_RICHMANKIM, SI_BLANK); set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK); set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK); set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK); set_sc(BD_ROKISWEIL, SC_ROKISWEIL, SI_BLANK); set_sc(BD_INTOABYSS, SC_INTOABYSS, SI_BLANK); set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK); set_sc(BA_FROSTJOKE, SC_FREEZE, SI_BLANK); set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK); set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK); set_sc(BA_POEMBRAGI, SC_POEMBRAGI, SI_BLANK); set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK); set_sc(DC_UGLYDANCE, SC_UGLYDANCE, SI_BLANK); set_sc(DC_SCREAM, SC_STUN, SI_BLANK); set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK); set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK); set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK); set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK); set_sc(NPC_DARKCROSS, SC_BLIND, SI_BLANK); set_sc(NPC_GRANDDARKNESS, SC_BLIND, SI_BLANK); set_sc(NPC_STOP, SC_STOP, SI_BLANK); set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON); set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR); set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE); set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING); set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION); set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX); set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK); set_sc(LK_FURY, SC_FURY, SI_FURY); set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO); set_sc(HP_BASILICA, SC_BASILICA, SI_BLANK); set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER); set_sc(PA_SACRIFICE, SC_SACRIFICE, SI_BLANK); set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK); set_sc(CH_TIGERFIST, SC_STOP, SI_BLANK); set_sc(ASC_EDP, SC_EDP, SI_EDP); set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT); set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK); set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN); set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST); set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK); set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD); set_sc(ST_REJECTSWORD, SC_AUTOCOUNTER, SI_BLANK); set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT); set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE); set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2); set_sc(LK_SPIRALPIERCE, SC_STOP, SI_BLANK); set_sc(LK_HEADCRUSH, SC_BLEEDING, SI_BLEEDING); set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_BLANK); set_sc(HW_NAPALMVULCAN, SC_CURSE, SI_BLANK); set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK); set_sc(PF_MEMORIZE, SC_MEMORIZE, SI_BLANK); set_sc(PF_FOGWALL, SC_FOGWALL, SI_BLANK); set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK); set_sc(WE_BABY, SC_BABY, SI_BLANK); set_sc(TK_RUN, SC_RUN, SI_BLANK); set_sc(TK_RUN, SC_SPURT, SI_SPURT); set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM); set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN); set_sc(TK_DOWNKICK, SC_STUN, SI_BLANK); set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN); set_sc(TK_READYCOUNTER, SC_READYCOUNTER, SI_READYCOUNTER); set_sc(TK_DODGE, SC_DODGE, SI_DODGE); set_sc(TK_SPTIME, SC_TKDORI, SI_BLANK); set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON); set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON); set_sc(SG_SUN_WARM, SC_WARM, SI_WARM); set_sc(SG_MOON_WARM, SC_WARM, SI_WARM); set_sc(SG_STAR_WARM, SC_WARM, SI_WARM); set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT); set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT); set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT); set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK); set_sc(SG_FUSION, SC_FUSION, SI_BLANK); set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2); set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL); set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI); set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE); set_sc(SL_KAITE, SC_KAITE, SI_KAITE); set_sc(SL_STUN, SC_STUN, SI_BLANK); set_sc(SL_SWOO, SC_SWOO, SI_BLANK); set_sc(SL_SKE, SC_SKE, SI_BLANK); set_sc(SL_SKA, SC_SKA, SI_BLANK); set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE); set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST); set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK); set_sc(WS_CARTTERMINATION, SC_STUN, SI_BLANK); set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST); set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK); set_sc(CG_HERMODE, SC_HERMODE, SI_BLANK); set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT); set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND); set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK); set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2); set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE); set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER); set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM); set_sc(MO_BALKYOUNG, SC_STUN, SI_BLANK); //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89] set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL); set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT); set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY); set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER); set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK); set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI); set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK); set_sc(NJ_SUITON, SC_SUITON, SI_BLANK); set_sc(NJ_NEN, SC_NEN, SI_NEN); // Storing the target job rather than simply SC_SPIRIT simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST, SkillStatusChangeTable[SL_MONK] = MAPID_MONK, SkillStatusChangeTable[SL_STAR] = MAPID_STAR_GLADIATOR, SkillStatusChangeTable[SL_SAGE] = MAPID_SAGE, SkillStatusChangeTable[SL_CRUSADER] = MAPID_CRUSADER, SkillStatusChangeTable[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE, SkillStatusChangeTable[SL_KNIGHT] = MAPID_KNIGHT, SkillStatusChangeTable[SL_WIZARD] = MAPID_WIZARD, SkillStatusChangeTable[SL_PRIEST] = MAPID_PRIEST, SkillStatusChangeTable[SL_BARDDANCER] = MAPID_BARDDANCER, SkillStatusChangeTable[SL_ROGUE] = MAPID_ROGUE, SkillStatusChangeTable[SL_ASSASIN] = MAPID_ASSASSIN, SkillStatusChangeTable[SL_BLACKSMITH] = MAPID_BLACKSMITH, SkillStatusChangeTable[SL_HUNTER] = MAPID_HUNTER, SkillStatusChangeTable[SL_SOULLINKER] = MAPID_SOUL_LINKER, //Status that don't have a skill associated. StatusIconChangeTable[SC_WEIGHT50 ] = SI_WEIGHT50; StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION; StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION; StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION; StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION; StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; //Guild skills don't fit due to their range being beyond MAX_SKILL StatusIconChangeTable[SC_GUILDAURA] = SI_GUILDAURA; StatusIconChangeTable[SC_BATTLEORDERS] = SI_BATTLEORDERS; #undef set_sc if (!battle_config.display_hallucination) //Disable Hallucination. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; } /*========================================== * 精錬ボーナス *------------------------------------------ */ int status_getrefinebonus(int lv,int type) { if (lv >= 0 && lv < 5 && type >= 0 && type < 3) return refinebonus[lv][type]; return 0; } /*========================================== * Checks whether the src can use the skill on the target, * taking into account status/option of both source/target. [Skotlex] * flag: * 0 - Trying to use skill on target. * 1 - Cast bar is done. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. * target MAY Be null, in which case the checks are only to see * whether the source can cast or not the skill on the ground. *------------------------------------------ */ int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) { int mode, race, hide_flag; struct status_change *sc=NULL, *tsc; mode = src?status_get_mode(src):MD_CANATTACK; if (src && status_isdead(src)) return 0; if (!skill_num) { //Normal attack checks. if (!(mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] if (target && status_isdead(target)) return 0; } if (skill_num == PA_PRESSURE && flag) { //Gloria Avoids pretty much everything.... tsc = target?status_get_sc(target):NULL; if(tsc) { if (tsc->option&OPTION_HIDE) return 0; if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1) return 0; } return 1; } if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) && !(mode&MD_BOSS)) { //Basilica Check if (!skill_num) return 0; race = skill_get_inf(skill_num); if (race&INF_ATTACK_SKILL) return 0; if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) return 0; } if (src) sc = status_get_sc(src); if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) //When sc do not cancel casting, the spell should come out. return 0; if(sc && sc->count) { if ( (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER].timer != -1 && skill_num != KN_AUTOCOUNTER) || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL) || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION) ) return 0; if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag) { //Prevents skill usage against players? clif_emotion(src, 3); return 0; } if (sc->data[SC_BLADESTOP].timer != -1) { switch (sc->data[SC_BLADESTOP].val1) { case 1: return 0; case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; break; case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; break; case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; break; case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; break; default: return 0; } } if (skill_num && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) ) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || sc->data[SC_SILENCE].timer != -1 || sc->data[SC_STEELBODY].timer != -1 || sc->data[SC_BERSERK].timer != -1 || sc->data[SC_SKA].timer != -1 )) return 0; //Skill blocking. if ( (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) || (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) || (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || sc->data[SC_NOCHAT].timer != -1 ) return 0; if (flag!=2 && sc->data[SC_DANCING].timer != -1) { if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) return 0; if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION) return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } } } if (sc && sc->option) { if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP && skill_num != NJ_KIRIKAGE) return 0; // if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING) // return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex] if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) return 0; } if (target == NULL || target == src) //No further checking needed. return 1; tsc = status_get_sc(target); if(tsc && tsc->count) { if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) return 0; if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1) return 0; if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->data[SC_STONE].val2 == 0))) return 0; } race = src?status_get_race(src):0; //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. if(skill_get_pl(skill_num) == 2) hide_flag &= ~OPTION_HIDE; switch (target->type) { case BL_PC: { struct map_session_data *sd = (struct map_session_data*) target; if (pc_isinvisible(sd)) return 0; if (tsc->option&hide_flag && (sd->state.perfect_hiding || !(race == 4 || race == 6 || mode&MD_DETECTOR)) && !(mode&MD_BOSS)) return 0; } break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] if (mode&MD_LOOTER) return 1; else return 0; default: //Check for chase-walk/hiding/cloaking opponents. if (tsc && !(mode&MD_BOSS)) { if (tsc->option&hide_flag && !(race == 4 || race == 6 || mode&MD_DETECTOR)) return 0; } } return 1; } //Skotlex: Calculates the stats of the given pet. int status_calc_pet(struct map_session_data *sd, int first) { struct pet_data *pd; nullpo_retr(0, sd); if (sd->status.pet_id == 0 || sd->pd == NULL) return 1; pd = sd->pd; if (battle_config.pet_lv_rate && pd->status) { sd->pet.level = sd->status.base_level*battle_config.pet_lv_rate/100; if (sd->pet.level < 0) sd->pet.level = 1; if (pd->status->level != sd->pet.level || first) { if (!first) //Lv Up animation clif_misceffect(&pd->bl, 0); pd->status->level = sd->pet.level; pd->status->atk1 = (pd->db->atk1*pd->status->level)/pd->db->lv; pd->status->atk2 = (pd->db->atk2*pd->status->level)/pd->db->lv; pd->status->str = (pd->db->str*pd->status->level)/pd->db->lv; pd->status->agi = (pd->db->agi*pd->status->level)/pd->db->lv; pd->status->vit = (pd->db->vit*pd->status->level)/pd->db->lv; pd->status->int_ = (pd->db->int_*pd->status->level)/pd->db->lv; pd->status->dex = (pd->db->dex*pd->status->level)/pd->db->lv; pd->status->luk = (pd->db->luk*pd->status->level)/pd->db->lv; if (pd->status->atk1 > battle_config.pet_max_atk1) pd->status->atk1 = battle_config.pet_max_atk1; if (pd->status->atk2 > battle_config.pet_max_atk2) pd->status->atk2 = battle_config.pet_max_atk2; if (pd->status->str > battle_config.pet_max_stats) pd->status->str = battle_config.pet_max_stats; else if (pd->status->str < 1) pd->status->str = 1; if (pd->status->agi > battle_config.pet_max_stats) pd->status->agi = battle_config.pet_max_stats; else if (pd->status->agi < 1) pd->status->agi = 1; if (pd->status->vit > battle_config.pet_max_stats) pd->status->vit = battle_config.pet_max_stats; else if (pd->status->vit < 1) pd->status->vit = 1; if (pd->status->int_ > battle_config.pet_max_stats) pd->status->int_ = battle_config.pet_max_stats; else if (pd->status->int_ < 1) pd->status->int_ = 1; if (pd->status->dex > battle_config.pet_max_stats) pd->status->dex = battle_config.pet_max_stats; else if (pd->status->dex < 1) pd->status->dex = 1; if (pd->status->luk > battle_config.pet_max_stats) pd->status->luk = battle_config.pet_max_stats; else if (pd->status->luk < 1) pd->status->luk = 1; if (!first) //Not done the first time because the pet is not visible yet clif_send_petstatus(sd); } } //Support rate modifier (1000 = 100%) pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; if(battle_config.pet_support_rate != 100) pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; return 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 status_calc_pc(struct map_session_data* sd,int first) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] 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,refinedef=0; int str,dstr,dex; nullpo_retr(0, sd); if (++calculating > 10) //Too many recursive calls to status_calc_pc! return -1; 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->right_weapon.watk + sd->left_weapon.watk; b_def = sd->def; b_watk2 = sd->right_weapon.watk2 + sd->left_weapon.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?の計算 sd->max_weight = max_weight_base[sd->status.class_]+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++; } } // these are not zeroed. [zzo] sd->speed = DEFAULT_WALK_SPEED; sd->hprate=100; sd->sprate=100; sd->castrate=100; sd->delayrate=100; sd->dsprate=100; sd->aspd_rate = 100; sd->speed_rate = 100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->atk_rate = sd->matk_rate = 100; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->speed_add_rate = sd->aspd_add_rate = 100; // zeroed arays, order follows the order in map.h. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo] memset (sd->paramb, 0, sizeof(sd->paramb) + sizeof(sd->parame) + sizeof(sd->subele) + sizeof(sd->subrace) + sizeof(sd->subrace2) + sizeof(sd->subsize) + sizeof(sd->addeff) + sizeof(sd->addeff2) + sizeof(sd->reseff) + sizeof(sd->weapon_coma_ele) + sizeof(sd->weapon_coma_race) + sizeof(sd->weapon_atk) + sizeof(sd->weapon_atk_rate) + sizeof(sd->arrow_addele) + sizeof(sd->arrow_addrace) + sizeof(sd->arrow_addsize) + sizeof(sd->arrow_addeff) + sizeof(sd->arrow_addeff2) + sizeof(sd->magic_addele) + sizeof(sd->magic_addrace) + sizeof(sd->magic_addsize) + sizeof(sd->critaddrace) + sizeof(sd->expaddrace) + sizeof(sd->itemhealrate) + sizeof(sd->addeff3) + sizeof(sd->addeff3_type) + sizeof(sd->sp_gain_race) + sizeof(sd->unequip_losehp) + sizeof(sd->unequip_losesp) ); memset (&sd->right_weapon.watk, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.watk, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); memset(&sd->special_state,0,sizeof(sd->special_state)); sd->status.max_hp = 0; sd->status.max_sp = 0; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) + sizeof(sd->autospell2) + sizeof(sd->skillatk) + sizeof(sd->skillblown) + sizeof(sd->add_def) + sizeof(sd->add_mdef) + sizeof(sd->add_dmg) + sizeof(sd->add_mdmg) + sizeof(sd->add_drop) ); // vars zeroing. ints, shorts, chars. in that order. memset (&sd->hit, 0, sizeof(sd->hit) + sizeof(sd->flee) + sizeof(sd->flee2) + sizeof(sd->critical) + sizeof(sd->aspd) + sizeof(sd->def) + sizeof(sd->mdef) + sizeof(sd->def2) + sizeof(sd->mdef2) + sizeof(sd->def_ele) + sizeof(sd->matk1) + sizeof(sd->matk2) + sizeof(sd->base_atk) + sizeof(sd->arrow_atk) + sizeof(sd->arrow_ele) + sizeof(sd->arrow_cri) + sizeof(sd->arrow_hit) + sizeof(sd->arrow_range) + sizeof(sd->nhealhp) + sizeof(sd->nhealsp) + sizeof(sd->nshealhp) + sizeof(sd->nshealsp) + sizeof(sd->nsshealhp) + sizeof(sd->nsshealsp) + sizeof(sd->critical_def) + sizeof(sd->double_rate) + sizeof(sd->long_attack_atk_rate) + sizeof(sd->near_attack_def_rate) + sizeof(sd->long_attack_def_rate) + sizeof(sd->magic_def_rate) + sizeof(sd->misc_def_rate) + sizeof(sd->ignore_mdef_ele) + sizeof(sd->ignore_mdef_race) + sizeof(sd->perfect_hit) + sizeof(sd->perfect_hit_add) + sizeof(sd->get_zeny_rate) + sizeof(sd->get_zeny_num) + sizeof(sd->double_add_rate) + sizeof(sd->short_weapon_damage_return) + sizeof(sd->long_weapon_damage_return) + sizeof(sd->magic_damage_return) + sizeof(sd->random_attack_increase_add) + sizeof(sd->random_attack_increase_per) + sizeof(sd->break_weapon_rate) + sizeof(sd->break_armor_rate) + sizeof(sd->crit_atk_rate) + sizeof(sd->hp_loss_rate) + sizeof(sd->sp_loss_rate) + sizeof(sd->classchange) + sizeof(sd->setitem_hash) + sizeof(sd->setitem_hash2) // shorts + sizeof(sd->attackrange) + sizeof(sd->attackrange_) + sizeof(sd->splash_range) + sizeof(sd->splash_add_range) + sizeof(sd->add_steal_rate) + sizeof(sd->hp_loss_value) + sizeof(sd->sp_loss_value) + sizeof(sd->hp_loss_type) + sizeof(sd->sp_drain_type) + sizeof(sd->hp_gain_value) + sizeof(sd->sp_gain_value) + sizeof(sd->add_drop_count) + sizeof(sd->unbreakable) + sizeof(sd->unbreakable_equip) + sizeof(sd->unstripable_equip) + sizeof(sd->no_regen) + sizeof(sd->add_def_count) + sizeof(sd->add_mdef_count) + sizeof(sd->add_dmg_count) + sizeof(sd->add_mdmg_count) ); if(!sd->state.disguised && sd->disguise) { pc_stop_walking(sd,0); clif_clearchar(&sd->bl, 0); sd->disguise=0; clif_changeoption(&sd->bl); clif_spawnpc(sd); } for(i=0;i<10;i++) { current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == 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]) { int j,c; //Card script execution. if(sd->status.inventory[index].card[0]==0x00ff || sd->status.inventory[index].card[0]==0x00fe || sd->status.inventory[index].card[0]==(short)0xff00) continue; for(j=0;jinventory_data[index]->slot;j++){ // カ?ド current_equip_card_id= c= sd->status.inventory[index].card[j]; if(c>0){ if(i == 8 && sd->status.inventory[index].equip == 0x20) { //Left hand status. sd->state.lr_flag = 1; run_script(itemdb_equipscript(c),0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(itemdb_equipscript(c),0,sd->bl.id,0); if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; } } } } if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0) { // Pet struct pet_data *pd=sd->pd; if(pd && (!battle_config.pet_equip_required || pd->equip > 0) && pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets pc_bonus(sd,pd->bonus->type, pd->bonus->val); } memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard)); // ?備品によるステ?タス?化はここで?行 for(i=0;i<10;i++) { current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == 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]) continue; sd->def += sd->inventory_data[index]->def; if(sd->inventory_data[index]->type == 4) { int r,wlv = sd->inventory_data[index]->wlv; struct weapon_data *wd; if (wlv >= MAX_REFINE_BONUS) wlv = MAX_REFINE_BONUS - 1; if(i == 8 && sd->status.inventory[index].equip == 0x20) wd = &sd->left_weapon; // Left-hand weapon else wd = &sd->right_weapon; wd->watk += sd->inventory_data[index]->atk; wd->watk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0]; if((r-=refinebonus[wlv][2])>0) //Overrefine bonus. wd->overrefine = r*refinebonus[wlv][1]; if (wd == &sd->left_weapon) { sd->attackrange_ += sd->inventory_data[index]->range; sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else { sd->attackrange += sd->inventory_data[index]->range; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); } if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; if(sd->status.inventory[index].card[0]==0x00ff) { // Forged weapon wd->star += (sd->status.inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc_istop10fame( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wd->atk_ele) //Do not overwrite element from previous bonuses. wd->atk_ele = (sd->status.inventory[index].card[1]&0x0f); } } else if(sd->inventory_data[index]->type == 5) { refinedef += sd->status.inventory[index].refine*refinebonus[0][0]; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; } } if(sd->equip_index[10] >= 0){ // 矢 index = sd->equip_index[10]; if(sd->inventory_data[index]){ // Arrows sd->state.lr_flag = 2; run_script(sd->inventory_data[index]->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; sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->splash_range += sd->splash_add_range; if(sd->aspd_add_rate != 100) sd->aspd_rate += sd->aspd_add_rate-100; if(sd->speed_add_rate != 100) sd->speed_rate += sd->speed_add_rate-100; // Damage modifiers from weapon type sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; // ----- STATS CALCULATION ----- // Job bonuses for(i=0;i<(int)sd->status.job_level && istatus.class_][i]) sd->paramb[job_bonus[sd->status.class_][i]-1]++; } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ sd->paramb[0] += 10; sd->paramb[1] += 10; sd->paramb[2] += 10; sd->paramb[3] += 10; sd->paramb[4] += 10; sd->paramb[5] += 10; } // Absolute modifiers from passive skills if(pc_checkskill(sd,BS_HILTBINDING)>0) sd->paramb[0] ++; if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) sd->paramb[3] += (skill+1)/2; // +1 INT / 2 lv if((skill=pc_checkskill(sd,AC_OWL))>0) sd->paramb[4] += skill; // Improve Concentration adds a percentage of base stat + job bonus + equipment bonus, but not from card bonus nor status change bonus if(sd->sc.count && sd->sc.data[SC_CONCENTRATE].timer!=-1 && sd->sc.data[SC_QUAGMIRE].timer == -1){ 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; } // Absolute modifiers from status changes (only for PC) if(sd->sc.count){ if (sd->sc.data[SC_BATTLEORDERS].timer != -1) { sd->paramb[0] += 5; sd->paramb[3] += 5; sd->paramb[4] += 5; } if (sd->sc.data[SC_GUILDAURA].timer != -1) { int guildflag = sd->sc.data[SC_GUILDAURA].val4; for (i = 12; i >= 0; i -= 4) { skill = guildflag >> i; switch (i) { case 12: sd->paramb[0] += skill; break; case 8: sd->paramb[2] += skill; break; case 4: sd->paramb[1] += skill; break; case 0: sd->paramb[4] += skill; break; } guildflag ^= skill << i; } } } // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->paramb[0] = status_calc_str(&sd->bl,sd->paramb[0]); sd->paramb[1] = status_calc_agi(&sd->bl,sd->paramb[1]); sd->paramb[2] = status_calc_vit(&sd->bl,sd->paramb[2]); sd->paramb[3] = status_calc_int(&sd->bl,sd->paramb[3]); sd->paramb[4] = status_calc_dex(&sd->bl,sd->paramb[4]); sd->paramb[5] = status_calc_luk(&sd->bl,sd->paramb[5]); // Relative modifiers from status changes (only for PC) if(sd->sc.count){ if(sd->sc.data[SC_MARIONETTE].timer!=-1){ sd->paramb[0]-= sd->status.str/2; 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 = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3); if (psd) { // if partner is found bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] if (sd->status.str < bl) sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ? bl-sd->status.str : psd->status.str/2; if (sd->status.agi < bl) sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ? bl-sd->status.agi : psd->status.agi/2; if (sd->status.vit < bl) sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ? bl-sd->status.vit : psd->status.vit/2; if (sd->status.int_ < bl) sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ? bl-sd->status.int_ : psd->status.int_/2; if (sd->status.dex < bl) sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ? bl-sd->status.dex : psd->status.dex/2; if (sd->status.luk < bl) sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ? bl-sd->status.luk : psd->status.luk/2; } } } // Calculate total stats 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]; if(sd->sc.count){ if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_HIGH) { //Ups any status under 50 to 50. if (sd->paramc[0] < 50) { sd->paramb[0] += 50-sd->paramc[0]; sd->paramc[0] = 50; } if (sd->paramc[1] < 50) { sd->paramb[1] += 50-sd->paramc[1]; sd->paramc[1] = 50; } if (sd->paramc[2] < 50) { sd->paramb[2] += 50-sd->paramc[2]; sd->paramc[2] = 50; } if (sd->paramc[3] < 50) { sd->paramb[3] += 50-sd->paramc[3]; sd->paramc[3] = 50; } if (sd->paramc[4] < 50) { sd->paramb[4] += 50-sd->paramc[4]; sd->paramc[4] = 50; } if (sd->paramc[5] < 50) { sd->paramb[5] += 50-sd->paramc[5]; sd->paramc[5] = 50; } } } for(i=0;i<6;i++) if(sd->paramc[i] < 0) sd->paramc[i] = 0; if (sd->sc.count && sd->sc.data[SC_CURSE].timer!=-1) sd->paramc[5] = 0; // ------ BASE ATTACK CALCULATION ------ // Basic Base ATK value switch(sd->status.weapon){ case 11: // Bows case 13: // Musical Instruments case 14: // Whips case 17: // Revolver case 18: // Rifle case 19: // Shotgun case 20: //Gatling Gun case 21: //Grenade Launcher str = sd->paramc[4]; dex = sd->paramc[0]; break; default: str = sd->paramc[0]; dex = sd->paramc[4]; break; } dstr = str/10; sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) sd->base_atk += 4; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->base_atk = status_calc_batk(&sd->bl,sd->base_atk); if(sd->base_atk < 1) sd->base_atk = 1; // ----- WEAPON ATK CALCULATION ----- // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->right_weapon.watk = status_calc_watk(&sd->bl,sd->right_weapon.watk); if((index= sd->equip_index[8]) >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4) sd->left_weapon.watk = status_calc_watk(&sd->bl,sd->left_weapon.watk); // ----- WEAPON UPGRADE ATK CALCULATION ----- // Absolute modifiers from status changes (only for PC) if(sd->sc.count){ if(sd->sc.data[SC_NIBELUNGEN].timer!=-1){ index = sd->equip_index[9]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) sd->right_weapon.watk2 += 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->left_weapon.watk2 += sd->sc.data[SC_NIBELUNGEN].val2; } } // ----- MATK CALCULATION ----- // Basic MATK value 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; } // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->matk1 = status_calc_matk(&sd->bl,sd->matk1); sd->matk2 = status_calc_matk(&sd->bl,sd->matk2); // Apply relative modifiers from equipment if(sd->matk_rate != 100){ sd->matk1 = sd->matk1 * sd->matk_rate/100; sd->matk2 = sd->matk2 * sd->matk_rate/100; } // ----- CRIT CALCULATION ----- // Basic Crit value sd->critical += (sd->paramc[5]*3)+10; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->critical = status_calc_critical(&sd->bl,sd->critical); // Apply relative modifiers from equipment if(sd->critical_rate != 100) sd->critical = sd->critical * sd->critical_rate/100; if(sd->critical < 10) sd->critical = 10; // ----- HIT CALCULATION ----- // Basic Hit value sd->hit += sd->paramc[4] + sd->status.base_level; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) sd->hit += skill*2; if((skill=pc_checkskill(sd,AC_VULTURE))>0){ sd->hit += skill; if(sd->status.weapon == 11) sd->attackrange += skill; } if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18 || sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) sd->hit += 2*skill; if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18 || sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) { sd->hit += skill; sd->attackrange += skill; } // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->hit = status_calc_hit(&sd->bl,sd->hit); // Apply relative modifiers from equipment if(sd->hit_rate != 100) sd->hit = sd->hit * sd->hit_rate/100; if(sd->hit < 1) sd->hit = 1; // ----- FLEE CALCULATION ----- // Basic Flee value sd->flee += sd->paramc[1] + sd->status.base_level; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,TF_MISS))>0) sd->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill=pc_checkskill(sd,MO_DODGE))>0) sd->flee += (skill*3)>>1; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->flee = status_calc_flee(&sd->bl,sd->flee); // Apply relative modifiers from equipment if(sd->flee_rate != 100) sd->flee = sd->flee * sd->flee_rate/100; if(sd->flee < 1) sd->flee = 1; // ----- PERFECT DODGE CALCULATION ----- // Basic Perfect Dodge value sd->flee2 += sd->paramc[5]+10; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->flee2 = status_calc_flee2(&sd->bl,sd->flee2); // Apply relative modifiers from equipment if(sd->flee2_rate != 100) sd->flee2 = sd->flee2 * sd->flee2_rate/100; if(sd->flee2 < 10) sd->flee2 = 10; // ----- VIT-DEF CALCULATION ----- // Special fixed values from status changes if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) sd->def2 = 0; else if(sd->sc.count && sd->sc.data[SC_ETERNALCHAOS].timer!=-1) sd->def2 = 0; else { // Basic VIT-DEF value sd->def2 += sd->paramc[2]; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->def2 = status_calc_def2(&sd->bl,sd->def2); // Apply relative modifiers from equipment if(sd->def2_rate != 100) sd->def2 = sd->def2 * sd->def2_rate/100; if(sd->def2 < 1) sd->def2 = 1; } // ----- EQUIPMENT-DEF CALCULATION ----- // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->def = status_calc_def(&sd->bl,sd->def); // Apply relative modifiers from equipment if(sd->def_rate != 100) sd->def = sd->def * sd->def_rate/100; if(sd->def < 0) sd->def = 0; else if (!battle_config.player_defense_type && sd->def > battle_config.max_def) { sd->def2 += battle_config.over_def_bonus*(sd->def -battle_config.max_def); sd->def = battle_config.max_def; } // ----- INT-MDEF CALCULATION ----- // Special fixed values from status changes if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) sd->mdef2 = 0; else { // Basic INT-MDEF value sd->mdef2 += sd->paramc[3]; // sd->mdef2 = status_calc_mdef2(&sd->bl,sd->mdef2); // Apply relative modifiers from equipment if(sd->mdef2_rate != 100) sd->mdef2 = sd->mdef2 * sd->mdef2_rate/100; if(sd->mdef2 < 1) sd->mdef2 = 1; } // ----- EQUIPMENT-MDEF CALCULATION ----- // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->mdef = status_calc_mdef(&sd->bl,sd->mdef); // Apply relative modifiers from equipment if(sd->mdef_rate != 100) sd->mdef = sd->mdef * sd->mdef_rate/100; if(sd->mdef < 0) sd->mdef = 0; else if (!battle_config.player_defense_type && sd->mdef > battle_config.max_def) { sd->mdef2 += battle_config.over_def_bonus*(sd->mdef -battle_config.max_def); sd->mdef = battle_config.max_def; } // ----- WALKING SPEED CALCULATION ----- // Relative, then absolute modifiers from status changes (shared between PC and NPC) sd->speed = status_calc_speed(&sd->bl,sd->speed); // Relative modifiers from passive skills if((skill=pc_checkskill(sd,TF_MISS))>0 && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && sd->sc.data[SC_CLOAKING].timer==-1) sd->speed -= sd->speed * skill/100; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) sd->speed -= sd->speed * 25/100; if(pc_ishiding(sd) && (skill=pc_checkskill(sd,RG_TUNNELDRIVE))>0) sd->speed += sd->speed * (100-16*skill)/100; if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0) sd->speed += sd->speed * (100-10*skill)/100; if(sd->ud.skilltimer != -1 && (skill=pc_checkskill(sd,SA_FREECAST))>0) { sd->prev_speed = sd->speed; //Store previous speed to correctly restore it. [Skotlex] sd->speed += sd->speed * (75-5*skill)/100; } if(sd->sc.count && sd->sc.data[SC_DANCING].timer!=-1){ int s_rate = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_BARDDANCER) s_rate -= 40; //TODO: Figure out real bonus rate. if (sd->sc.data[SC_LONGING].timer!=-1) s_rate -= 20 * sd->sc.data[SC_LONGING].val1; sd->speed += sd->speed * s_rate/100; } if(sd->sc.data[SC_FUSION].timer != -1) //Additional movement speed from SG_FUSION [Komurka] sd->speed -= sd->speed * 25/100; // Apply relative modifiers from equipment if(sd->speed_rate != 100) sd->speed = sd->speed*sd->speed_rate/100; if(sd->speed < battle_config.max_walk_speed) sd->speed = battle_config.max_walk_speed; // ----- ASPD CALCULATION ----- // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value if (sd->status.weapon <= MAX_WEAPON_TYPE) sd->aspd += aspd_base[sd->status.class_][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->status.weapon]/1000; else sd->aspd += ( (aspd_base[sd->status.class_][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype1]/1000) + (aspd_base[sd->status.class_][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[sd->status.class_][sd->weapontype2]/1000) ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] // Relative modifiers from passive skills if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0) sd->aspd_rate -= (skill/2); if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) sd->aspd_rate -= (skill*3); if(pc_isriding(sd)) sd->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY); if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon == 17 || sd->status.weapon == 18 || sd->status.weapon == 19 || sd->status.weapon == 20 || sd->status.weapon == 21)) sd->aspd_rate -= (int)(skill / 2); // Relative modifiers from status changes (shared between PC and NPC) sd->aspd_rate = status_calc_aspd_rate(&sd->bl,sd->aspd_rate); // Apply all relative modifiers if(sd->aspd_rate != 100) sd->aspd = sd->aspd*sd->aspd_rate/100; if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd; sd->amotion = sd->aspd; // ----- HP MAX AND REGEN CALCULATION ----- // Basic MaxHP value // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex] bl = sd->status.base_level; index = (3500 + bl*hp_coefficient2[sd->status.class_] + hp_sigma_val[sd->status.class_][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]); if (sd->class_&JOBL_UPPER) index += index * 30/100; else if (sd->class_&JOBL_BABY) index -= index * 30/100; if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) index *= 3; //Triple max HP for top ranking Taekwons over level 90. sd->status.max_hp += index; if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) sd->status.max_hp = sd->status.max_hp + 2000; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,CR_TRUST))>0) sd->status.max_hp += skill*200; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->status.max_hp = status_calc_maxhp(&sd->bl,sd->status.max_hp); // Apply relative modifiers from equipment if(sd->hprate!=100) sd->status.max_hp = sd->status.max_hp * sd->hprate/100; if(battle_config.hp_rate != 100) sd->status.max_hp = sd->status.max_hp * battle_config.hp_rate/100; if (sd->status.max_hp < 0) //HP overflow?? sd->status.max_hp = battle_config.max_hp; else if(sd->status.max_hp > battle_config.max_hp) sd->status.max_hp = battle_config.max_hp; else if(sd->status.max_hp == 0) sd->status.max_hp = 1; if(sd->status.hp>sd->status.max_hp) sd->status.hp=sd->status.max_hp; // Basic natural HP regeneration value sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200); // Apply relative modifiers from equipment if(sd->hprecov_rate != 100) sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100; if(sd->nhealhp < 1) sd->nhealhp = 1; if(sd->nhealhp > 0x7fff) sd->nhealhp = 0x7fff; // Skill-related HP recovery if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500); // Skill-related HP recovery (only when sit) if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500); if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest == 1) sd->nsshealhp = skill*30 + (sd->status.max_hp*skill/500); if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff; if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff; // ----- SP MAX AND REGEN CALCULATION ----- // Basic MaxSP value // here we recycle variable index, and do this calc apart to avoid mixing up the 30% bonus with card bonuses. [Skotlex] index = ((sp_coefficient[sd->status.class_] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]); if (sd->class_&JOBL_UPPER) index += index * 30/100; else if (sd->class_&JOBL_BABY) index -= index * 30/100; if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_istop10fame(sd->char_id, MAPID_TAEKWON)) index *= 3; //Triple max SP for top ranking Taekwons over level 90. sd->status.max_sp += index; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,SL_KAINA))>0) sd->status.max_sp += 30*skill; if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) sd->status.max_sp += sd->status.max_sp * skill/100; if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) sd->status.max_sp += sd->status.max_sp * 2*skill/100; // Absolute, then relative modifiers from status changes (shared between PC and NPC) sd->status.max_sp = status_calc_maxsp(&sd->bl,sd->status.max_sp); // Apply relative modifiers from equipment if(sd->sprate!=100) sd->status.max_sp = sd->status.max_sp * sd->sprate/100; if(battle_config.sp_rate != 100) sd->status.max_sp = sd->status.max_sp * battle_config.sp_rate/100; if(sd->status.max_sp > battle_config.max_sp) sd->status.max_sp = battle_config.max_sp; else if(sd->status.max_sp <= 0) sd->status.max_sp = 1; if(sd->status.sp>sd->status.max_sp) sd->status.sp=sd->status.max_sp; if(sd->sc.data[SC_DANCING].timer==-1){ // Basic natural SP regeneration value 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; // Relative modifiers from passive skills if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) sd->nhealsp += sd->nhealsp * 3*skill/100; // Apply relative modifiers from equipment if(sd->sprecov_rate != 100) sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100; if(sd->nhealsp < 1) sd->nhealsp = 1; if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff; // Skill-related SP recovery if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0) sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500); // Skill-related SP recovery (only when sit) if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500); if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest == 1) { sd->nsshealsp = skill*3 + (sd->status.max_sp*skill/500); if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100; } if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff; if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff; } // ----- MISC CALCULATIONS ----- //Even though people insist this is too slow, packet data reports this is the actual real equation. sd->dmotion = 800-sd->paramc[1]*4; if(sd->dmotion<400) sd->dmotion = 400; // Weight if((skill=pc_checkskill(sd,MC_INCCARRY))>0) sd->max_weight += 2000*skill; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) sd->max_weight += 10000; if(sd->sc.data[SC_KNOWLEDGE].timer != -1) sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10; // Skill SP cost if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill; if(sd->sc.count){ if(sd->sc.data[SC_SERVICE4U].timer!=-1) sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3; } if(sd->dsprate < 0) sd->dsprate = 0; // Anti-element and anti-race if((skill=pc_checkskill(sd,CR_TRUST))>0) sd->subele[6] += skill*5; if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[0] += skill; sd->subele[3] += skill*4; } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ skill = skill*4; sd->right_weapon.addrace[9]+=skill; sd->left_weapon.addrace[9]+=skill; sd->magic_addrace[9]+=skill; sd->subrace[9]+=skill; } if(sd->sc.count){ if(sd->sc.data[SC_SIEGFRIED].timer!=-1){ sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2; sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2; } if(sd->sc.data[SC_PROVIDENCE].timer!=-1){ sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2; sd->subrace[6] += sd->sc.data[SC_PROVIDENCE].val2; } } // ----- CLIENT-SIDE REFRESH ----- if(first&1) { //Since this is the initial loading, the Falcon and Peco icons must be loaded. [Skotlex] if (sd->sc.option&OPTION_FALCON) clif_status_load(&sd->bl, SI_FALCON, 1); if (sd->sc.option&OPTION_RIDING) clif_status_load(&sd->bl, SI_RIDING, 1); } if(first&4) { calculating = 0; 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); } calculating = 0; return 0; } if(sd->sc.data[SC_WEDDING].timer != -1 && sd->view_class != JOB_WEDDING) sd->view_class=JOB_WEDDING; if(sd->sc.data[SC_XMAS].timer != -1 && sd->view_class != JOB_XMAS) sd->view_class=JOB_XMAS; 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 //Restoring cloth dye color after the view class changes. [Skotlex] // Added Xmas Suit [Valaris] if(battle_config.save_clothcolor && sd->status.clothes_color > 0 && ((sd->view_class != JOB_WEDDING && sd->view_class !=JOB_XMAS) || (sd->view_class==JOB_WEDDING && !battle_config.wedding_ignorepalette) || (sd->view_class==JOB_XMAS && !battle_config.xmas_ignorepalette))) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); } if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) clif_skillinfoblock(sd); 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->right_weapon.watk + sd->left_weapon.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->right_weapon.watk2 + sd->left_weapon.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); calculating = 0; return 0; } /*========================================== * Apply shared stat mods from status changes [DracoRPG] *------------------------------------------ */ int status_calc_str(struct block_list *bl, int str) { struct status_change *sc; nullpo_retr(str,bl); sc= status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) str += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCSTR].timer!=-1) str += sc->data[SC_INCSTR].val1; if(sc->data[SC_STRFOOD].timer!=-1) str += sc->data[SC_STRFOOD].val1; if(sc->data[SC_LOUD].timer!=-1) str += 4; if(sc->data[SC_TRUESIGHT].timer!=-1) str += 5; if(sc->data[SC_SPURT].timer!=-1) str += 10; //Bonus is +!0 regardless of skill level if(sc->data[SC_BLESSING].timer != -1){ int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) str >>= 1; else str += sc->data[SC_BLESSING].val1; } } return str; } int status_calc_agi(struct block_list *bl, int agi) { struct status_change *sc; nullpo_retr(agi,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) agi += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCAGI].timer!=-1) agi += sc->data[SC_INCAGI].val1; if(sc->data[SC_AGIFOOD].timer!=-1) agi += sc->data[SC_AGIFOOD].val1; if(sc->data[SC_TRUESIGHT].timer!=-1) agi += 5; if(sc->data[SC_INCREASEAGI].timer!=-1) agi += 2 + sc->data[SC_INCREASEAGI].val1; if(sc->data[SC_DECREASEAGI].timer!=-1) agi -= 2 + sc->data[SC_DECREASEAGI].val1; if(sc->data[SC_QUAGMIRE].timer!=-1) agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10); if(sc->data[SC_SUITON].timer!=-1) agi -= sc->data[SC_SUITON].val2; if(sc->data[SC_INCREASING].timer!=-1) agi += 4; // added based on skill updates [Reddozen] } return agi; } int status_calc_vit(struct block_list *bl, int vit) { struct status_change *sc; nullpo_retr(vit,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) vit += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCVIT].timer!=-1) vit += sc->data[SC_INCVIT].val1; if(sc->data[SC_VITFOOD].timer!=-1) vit += sc->data[SC_VITFOOD].val1; if(sc->data[SC_TRUESIGHT].timer!=-1) vit += 5; if(sc->data[SC_STRIPARMOR].timer!=-1 && bl->type != BL_PC) vit -= vit * 8*sc->data[SC_STRIPARMOR].val1/100; } return vit; } int status_calc_int(struct block_list *bl, int int_) { struct status_change *sc; nullpo_retr(int_,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) int_ += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCINT].timer!=-1) int_ += sc->data[SC_INCINT].val1; if(sc->data[SC_INTFOOD].timer!=-1) int_ += sc->data[SC_INTFOOD].val1; if(sc->data[SC_TRUESIGHT].timer!=-1) int_ += 5; if(sc->data[SC_BLESSING].timer != -1){ int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) int_ >>= 1; else int_ += sc->data[SC_BLESSING].val1; } if(sc->data[SC_STRIPHELM].timer!=-1 && bl->type != BL_PC) int_ -= int_ * 8*sc->data[SC_STRIPHELM].val1/100; } return int_; } int status_calc_dex(struct block_list *bl, int dex) { struct status_change *sc; nullpo_retr(dex,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) dex += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCDEX].timer!=-1) dex += sc->data[SC_INCDEX].val1; if(sc->data[SC_DEXFOOD].timer!=-1) dex += sc->data[SC_DEXFOOD].val1; if(sc->data[SC_TRUESIGHT].timer!=-1) dex += 5; if(sc->data[SC_QUAGMIRE].timer!=-1) dex -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10); if(sc->data[SC_BLESSING].timer != -1){ int race = status_get_race(bl); if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) dex >>= 1; else dex += sc->data[SC_BLESSING].val1; } if(sc->data[SC_INCREASING].timer!=-1) dex += 4; // added based on skill updates [Reddozen] } return dex; } int status_calc_luk(struct block_list *bl, int luk) { struct status_change *sc; nullpo_retr(luk,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCALLSTATUS].timer!=-1) luk += sc->data[SC_INCALLSTATUS].val1; if(sc->data[SC_INCLUK].timer!=-1) luk += sc->data[SC_INCLUK].val1; if(sc->data[SC_LUKFOOD].timer!=-1) luk += sc->data[SC_LUKFOOD].val1; if(sc->data[SC_TRUESIGHT].timer!=-1) luk += 5; if(sc->data[SC_GLORIA].timer!=-1) luk += 30; } return luk; } int status_calc_batk(struct block_list *bl, int batk) { struct status_change *sc; nullpo_retr(batk,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_ATKPOTION].timer!=-1) batk += sc->data[SC_ATKPOTION].val1; if(sc->data[SC_BATKFOOD].timer!=-1) batk += sc->data[SC_BATKFOOD].val1; if(sc->data[SC_INCATKRATE].timer!=-1) batk += batk * sc->data[SC_INCATKRATE].val1/100; if(sc->data[SC_PROVOKE].timer!=-1) batk += batk * (2+3*sc->data[SC_PROVOKE].val1)/100; if(sc->data[SC_CONCENTRATION].timer!=-1) batk += batk * 5*sc->data[SC_CONCENTRATION].val1/100; if(sc->data[SC_SKE].timer!=-1) batk += batk * 3; if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4) batk -= batk * 25/100; if(sc->data[SC_CURSE].timer!=-1) batk -= batk * 25/100; //Curse shouldn't effect on this? // if(sc->data[SC_BLEEDING].timer != -1) // batk -= batk * 25/100; if(sc->data[SC_MADNESSCANCEL].timer!=-1) batk += 100; } return batk; } int status_calc_watk(struct block_list *bl, int watk) { struct status_change *sc; nullpo_retr(watk,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_IMPOSITIO].timer!=-1) watk += 5*sc->data[SC_IMPOSITIO].val1; if(sc->data[SC_WATKFOOD].timer!=-1) watk += sc->data[SC_WATKFOOD].val1; if(sc->data[SC_DRUMBATTLE].timer!=-1) watk += sc->data[SC_DRUMBATTLE].val2; if(sc->data[SC_VOLCANO].timer!=-1 && status_get_elem_type(bl)==3) watk += sc->data[SC_VOLCANO].val3; if(sc->data[SC_INCATKRATE].timer!=-1) watk += watk * sc->data[SC_INCATKRATE].val1/100; if(sc->data[SC_PROVOKE].timer!=-1) watk += watk * (2+3*sc->data[SC_PROVOKE].val1)/100; if(sc->data[SC_CONCENTRATION].timer!=-1) watk += watk * 5*sc->data[SC_CONCENTRATION].val1/100; if(sc->data[SC_SKE].timer!=-1) watk += watk * 3; if(sc->data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8) watk += sc->data[SC_NIBELUNGEN].val2; if(sc->data[SC_CURSE].timer!=-1) watk -= watk * 25/100; if(sc->data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC) watk -= watk * 5*sc->data[SC_STRIPWEAPON].val1/100; } return watk; } int status_calc_matk(struct block_list *bl, int matk) { struct status_change *sc; nullpo_retr(matk,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_MATKPOTION].timer!=-1) matk += sc->data[SC_MATKPOTION].val1; if(sc->data[SC_MATKFOOD].timer!=-1) matk += sc->data[SC_MATKFOOD].val1; if(sc->data[SC_MAGICPOWER].timer!=-1) matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100; if(sc->data[SC_MINDBREAKER].timer!=-1) matk += matk * 20*sc->data[SC_MINDBREAKER].val1/100; if(sc->data[SC_INCMATKRATE].timer!=-1) matk += matk * sc->data[SC_INCMATKRATE].val1/100; } return matk; } int status_calc_critical(struct block_list *bl, int critical) { struct status_change *sc; nullpo_retr(critical,bl); sc = status_get_sc(bl); if(sc && sc->count){ if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) critical += sc->data[SC_EXPLOSIONSPIRITS].val2; if (sc->data[SC_FORTUNE].timer!=-1) critical += sc->data[SC_FORTUNE].val2*10; if (sc->data[SC_TRUESIGHT].timer!=-1) critical += sc->data[SC_TRUESIGHT].val1*10; if(sc->data[SC_CLOAKING].timer!=-1) critical += critical; } return critical; } int status_calc_hit(struct block_list *bl, int hit) { struct status_change *sc; nullpo_retr(hit,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCHIT].timer != -1) hit += sc->data[SC_INCHIT].val1; if(sc->data[SC_HITFOOD].timer!=-1) hit += sc->data[SC_HITFOOD].val1; if(sc->data[SC_TRUESIGHT].timer != -1) hit += 3*sc->data[SC_TRUESIGHT].val1; if(sc->data[SC_HUMMING].timer!=-1) hit += sc->data[SC_HUMMING].val2; if(sc->data[SC_CONCENTRATION].timer != -1) hit += 10*sc->data[SC_CONCENTRATION].val1; if(sc->data[SC_INCHITRATE].timer != -1) hit += hit * sc->data[SC_INCHITRATE].val1/100; if(sc->data[SC_BLIND].timer != -1) hit -= hit * 25 / 100; if(sc->data[SC_ADJUSTMENT].timer!=-1) hit += 30; if(sc->data[SC_INCREASING].timer!=-1) hit += 20; // RockmanEXE; changed based on updated [Reddozen] } return hit; } int status_calc_flee(struct block_list *bl, int flee) { struct status_change *sc; nullpo_retr(flee,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_INCFLEE].timer!=-1) flee += sc->data[SC_INCFLEE].val1; if(sc->data[SC_FLEEFOOD].timer!=-1) flee += sc->data[SC_FLEEFOOD].val1; if(sc->data[SC_WHISTLE].timer!=-1) flee += sc->data[SC_WHISTLE].val2; if(sc->data[SC_WINDWALK].timer!=-1) flee += sc->data[SC_WINDWALK].val2; if(sc->data[SC_INCFLEERATE].timer!=-1) flee += flee * sc->data[SC_INCFLEERATE].val1/100; if(sc->data[SC_VIOLENTGALE].timer!=-1 && status_get_elem_type(bl)==4) flee += flee * sc->data[SC_VIOLENTGALE].val3/100; if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka] flee += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10; if(sc->data[SC_CLOSECONFINE].timer!=-1) flee += 10; if(sc->data[SC_SPIDERWEB].timer!=-1) flee -= flee * 50/100; if(sc->data[SC_BERSERK].timer!=-1) flee -= flee * 50/100; if(sc->data[SC_BLIND].timer!=-1) flee -= flee * 25/100; if(sc->data[SC_ADJUSTMENT].timer!=-1) flee += 30; if(sc->data[SC_GATLINGFEVER].timer!=-1) flee -= sc->data[SC_GATLINGFEVER].val1*5; } if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex] flee -= flee * battle_config.gvg_flee_penalty/100; return flee; } int status_calc_flee2(struct block_list *bl, int flee2) { struct status_change *sc; nullpo_retr(flee2,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_WHISTLE].timer!=-1) flee2 += sc->data[SC_WHISTLE].val3*10; } return flee2; } int status_calc_def(struct block_list *bl, int def) { struct status_change *sc; nullpo_retr(def,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_BERSERK].timer!=-1) return 0; if(sc->data[SC_KEEPING].timer!=-1) return 100; if(sc->data[SC_STEELBODY].timer!=-1) return 90; if(sc->data[SC_SKA].timer != -1) // [marquis007] return 90; if(sc->data[SC_DRUMBATTLE].timer!=-1) def += sc->data[SC_DRUMBATTLE].val3; if(sc->data[SC_INCDEFRATE].timer!=-1) def += def * sc->data[SC_INCDEFRATE].val1/100; if(sc->data[SC_SIGNUMCRUCIS].timer!=-1) def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100; if(sc->data[SC_CONCENTRATION].timer!=-1) def -= def * 5*sc->data[SC_CONCENTRATION].val1/100; if(sc->data[SC_SKE].timer!=-1) def -= def * 50/100; if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. def -= def * (5+5*sc->data[SC_PROVOKE].val1)/100; if(sc->data[SC_STRIPSHIELD].timer!=-1 && bl->type != BL_PC) def -= def * 3*sc->data[SC_STRIPSHIELD].val1/100; } return def; } int status_calc_def2(struct block_list *bl, int def2) { struct status_change *sc; nullpo_retr(def2,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_BERSERK].timer!=-1) return 0; if(sc->data[SC_ETERNALCHAOS].timer!=-1) return 0; if(sc->data[SC_SUN_COMFORT].timer!=-1) def2 += (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/2; if(sc->data[SC_ANGELUS].timer!=-1) def2 += def2 * (10+5*sc->data[SC_ANGELUS].val1)/100; if(sc->data[SC_CONCENTRATION].timer!=-1) def2 -= def2 * 5*sc->data[SC_CONCENTRATION].val1/100; if(sc->data[SC_POISON].timer!=-1) def2 -= def2 * 25/100; if(sc->data[SC_SKE].timer!=-1) def2 -= def2 * 50/100; if(sc->data[SC_PROVOKE].timer!=-1) def2 -= def2 * (5+5*sc->data[SC_PROVOKE].val1)/100; if(sc->data[SC_JOINTBEAT].timer!=-1){ if(sc->data[SC_JOINTBEAT].val2==3) def2 -= def2 * 50/100; else if(sc->data[SC_JOINTBEAT].val2==4) def2 -= def2 * 25/100; } } return def2; } int status_calc_mdef(struct block_list *bl, int mdef) { struct status_change *sc; nullpo_retr(mdef,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_BERSERK].timer!=-1) return 0; if(sc->data[SC_BARRIER].timer!=-1) return 100; if(sc->data[SC_STEELBODY].timer!=-1) return 90; if(sc->data[SC_SKA].timer != -1) // [marquis007] return 90; // should it up mdef too? if(sc->data[SC_ENDURE].timer!=-1) mdef += sc->data[SC_ENDURE].val1; } return mdef; } int status_calc_mdef2(struct block_list *bl, int mdef2) { struct status_change *sc; nullpo_retr(mdef2,bl); sc = status_get_sc(bl); if(sc && sc->count){ if(sc->data[SC_BERSERK].timer!=-1) return 0; if(sc->data[SC_MINDBREAKER].timer!=-1) mdef2 -= mdef2 * 12*sc->data[SC_MINDBREAKER].val1/100; } return mdef2; } int status_calc_speed(struct block_list *bl, int speed) { struct status_change *sc; sc = status_get_sc(bl); if(sc && sc->count) { if(sc->data[SC_CURSE].timer!=-1) speed += 450; if(sc->data[SC_SWOO].timer != -1) // [marquis007] speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) if(sc->data[SC_WEDDING].timer!=-1) speed += speed; if(sc->data[SC_SPEEDUP1].timer!=-1) speed -= speed*50/100; else if(sc->data[SC_SPEEDUP0].timer!=-1) speed -= speed*25/100; else if(sc->data[SC_INCREASEAGI].timer!=-1) speed -= speed * 25/100; else if(sc->data[SC_CARTBOOST].timer!=-1) speed -= speed * 20/100; else if(sc->data[SC_BERSERK].timer!=-1) speed -= speed * 20/100; else if(sc->data[SC_WINDWALK].timer!=-1) speed -= speed * 4*sc->data[SC_WINDWALK].val2/100; if(sc->data[SC_SLOWDOWN].timer!=-1) speed += speed * 50/100; if(sc->data[SC_DECREASEAGI].timer!=-1) speed += speed * 25/100; if(sc->data[SC_STEELBODY].timer!=-1) speed += speed * 25/100; if(sc->data[SC_SKA].timer!=-1) speed += speed * 25/100; if(sc->data[SC_QUAGMIRE].timer!=-1) speed += speed * 50/100; if(sc->data[SC_DONTFORGETME].timer!=-1) speed += speed * sc->data[SC_DONTFORGETME].val3/100; if(sc->data[SC_DEFENDER].timer!=-1) speed += speed * (55-5*sc->data[SC_DEFENDER].val1)/100; if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) speed += speed * 25/100; if(sc->data[SC_JOINTBEAT].timer!=-1) { if (sc->data[SC_JOINTBEAT].val2 == 0) speed += speed * 50/100; else if (sc->data[SC_JOINTBEAT].val2 == 2) speed += speed * 30/100; } if(sc->data[SC_CLOAKING].timer!=-1) speed = speed * (sc->data[SC_CLOAKING].val3-3*sc->data[SC_CLOAKING].val1) /100; if(sc->data[SC_CHASEWALK].timer!=-1) speed = speed * sc->data[SC_CHASEWALK].val3/100; if(sc->data[SC_RUN].timer!=-1)/*駆け足による速度変化*/ speed -= speed * 25/100; if(sc->data[SC_GATLINGFEVER].timer!=-1) speed += speed * 25/100; } return speed; } int status_calc_aspd_rate(struct block_list *bl, int aspd_rate) { struct status_change *sc; sc = status_get_sc(bl); if(sc && sc->count) { int i; if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1){ if(sc->data[SC_TWOHANDQUICKEN].timer!=-1) aspd_rate -= 30; else if(sc->data[SC_ONEHAND].timer!=-1) aspd_rate -= 30; else if(sc->data[SC_ADRENALINE2].timer!=-1) aspd_rate -= (sc->data[SC_ADRENALINE2].val2 || !battle_config.party_skill_penalty)?30:20; else if(sc->data[SC_ADRENALINE].timer!=-1) aspd_rate -= (sc->data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)?30:20; else if(sc->data[SC_SPEARSQUICKEN].timer!=-1) aspd_rate -= sc->data[SC_SPEARSQUICKEN].val2; else if(sc->data[SC_ASSNCROS].timer!=-1 && (bl->type!=BL_PC || ((struct map_session_data*)bl)->status.weapon != 11)) aspd_rate -= sc->data[SC_ASSNCROS].val2; } if(sc->data[SC_BERSERK].timer!=-1) aspd_rate -= 30; if(sc->data[i=SC_ASPDPOTION3].timer!=-1 || sc->data[i=SC_ASPDPOTION2].timer!=-1 || sc->data[i=SC_ASPDPOTION1].timer!=-1 || sc->data[i=SC_ASPDPOTION0].timer!=-1) aspd_rate -= sc->data[i].val2; if(sc->data[SC_DONTFORGETME].timer!=-1) aspd_rate += sc->data[SC_DONTFORGETME].val2; if(sc->data[SC_STEELBODY].timer!=-1) aspd_rate += 25; if(sc->data[SC_SKA].timer!=-1) aspd_rate += 25; if(sc->data[SC_DEFENDER].timer != -1) aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5; if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) aspd_rate += 25; if(sc->data[SC_GRAVITATION].timer!=-1) aspd_rate += sc->data[SC_GRAVITATION].val2; //Curse shouldn't effect on this? // if(sc->data[SC_BLEEDING].timer != -1) // aspd_rate += 25; if(sc->data[SC_JOINTBEAT].timer!=-1) { if (sc->data[SC_JOINTBEAT].val2 == 1) aspd_rate += 25; else if (sc->data[SC_JOINTBEAT].val2 == 2) aspd_rate += 10; } if(sc->data[SC_STAR_COMFORT].timer!=-1) aspd_rate -= (status_get_lv(bl) + status_get_dex(bl) + status_get_luk(bl))/10; if(sc->data[SC_MADNESSCANCEL].timer!=-1) aspd_rate -= 20; if(sc->data[SC_GATLINGFEVER].timer!=-1) aspd_rate -= sc->data[SC_GATLINGFEVER].val1*2; } return aspd_rate; } int status_calc_maxhp(struct block_list *bl, int maxhp) { struct status_change *sc; sc = status_get_sc(bl); if(sc && sc->count) { if(sc->data[SC_INCMHPRATE].timer!=-1) maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100; if(sc->data[SC_APPLEIDUN].timer!=-1) maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100; if(sc->data[SC_DELUGE].timer!=-1 && status_get_elem_type(bl)==1) maxhp += maxhp * deluge_eff[sc->data[SC_DELUGE].val1-1]/100; if(sc->data[SC_BERSERK].timer!=-1) maxhp += maxhp * 2; } return maxhp; } int status_calc_maxsp(struct block_list *bl, int maxsp) { struct status_change *sc; sc = status_get_sc(bl); if(sc && sc->count) { if(sc->data[SC_INCMSPRATE].timer!=-1) maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100; if(sc->data[SC_SERVICE4U].timer!=-1) maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100; } return maxsp; } /*========================================== * For quick calculating [Celest] Adapted by [Skotlex] *------------------------------------------ */ int status_quick_recalc_speed(struct map_session_data *sd, int skill_num, int skill_lv, char start) { /* [Skotlex] This function individually changes a character's speed upon a skill change and restores it upon it's ending. Should only be used on non-inclusive skills to avoid exploits. Currently used for freedom of cast and when cloaking changes it's val3 (in which case the new val3 value comes in the level. */ int b_speed; b_speed = sd->speed; switch (skill_num) { case SA_FREECAST: if (start) { sd->prev_speed = sd->speed; sd->speed = sd->speed*(175 - skill_lv*5)/100; } else sd->speed = sd->prev_speed; break; case AS_CLOAKING: if (start && sd->sc.data[SC_CLOAKING].timer != -1) { //There shouldn't be an "stop" case here. //If the previous upgrade was //SPEED_ADD_RATE(3*sd->sc.data[SC_CLOAKING].val1 -sd->sc.data[SC_CLOAKING].val3); //Then just changing val3 should be a net difference of.... if (3*sd->sc.data[SC_CLOAKING].val1 != sd->sc.data[SC_CLOAKING].val3) //This reverts the previous value. sd->speed = sd->speed * 100 /(sd->sc.data[SC_CLOAKING].val3-3*sd->sc.data[SC_CLOAKING].val1); sd->sc.data[SC_CLOAKING].val3 = skill_lv; sd->speed = sd->speed * (sd->sc.data[SC_CLOAKING].val3-sd->sc.data[SC_CLOAKING].val1*3) /100; } break; } if(sd->speed < battle_config.max_walk_speed) sd->speed = battle_config.max_walk_speed; if(b_speed != sd->speed) clif_updatestatus(sd,SP_SPEED); return 0; } /*========================================== * 対象のClassを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_class(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->class_; if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.class_; if(bl->type==BL_PET) return ((struct pet_data *)bl)->class_; return 0; } /*========================================== * 対象のレベルを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_lv(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->level; if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.base_level; if(bl->type==BL_PET) return ((struct pet_data *)bl)->msd->pet.level; return 0; } /*========================================== * 対象の射程を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_range(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->range; if(bl->type==BL_PC) return ((struct map_session_data *)bl)->attackrange; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->range; return 0; } /*========================================== * 対象のHPを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_hp(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->hp; if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.hp; return 1; } /*========================================== * 対象のMHPを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_max_hp(struct block_list *bl) { nullpo_retr(1, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.max_hp; else { int max_hp = 1; if(bl->type == BL_MOB) { struct mob_data *md; nullpo_retr(1, md = (struct mob_data *)bl); max_hp = md->max_hp; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] max_hp += (md->level - md->db->lv) * status_get_vit(bl); } else if(bl->type == BL_PET) { struct pet_data *pd; nullpo_retr(1, pd = (struct pet_data*)bl); max_hp = pd->db->max_hp; } max_hp = status_calc_maxhp(bl,max_hp); if(max_hp < 1) max_hp = 1; return max_hp; } } /*========================================== * 対象のStrを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_str(struct block_list *bl) { int str = 0; nullpo_retr(0, bl); if (bl->type == BL_PC) return ((struct map_session_data *)bl)->paramc[0]; else { if(bl->type == BL_MOB) { str = ((struct mob_data *)bl)->db->str; if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris] str += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] str/=2; else if(((struct mob_data*)bl)->special_state.size==2) str*=2; } else if(bl->type == BL_PET){ // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) str = ((struct pet_data *)bl)->status->str; else str = ((struct pet_data *)bl)->db->str; } str = status_calc_str(bl,str); } if(str < 0) str = 0; return str; } /*========================================== * 対象のAgiを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_agi(struct block_list *bl) { int agi=0; nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->paramc[1]; else { if(bl->type == BL_MOB) { agi = ((struct mob_data *)bl)->db->agi; if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris] agi += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] agi/=2; else if(((struct mob_data*)bl)->special_state.size==2) agi*=2; } else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) agi = ((struct pet_data *)bl)->status->agi; else agi = ((struct pet_data *)bl)->db->agi; } agi = status_calc_agi(bl,agi); } if(agi < 0) agi = 0; return agi; } /*========================================== * 対象のVitを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_vit(struct block_list *bl) { int vit = 0; nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->paramc[2]; else { if(bl->type == BL_MOB) { vit = ((struct mob_data *)bl)->db->vit; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] vit += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sizes monsters [Valaris] vit/=2; else if(((struct mob_data*)bl)->special_state.size==2) vit*=2; } else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) vit = ((struct pet_data *)bl)->status->vit; else vit = ((struct pet_data *)bl)->db->vit; } vit = status_calc_vit(bl,vit); } if(vit < 0) vit = 0; return vit; } /*========================================== * 対象のIntを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_int(struct block_list *bl) { int int_=0; nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->paramc[3]; else { if(bl->type == BL_MOB) { int_ = ((struct mob_data *)bl)->db->int_; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] int_ += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] int_/=2; else if(((struct mob_data*)bl)->special_state.size==2) int_*=2; } else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) int_ = ((struct pet_data *)bl)->status->int_; else int_ = ((struct pet_data *)bl)->db->int_; } int_ = status_calc_int(bl,int_); } if(int_ < 0) int_ = 0; return int_; } /*========================================== * 対象のDexを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_dex(struct block_list *bl) { int dex = 0; nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->paramc[4]; else { if(bl->type == BL_MOB) { dex = ((struct mob_data *)bl)->db->dex; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] dex += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] dex/=2; else if(((struct mob_data*)bl)->special_state.size==2) dex*=2; } else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) dex = ((struct pet_data *)bl)->status->dex; else dex = ((struct pet_data *)bl)->db->dex; } dex = status_calc_dex(bl,dex); } if(dex < 0) dex = 0; return dex; } /*========================================== * 対象のLukを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_luk(struct block_list *bl) { int luk = 0; nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->paramc[5]; else { if(bl->type == BL_MOB) { luk = ((struct mob_data *)bl)->db->luk; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] luk += ((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; if(((struct mob_data*)bl)->special_state.size==1) // change for sized monsters [Valaris] luk/=2; else if(((struct mob_data*)bl)->special_state.size==2) luk*=2; } else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) luk = ((struct pet_data *)bl)->status->luk; else luk = ((struct pet_data *)bl)->db->luk; } luk = status_calc_luk(bl,luk); } if(luk < 0) luk = 0; return luk; } /*========================================== * 対象のFleeを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int status_get_flee(struct block_list *bl) { int flee = 1; nullpo_retr(1, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->flee; flee = status_calc_flee(bl,status_get_agi(bl)+status_get_lv(bl)); if(flee < 1) flee = 1; return flee; } /*========================================== * 対象のHitを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int status_get_hit(struct block_list *bl) { int hit = 1; nullpo_retr(1, bl); if (bl->type == BL_PC) return ((struct map_session_data *)bl)->hit; hit = status_calc_hit(bl,status_get_dex(bl)+status_get_lv(bl)); if(hit < 1) hit = 1; return hit; } /*========================================== * 対象の完全回避を返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int status_get_flee2(struct block_list *bl) { int flee2 = 1; nullpo_retr(1, bl); if (bl->type == BL_PC) return ((struct map_session_data *)bl)->flee2; flee2 = status_calc_flee2(bl,status_get_luk(bl)+10); if (flee2 < 1) flee2 = 1; return flee2; } /*========================================== * 対象のクリティカルを返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int status_get_critical(struct block_list *bl) { int critical = 1; nullpo_retr(1, bl); if (bl->type == BL_PC) return ((struct map_session_data *)bl)->critical; critical = status_get_luk(bl)*3+10; if(battle_config.enemy_critical_rate != 100) critical = critical*battle_config.enemy_critical_rate/100; critical = status_calc_critical(bl,critical); if (critical < 1) critical = 1; return critical; } /*========================================== * base_atkの取得 * 戻りは整数で1以上 *------------------------------------------ */ int status_get_batk(struct block_list *bl) { int batk = 1; nullpo_retr(1, bl); if(bl->type==BL_PC) { batk = ((struct map_session_data *)bl)->base_atk; if (((struct map_session_data *)bl)->status.weapon <= MAX_WEAPON_TYPE) batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon]; } else { int str,dstr; str = status_get_str(bl); //STR dstr = str/10; batk = dstr*dstr + str; //base_atkを計算する if(bl->type == BL_MOB && ((struct mob_data *)bl)->guardian_data) batk += batk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv batk = status_calc_batk(bl,batk); } if(batk < 1) batk = 1; //base_atkは最低でも1 return batk; } /*========================================== * 対象のAtkを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_atk(struct block_list *bl) { int atk=0; nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((struct map_session_data*)bl)->right_weapon.watk; case BL_MOB: atk = ((struct mob_data*)bl)->db->atk1; if(((struct mob_data *)bl)->guardian_data) atk += atk * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv break; case BL_PET: // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) atk = ((struct pet_data *)bl)->status->atk1; else atk = ((struct pet_data*)bl)->db->atk1; break; } // Absolute, then relative modifiers from status changes (shared between PC and NPC) atk = status_calc_watk(bl,atk); if(atk < 0) atk = 0; return atk; } /*========================================== * 対象の左手Atkを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_atk_(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC){ return ((struct map_session_data*)bl)->left_weapon.watk; } return 0; } /*========================================== * 対象のAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_atk2(struct block_list *bl) { int atk2=0; nullpo_retr(0, bl); switch (bl->type) { case BL_PC: return ((struct map_session_data*)bl)->right_weapon.watk2; case BL_MOB: atk2 = ((struct mob_data*)bl)->db->atk2; if(((struct mob_data *)bl)->guardian_data) atk2 += atk2 * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ATK / lv break; case BL_PET: // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) atk2 = ((struct pet_data *)bl)->status->atk2; else atk2 = ((struct pet_data*)bl)->db->atk2; break; } // Absolute, then relative modifiers from status changes (shared between PC and NPC) atk2 = status_calc_watk(bl,atk2); if(atk2 < 0) atk2 = 0; return atk2; } /*========================================== * 対象の左手Atk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_atk_2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data*)bl)->left_weapon.watk2; return 0; } /*========================================== * 対象のMAtk1を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_matk1(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->matk1; else { int matk = 0; int int_ = status_get_int(bl); matk = status_calc_matk(bl,int_+(int_/5)*(int_/5)); return matk; } } /*========================================== * 対象のMAtk2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_matk2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->matk2; else { int matk = 0; int int_ = status_get_int(bl); matk = status_calc_matk(bl,int_+(int_/7)*(int_/7)); return matk; } } /*========================================== * 対象のDefを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_def(struct block_list *bl) { struct unit_data *ud; int def=0; nullpo_retr(0, bl); if(bl->type==BL_PC){ def = ((struct map_session_data *)bl)->def; } else if(bl->type==BL_MOB) { def = ((struct mob_data *)bl)->db->def; } else if(bl->type==BL_PET) def = ((struct pet_data *)bl)->db->def; if (bl->type != BL_PC) //Players already had this one done. def = status_calc_def(bl,def); ud = unit_bl2ud(bl); if (ud && ud->skilltimer != -1) def -= def * skill_get_castdef(ud->skillid)/100; if(def < 0) def = 0; return def; } /*========================================== * 対象のDef2を返す(汎用) * 戻りは整数で1以上 *------------------------------------------ */ int status_get_def2(struct block_list *bl) { int def2 = 1; nullpo_retr(1, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->def2; else if(bl->type==BL_MOB) def2 = ((struct mob_data *)bl)->db->vit; else if(bl->type==BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) def2 = ((struct pet_data *)bl)->status->vit; else def2 = ((struct pet_data *)bl)->db->vit; } def2 = status_calc_def2(bl,def2); if(def2 < 1) def2 = 1; return def2; } /*========================================== * 対象のMDefを返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_mdef(struct block_list *bl) { int mdef=0; nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->mdef; else if(bl->type==BL_MOB) mdef = ((struct mob_data *)bl)->db->mdef; else if(bl->type==BL_PET) mdef = ((struct pet_data *)bl)->db->mdef; mdef = status_calc_mdef(bl,mdef); if(mdef < 0) mdef = 0; return mdef; } /*========================================== * 対象のMDef2を返す(汎用) * 戻りは整数で0以上 *------------------------------------------ */ int status_get_mdef2(struct block_list *bl) { int mdef2=0; nullpo_retr(0, bl); if(bl->type == BL_PC) return ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1); else if(bl->type == BL_MOB) mdef2 = ((struct mob_data *)bl)->db->int_ + (((struct mob_data *)bl)->db->vit>>1); else if(bl->type == BL_PET) { // Use pet's stats if (battle_config.pet_lv_rate && ((struct pet_data *)bl)->status) mdef2 = ((struct pet_data *)bl)->status->int_ +(((struct pet_data *)bl)->status->vit>>1); else mdef2 = ((struct pet_data *)bl)->db->int_ + (((struct pet_data *)bl)->db->vit>>1); } mdef2 = status_calc_mdef2(bl,mdef2); if(mdef2 < 0) mdef2 = 0; return mdef2; } /*========================================== * 対象のSpeed(移動速度)を返す(汎用) * 戻りは整数で1以上 * Speedは小さいほうが移動速度が速い *------------------------------------------ */ int status_get_speed(struct block_list *bl) { int speed = 1000; nullpo_retr(1000, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->speed; else if(bl->type==BL_MOB) { speed = ((struct mob_data *)bl)->speed; if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris] speed-=((struct mob_data *)bl)->level - ((struct mob_data *)bl)->db->lv; } else if(bl->type==BL_PET) speed = ((struct pet_data *)bl)->msd->petDB->speed; else if(bl->type==BL_NPC) //Added BL_NPC (Skotlex) speed = ((struct npc_data *)bl)->speed; speed = status_calc_speed(bl,speed); if(speed < 1) speed = 1; return speed; } /*========================================== * 対象のaDelay(攻撃時ディレイ)を返す(汎用) * aDelayは小さいほうが攻撃速度が速い *------------------------------------------ */ int status_get_adelay(struct block_list *bl) { int adelay,aspd_rate; nullpo_retr(4000, bl); switch (bl->type) { case BL_PC: return (((struct map_session_data *)bl)->aspd<<1); case BL_MOB: adelay = ((struct mob_data *)bl)->db->adelay; if(((struct mob_data *)bl)->guardian_data) aspd_rate = 100 - 10*((struct mob_data *)bl)->guardian_data->guardup_lv; // Strengthen Guardians - custom value +10% ASPD / lv else aspd_rate = 100; break; case BL_PET: adelay = ((struct pet_data *)bl)->db->adelay; aspd_rate = 100; break; default: adelay=4000; aspd_rate = 100; break; } aspd_rate = status_calc_aspd_rate(bl,aspd_rate); if(aspd_rate != 100) adelay = adelay*aspd_rate/100; if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1; return adelay; } int status_get_amotion(struct block_list *bl) { nullpo_retr(2000, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->amotion; else { int amotion=2000,aspd_rate = 100; if(bl->type==BL_MOB) { amotion = ((struct mob_data *)bl)->db->amotion; if(((struct mob_data *)bl)->guardian_data) aspd_rate -= aspd_rate * 10*((struct mob_data *)bl)->guardian_data->guardup_lv/100; // Strengthen Guardians - custom value +10% ASPD / lv } else if(bl->type==BL_PET) amotion = ((struct pet_data *)bl)->db->amotion; aspd_rate = status_calc_aspd_rate(bl,aspd_rate); if(aspd_rate != 100) amotion = amotion*aspd_rate/100; if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd; return amotion; } return 2000; } int status_get_dmotion(struct block_list *bl) { int ret; struct status_change *sc; nullpo_retr(0, bl); sc = status_get_sc(bl); if(bl->type==BL_MOB){ ret=((struct mob_data *)bl)->db->dmotion; if(battle_config.monster_damage_delay_rate != 100) ret = ret*battle_config.monster_damage_delay_rate/100; } else if(bl->type==BL_PC){ ret=((struct map_session_data *)bl)->dmotion; if(battle_config.pc_damage_delay_rate != 100) ret = ret*battle_config.pc_damage_delay_rate/100; } else if(bl->type==BL_PET) ret=((struct pet_data *)bl)->db->dmotion; else return 2000; if(sc && sc->count && (sc->data[SC_ENDURE].timer!=-1 || sc->data[SC_CONCENTRATION].timer!=-1 || sc->data[SC_BERSERK].timer!=-1)) if (!map_flag_gvg(bl->m)) //Only works on non-gvg grounds. [Skotlex] return 0; return ret; } int status_get_element(struct block_list *bl) { // removed redundant variable ret [zzo] struct status_change *sc= status_get_sc(bl); nullpo_retr(20, bl); if(sc && sc->count) { if( sc->data[SC_FREEZE].timer!=-1 ) // 凍結 return 21; if( sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) return 22; if( sc->data[SC_BENEDICTIO].timer!=-1 ) // 聖体降福 return 26; } if(bl->type==BL_MOB) // 10の位=Lv*2、1の位=属性 return ((struct mob_data *)bl)->def_ele; if(bl->type==BL_PC) return 20+((struct map_session_data *)bl)->def_ele; // 防御属性Lv1 if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->element; return 20; } //Retrieves the object's element acquired by status changes only. int status_get_attack_sc_element(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); if(sc && sc->count) { if( sc->data[SC_WATERWEAPON].timer!=-1) // フロストウェポン return 1; if( sc->data[SC_EARTHWEAPON].timer!=-1) // サイズミックウェポン return 2; if( sc->data[SC_FIREWEAPON].timer!=-1) // フレームランチャー return 3; if( sc->data[SC_WINDWEAPON].timer!=-1) // ライトニングローダー return 4; if( sc->data[SC_ENCPOISON].timer!=-1) // エンチャントポイズン return 5; if( sc->data[SC_ASPERSIO].timer!=-1) // アスペルシオ return 6; if( sc->data[SC_SHADOWWEAPON].timer!=-1) return 7; if( sc->data[SC_GHOSTWEAPON].timer!=-1) return 8; } return 0; } int status_get_attack_element(struct block_list *bl) { int ret = status_get_attack_sc_element(bl); nullpo_retr(0, bl); if (ret) return ret; if(bl->type==BL_MOB && (struct mob_data *)bl) return 0; if(bl->type==BL_PC && (struct map_session_data *)bl) return ((struct map_session_data *)bl)->right_weapon.atk_ele; if(bl->type==BL_PET && (struct pet_data *)bl) return 0; return 0; } int status_get_attack_element2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC) { // removed redundant var, speeded up a bit [zzo] int ret = status_get_attack_sc_element(bl); if(ret) return ret; return ((struct map_session_data *)bl)->left_weapon.atk_ele; } return 0; } int status_get_party_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.party_id; if(bl->type==BL_PET) return ((struct pet_data *)bl)->msd->status.party_id; if(bl->type==BL_MOB){ struct mob_data *md=(struct mob_data *)bl; if( md->master_id>0 ) { struct map_session_data *msd; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.party_id; return -md->master_id; } return 0; //No party. } if(bl->type==BL_SKILL) return ((struct skill_unit *)bl)->group->party_id; return 0; } int status_get_guild_id(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_PC) return ((struct map_session_data *)bl)->status.guild_id; if(bl->type==BL_PET) return ((struct pet_data *)bl)->msd->status.guild_id; if(bl->type==BL_MOB) { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) //Guardian's guild [Skotlex] return md->guardian_data->guild_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.guild_id; //Alchemist's mobs [Skotlex] return 0; //No guild. } if(bl->type==BL_SKILL) return ((struct skill_unit *)bl)->group->guild_id; return 0; } int status_get_race(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->race; if(bl->type==BL_PC) return 7; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->race; return 0; } int status_get_size(struct block_list *bl) { nullpo_retr(1, bl); switch (bl->type) { case BL_MOB: if (((struct mob_data *)bl)->sc.data[SC_SWOO].timer != -1) // [marquis007] return 0; return ((struct mob_data *)bl)->db->size; case BL_PET: return ((struct pet_data *)bl)->db->size; case BL_PC: { struct map_session_data *sd = (struct map_session_data *)bl; if (sd->sc.data[SC_SWOO].timer != -1) return 0; if (sd->class_&JOBL_BABY) //[Lupus] return (pc_isriding(sd) && battle_config.character_size&2); //Baby Class Peco Rider + enabled option -> size = 1, else 0 return 1+(pc_isriding(sd) && battle_config.character_size&1); //Peco Rider + enabled option -> size = 2, else 1 } } return 1; } int status_get_mode(struct block_list *bl) { nullpo_retr(MD_CANMOVE, bl); if(bl->type==BL_MOB) { if (((struct mob_data *)bl)->mode) return ((struct mob_data *)bl)->mode; return ((struct mob_data *)bl)->db->mode; } if(bl->type==BL_PC) return (MD_CANMOVE|MD_LOOTER|MD_CANATTACK); if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->mode; if (bl->type==BL_SKILL) return (MD_CANATTACK|MD_CANMOVE); //Default mode for skills: Can attack, can move (think dances). //Default universal mode, can move return MD_CANMOVE; // とりあえず動くということで1 } int status_get_mexp(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->mexp; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->mexp; return 0; } int status_get_race2(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_MOB) return ((struct mob_data *)bl)->db->race2; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->race2; return 0; } int status_isdead(struct block_list *bl) { nullpo_retr(0, bl); if(bl->type == BL_MOB) return ((struct mob_data *)bl)->hp <= 0; if(bl->type==BL_PC) return pc_isdead((struct map_session_data *)bl); return 0; } int status_isimmune(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); if (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage) return 1; if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) return 1; return 0; } struct status_change *status_get_sc(struct block_list *bl) { nullpo_retr(NULL, bl); if(bl->type==BL_MOB) return &((struct mob_data*)bl)->sc; if(bl->type==BL_PC) return &((struct map_session_data*)bl)->sc; return NULL; } //Returns defense against the specified status change. //Return range is 0 (no resist) to 10000 (inmunity) int status_get_sc_def(struct block_list *bl, int type) { int sc_def; struct status_change* sc; nullpo_retr(0, bl); //Status that are blocked by Golden Thief Bug card or Wand of Hermod if (status_isimmune(bl)) switch (type) { case SC_DECREASEAGI: case SC_SILENCE: case SC_COMA: case SC_INCREASEAGI: case SC_BLESSING: case SC_SLOWPOISON: case SC_IMPOSITIO: case SC_AETERNA: case SC_SUFFRAGIUM: case SC_BENEDICTIO: case SC_PROVIDENCE: case SC_KYRIE: case SC_ASSUMPTIO: case SC_ANGELUS: case SC_MAGNIFICAT: case SC_GLORIA: case SC_WINDWALK: case SC_MAGICROD: case SC_HALLUCINATION: case SC_STONE: case SC_QUAGMIRE: return 10000; } switch (type) { //Note that stats that are *100/3 were simplified to *33 case SC_STONE: case SC_FREEZE: case SC_DECREASEAGI: case SC_COMA: sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl); break; case SC_SLEEP: case SC_CONFUSION: sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl); break; // Removed since it collides with normal sc. // case SP_DEF1: // def // sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl); // break; case SC_STUN: case SC_POISON: case SC_DPOISON: case SC_SILENCE: case SC_BLEEDING: case SC_STOP: sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); break; case SC_BLIND: sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl); break; case SC_CURSE: sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl); break; default: return 0; //Effect that cannot be reduced? Likely a buff. } if (bl->type == BL_PC) { if (battle_config.pc_sc_def_rate != 100) sc_def = sc_def*battle_config.pc_sc_def_rate/100; } else if (battle_config.mob_sc_def_rate != 100) sc_def = sc_def*battle_config.mob_sc_def_rate/100; sc = status_get_sc(bl); if (sc && sc->count) { if (sc->data[SC_SCRESIST].timer != -1) sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist else if (sc->data[SC_SIEGFRIED].timer != -1) sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance. } if(bl->type == BL_PC) { if (sc_def > battle_config.pc_max_sc_def) sc_def = battle_config.pc_max_sc_def; } else if (sc_def > battle_config.mob_max_sc_def) sc_def = battle_config.mob_max_sc_def; return sc_def; } //Reduces tick delay based on type and character defenses. int status_get_sc_tick(struct block_list *bl, int type, int tick) { struct map_session_data *sd; int rate=0, min=0; //If rate is positive, it is a % reduction (10000 -> 100%) //if it is negative, it is an absolute reduction in ms. sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL; switch (type) { case SC_DECREASEAGI: /* 速度減少 */ if (sd) // Celest tick>>=1; break; case SC_ADRENALINE: /* アドレナリンラッシュ */ case SC_ADRENALINE2: case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ case SC_OVERTHRUST: /* オ?バ?スラスト */ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_STONE: /* 石化 */ rate = -200*status_get_mdef(bl); break; case SC_FREEZE: /* 凍結 */ rate = 100*status_get_mdef(bl); break; case SC_STUN: //Reduction in duration is the same as reduction in rate. rate = status_get_sc_def(bl, type); break; case SC_DPOISON: /* 猛毒 */ case SC_POISON: /* 毒 */ rate = 100*status_get_vit(bl) + 20*status_get_luk(bl); break; case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ case SC_CONFUSION: case SC_CURSE: rate = 100*status_get_vit(bl); break; case SC_BLIND: /* 暗? */ rate = 10*status_get_lv(bl) + 7*status_get_int(bl); min = 5000; //Minimum 5 secs? break; case SC_BLEEDING: rate = 20*status_get_lv(bl) +100*status_get_vit(bl); min = 10000; //Need a min of 10 secs for it to hurt at least once. break; case SC_SWOO: if (status_get_mode(bl)&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_ANKLE: if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; rate = -100*status_get_agi(bl); // Minimum trap time of 3+0.03*skilllv seconds [celest] // Changed to 3 secs and moved from skill.c [Skotlex] min = 3000; break; case SC_SPIDERWEB: if (map[bl->m].flag.pvp) tick /=2; break; case SC_STOP: // Unsure of this... but I get a feeling that agi reduces this // (it was on Tiger Fist Code, but at -1 ms per 10 agi.... rate = -100*status_get_agi(bl); break; } if (rate) { if (bl->type == BL_PC) { if (battle_config.pc_sc_def_rate != 100) rate = rate*battle_config.pc_sc_def_rate/100; if (battle_config.pc_max_sc_def != 10000) min = tick*(10000-battle_config.pc_max_sc_def)/10000; } else { if (battle_config.mob_sc_def_rate != 100) rate = rate*battle_config.mob_sc_def_rate/100; if (battle_config.mob_max_sc_def != 10000) min = tick*(10000-battle_config.mob_max_sc_def)/10000; } if (rate >0) tick -= tick*rate/10000; else tick -= rate; } return ticktype) { case BL_PC: sd=(struct map_session_data *)bl; break; case BL_MOB: if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL) return 0; //Emperium can't be afflicted by status changes. break; } if(type < 0 || type >= SC_MAX) { if(battle_config.error_log) ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } //Check rate if (!(flag&(4|1))) { if (rate > 10000) //Shouldn't let this go above 100% rate = 10000; race = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value. //sd resistance applies even if the flag is &8 if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX && sd->reseff[type-SC_COMMON_MIN] > 0) race+= sd->reseff[type-SC_COMMON_MIN]; if (race) rate -= rate*race/10000; if (!(rand()%10000 < rate)) return 0; } //SC duration reduction. if(!(flag&(2|4)) && tick) { tick = status_get_sc_tick(bl, type, tick); if (tick <= 0) return 0; } race=status_get_race(bl); mode=status_get_mode(bl); elem=status_get_elem_type(bl); undead_flag=battle_check_undead(race,elem); //Check for inmunities / sc fails switch (type) { case SC_FREEZE: case SC_STONE: //Undead are inmune to Freeze/Stone if (undead_flag && !(flag&1)) return 0; case SC_SLEEP: case SC_STUN: if (sc->opt1) return 0; //Cannot override other opt1 status changes. [Skotlex] break; case SC_CURSE: //Dark Elementals are inmune to curse. if (elem == 7 && !(flag&1)) return 0; break; case SC_COMA: //Dark elementals and Demons are inmune to coma. if((elem == 7 || race == 6) && !(flag&1)) return 0; break; case SC_SIGNUMCRUCIS: //Only affects demons and undead. if(race != 6 && !undead_flag) return 0; break; case SC_AETERNA: if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1) return 0; break; case SC_OVERTHRUST: if (sc->data[SC_MAXOVERTHRUST].timer != -1) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] break; case SC_ADRENALINE: if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<status.weapon))) return 0; if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1 || sc->data[SC_DECREASEAGI].timer!=-1 ) return 0; break; case SC_ADRENALINE2: if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<status.weapon))) return 0; if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1 || sc->data[SC_DECREASEAGI].timer!=-1 ) return 0; break; case SC_ONEHAND: case SC_TWOHANDQUICKEN: if(sc->data[SC_DECREASEAGI].timer!=-1) return 0; case SC_CONCENTRATE: case SC_INCREASEAGI: case SC_SPEARSQUICKEN: case SC_TRUESIGHT: case SC_WINDWALK: case SC_CARTBOOST: case SC_ASSNCROS: if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1) return 0; break; case SC_CLOAKING: //Avoid cloaking with no wall and low skill level. [Skotlex] //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex] // if (sd && skilllv < 3 && skill_check_cloaking(bl)) if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl)) return 0; break; } //Check for BOSS resistances if(mode & MD_BOSS && !(flag&1)) { if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; switch (type) { case SC_BLESSING: if (!undead_flag || race != 6) break; case SC_QUAGMIRE: case SC_DECREASEAGI: case SC_SIGNUMCRUCIS: case SC_PROVOKE: case SC_ROKISWEIL: case SC_COMA: case SC_GRAVITATION: return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { case SC_BLESSING: if (!undead_flag && race!=6) { if (sc->data[SC_CURSE].timer!=-1) status_change_end(bl,SC_CURSE,-1); if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) status_change_end(bl,SC_STONE,-1); } break; case SC_INCREASEAGI: if(sc->data[SC_DECREASEAGI].timer!=-1 ) status_change_end(bl,SC_DECREASEAGI,-1); break; case SC_DONTFORGETME: //is this correct? Maybe all three should stop the same subset of SCs... if(sc->data[SC_ASSNCROS].timer!=-1 ) status_change_end(bl,SC_ASSNCROS,-1); case SC_QUAGMIRE: if(sc->data[SC_CONCENTRATE].timer!=-1 ) status_change_end(bl,SC_CONCENTRATE,-1); if(sc->data[SC_TRUESIGHT].timer!=-1 ) status_change_end(bl,SC_TRUESIGHT,-1); if(sc->data[SC_WINDWALK].timer!=-1 ) status_change_end(bl,SC_WINDWALK,-1); //Also blocks the ones below... case SC_DECREASEAGI: if(sc->data[SC_INCREASEAGI].timer!=-1 ) status_change_end(bl,SC_INCREASEAGI,-1); if(sc->data[SC_ADRENALINE].timer!=-1 ) status_change_end(bl,SC_ADRENALINE,-1); if(sc->data[SC_ADRENALINE2].timer!=-1 ) status_change_end(bl,SC_ADRENALINE2,-1); if(sc->data[SC_SPEARSQUICKEN].timer!=-1 ) status_change_end(bl,SC_SPEARSQUICKEN,-1); if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 ) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if(sc->data[SC_CARTBOOST].timer!=-1 ) status_change_end(bl,SC_CARTBOOST,-1); if(sc->data[SC_ONEHAND].timer!=-1 ) status_change_end(bl,SC_ONEHAND,-1); break; case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] if(sc->data[SC_ASPDPOTION0].timer!=-1) status_change_end(bl,SC_ASPDPOTION0,-1); if(sc->data[SC_ASPDPOTION1].timer!=-1) status_change_end(bl,SC_ASPDPOTION1,-1); if(sc->data[SC_ASPDPOTION2].timer!=-1) status_change_end(bl,SC_ASPDPOTION2,-1); if(sc->data[SC_ASPDPOTION3].timer!=-1) status_change_end(bl,SC_ASPDPOTION3,-1); break; case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex] if (sc->data[SC_OVERTHRUST].timer != -1) status_change_end(bl, SC_OVERTHRUST, -1); break; case SC_KYRIE: // -- moonsoul (added to undo assumptio status if target has it) if(sc->data[SC_ASSUMPTIO].timer!=-1 ) status_change_end(bl,SC_ASSUMPTIO,-1); break; case SC_DELUGE: if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1) status_change_end(bl,SC_BLIND,-1); break; case SC_SILENCE: if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) //Clear Gospel [Skotlex] status_change_end(bl,SC_GOSPEL,-1); break; case SC_HIDING: if(sc->data[SC_CLOSECONFINE].timer != -1) status_change_end(bl, SC_CLOSECONFINE, -1); if(sc->data[SC_CLOSECONFINE2].timer != -1) status_change_end(bl, SC_CLOSECONFINE2, -1); break; case SC_BERSERK: /* バ?サ?ク */ if(battle_config.berserk_cancels_buffs) { if (sc->data[SC_ONEHAND].timer != -1) status_change_end(bl,SC_ONEHAND,-1); if (sc->data[SC_TWOHANDQUICKEN].timer != -1) status_change_end(bl,SC_TWOHANDQUICKEN,-1); if (sc->data[SC_CONCENTRATION].timer != -1) status_change_end(bl,SC_CONCENTRATION,-1); if (sc->data[SC_PARRYING].timer != -1) status_change_end(bl,SC_PARRYING,-1); if (sc->data[SC_ENDURE].timer != -1) status_change_end(bl,SC_ENDURE,-1); if (sc->data[SC_AURABLADE].timer != -1) status_change_end(bl,SC_AURABLADE,-1); } break; case SC_ASSUMPTIO: if(sc->data[SC_KYRIE].timer!=-1) status_change_end(bl,SC_KYRIE,-1); break; case SC_CARTBOOST: /* カ?トブ?スト */ if(sc->data[SC_DECREASEAGI].timer!=-1 ) { //Cancel Decrease Agi, but take no further effect [Skotlex] status_change_end(bl,SC_DECREASEAGI,-1); return 0; } break; } //Check for overlapping fails if(sc->data[type].timer != -1){ switch (type) { case SC_ADRENALINE: case SC_ADRENALINE2: case SC_WEAPONPERFECTION: case SC_OVERTHRUST: if (sc->data[type].val2 && !val2) return 0; break; case SC_GOSPEL: //Must not override a casting gospel char. if (sc->data[type].val4 == BCT_SELF) return 0; case SC_STUN: case SC_SLEEP: case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: case SC_BLEEDING: case SC_DPOISON: case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it) case SC_CLOSECONFINE2: //Can't be re-closed in. return 0; case SC_DANCING: case SC_DEVOTION: case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: case SC_ATKPOTION: case SC_MATKPOTION: break; default: if(sc->data[type].val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex } (sc->count)--; delete_timer(sc->data[type].timer, status_change_timer); sc->data[type].timer = -1; } switch(type){ /* 異常の種類ごとの?理 */ case SC_PROVOKE: /* プロボック */ calc_flag = 1; if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ break; case SC_ENDURE: /* インデュア */ if(tick <= 0) tick = 1000 * 60; calc_flag = 1; // for updating mdef val2 = 7; // [Celest] break; case SC_AUTOBERSERK: { if (!(flag&4)) tick = 60*1000; if (sd && sd->status.hpstatus.max_hp>>2 && (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0)) sc_start4(bl,SC_PROVOKE,100,10,1,0,0,0); } break; case SC_SIGNUMCRUCIS: /* シグナムクルシス */ calc_flag = 1; val2 = 10 + val1*2; if (!(flag&4)) tick = 600*1000; clif_emotion(bl,4); break; case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */ if (!(flag&4)) { if(bl->type != BL_PC) tick = 5000; val2 = tick; } break; case SC_EDP: // [Celest] val2 = val1 + 2; /* 猛毒付?確率(%) */ calc_flag = 1; break; case SC_POISONREACT: /* ポイズンリアクト */ if (!(flag&4)) val2=val1/2 + val1%2; // [Celest] break; case SC_MAGICROD: val2 = val1*20; break; case SC_KYRIE: /* キリエエレイソン */ if (!(flag&4)) { val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ val3 = (val1 / 2 + 5); /* 回? */ } break; case SC_MINDBREAKER: calc_flag = 1; if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */ break; case SC_MAGICPOWER: calc_flag = 1; val2 = 1; break; case SC_SACRIFICE: if (!(flag&4)) val2 = 5; break; case SC_ENCPOISON: /* エンチャントポイズン */ calc_flag = 1; val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */ case SC_ASPERSIO: /* アスペルシオ */ case SC_FIREWEAPON: /* フレ?ムランチャ? */ case SC_WATERWEAPON: /* フロストウェポン */ case SC_WINDWEAPON: /* ライトニングロ?ダ? */ case SC_EARTHWEAPON: /* サイズミックウェポン */ case SC_SHADOWWEAPON: case SC_GHOSTWEAPON: skill_enchant_elemental_end(bl,type); break; case SC_PROVIDENCE: /* プロヴィデンス */ calc_flag = 1; val2=val1*5; break; case SC_REFLECTSHIELD: val2=10+val1*3; break; case SC_STRIPWEAPON: if (val2==0) val2=90; break; case SC_STRIPSHIELD: if (val2==0) val2=85; break; case SC_AUTOSPELL: /* オ?トスペル */ val4 = 5 + val1*2; break; case SC_VOLCANO: calc_flag = 1; val3 = val1*10; break; case SC_VIOLENTGALE: calc_flag = 1; val3 = val1*3; break; case SC_SUITON: calc_flag = 1; if (flag&4) break; if (status_get_class(bl) != JOB_NINJA) { //Is there some kind of formula behind this? switch ((val1+1)/3) { case 3: val2 = 8; break; case 2: val2 = 5; break; case 1: val2 = 3; break; case 0: val2 = 0; break; default: val2 = 3*((val1+1)/3); break; } } else val2 = 0; break; case SC_SPEARSQUICKEN: /* スピアクイッケン */ calc_flag = 1; val2 = 20+val1; break; case SC_BLADESTOP: /* 白刃取り */ if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); break; case SC_MOONLIT: val2 = bl->id; skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT); break; case SC_DANCING: /* ダンス/演奏中 */ calc_flag = 1; if (!(flag&4)) { val3= tick / 1000; tick = 1000; } break; case SC_EXPLOSIONSPIRITS: // 爆裂波動 calc_flag = 1; val2 = 75 + 25*val1; break; case SC_AUTOCOUNTER: val3 = val4 = 0; break; case SC_ASPDPOTION0: /* ?速ポ?ション */ case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: calc_flag = 1; if (!(flag&4)) val2 = 5*(2+type-SC_ASPDPOTION0); break; case SC_XMAS: // Xmas Suit [Valaris] case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) if (sd) { //Change look. pc_stop_attack(sd); if(type==SC_WEDDING) sd->view_class = JOB_WEDDING; else if(type==SC_XMAS) sd->view_class = JOB_XMAS; 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(battle_config.save_clothcolor && sd->status.clothes_color > 0 && ((type==SC_WEDDING && !battle_config.wedding_ignorepalette) || (type==SC_XMAS && !battle_config.xmas_ignorepalette))) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); } break; case SC_NOCHAT: //チャット禁止?態 { if(!battle_config.muting_players) return 0; if (!(flag&4)) tick = 60000; updateflag = SP_MANNER; save_flag = 1; // celest } break; /* option1 */ case SC_STONE: /* 石化 */ if (flag&4) break; val2 = 1; val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 5000; break; /* option2 */ case SC_DPOISON: /* 猛毒 */ { int hp = status_get_hp(bl); int mhp = status_get_max_hp(bl); // MHP?1/4???????? if (hp > mhp>>2) { if(bl->type == BL_PC) { int diff = mhp*10/100; if (hp - diff < mhp>>2) diff = hp - (mhp>>2); pc_heal((struct map_session_data *)bl, -diff, 0); } else if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; hp -= mhp*15/100; if (hp > mhp>>2) md->hp = hp; else md->hp = mhp>>2; } } } // fall through case SC_POISON: /* 毒 */ { int mhp; calc_flag = 1; if (flag&4) break; val3 = tick/1000; if(val3 < 1) val3 = 1; tick = 1000; mhp = status_get_max_hp(bl); if (bl->type == BL_PC) val4 = (type == SC_DPOISON) ? 3 + mhp/50 : 3 + mhp*3/200; else val4 = (type == SC_DPOISON) ? 3 + mhp/100 : 3 + mhp/200; } break; case SC_CONFUSION: clif_emotion(bl,1); break; case SC_BLEEDING: val4 = tick; tick = 10000; break; /* option */ case SC_HIDING: /* ハイディング */ calc_flag = 1; if(bl->type == BL_PC && !(flag&4)) { val2 = tick / 1000; /* 持?時間 */ tick = 1000; } break; case SC_CHASEWALK: case SC_CLOAKING: /* クロ?キング */ if (flag&4) break; if(bl->type != BL_PC) tick = 5000*val1; calc_flag = 1; // [Celest] val2 = tick; val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; break; case SC_SIGHT: /* サイト/ルアフ */ case SC_RUWACH: case SC_SIGHTBLASTER: if (flag&4) break; val2 = tick/250; tick = 10; break; case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_READYSTORM: // Taekwon stances SCs [Dralnu] case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: if (flag&4) break; tick = 600*1000; break; case SC_AUTOGUARD: if (!flag) { struct map_session_data *tsd; int i,t; for(i=val2=0;i>1); val2 += (t < 0)? 1:t; } if (sd) for (i = 0; i < 5; i++) { //Pass the status to the other affected chars. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1); } } break; case SC_DEFENDER: calc_flag = 1; if (!flag) { struct map_session_data *tsd; int i; val2 = 5 + val1*15; if (sd) for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,val2,0,0,tick,1); } } break; case SC_TENSIONRELAX: /* テンションリラックス */ if (flag&4) break; if(bl->type == BL_PC) { tick = 10000; } else return 0; break; case SC_PARRYING: /* パリイング */ val2 = 20 + val1*3; break; case SC_WINDWALK: /* ウインドウォ?ク */ calc_flag = 1; val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5, movement speed % increase is 4 times that break; case SC_JOINTBEAT: // Random break [DracoRPG] calc_flag = 1; val2 = rand()%6; if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); break; case SC_BERSERK: /* バ?サ?ク */ if(sd && !(flag&4)){ sd->status.hp = sd->status.max_hp * 3; sd->status.sp = 0; clif_updatestatus(sd,SP_HP); clif_updatestatus(sd,SP_SP); sd->canregen_tick = gettick() + 300000; } if (!(flag&4)) tick = 10000; calc_flag = 1; break; case SC_WARM: //SG skills [Komurka] if (!(flag&4)) { val2 = tick/100; tick = 100; } break; case SC_GOSPEL: if (val4 == BCT_SELF) { // self effect if (flag&4) break; val2 = tick; tick = 1000; status_change_clear_buffs(bl); status_change_clear_debuffs(bl); //Gospel clears both types. } else calc_flag = 1; break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: if (flag&4) break; val2 = tick; if (!val3) return 0; tick = 1000; calc_flag = 1; break; case SC_REJECTSWORD: /* リジェクトソ?ド */ val2 = 3; //3回攻?を跳ね返す break; case SC_MEMORIZE: /* メモライズ */ val2 = 5; //回詠唱を1/3にする break; case SC_GRAVITATION: if (val3 == BCT_SELF) { struct unit_data *ud = unit_bl2ud(bl); if (ud) { ud->canmove_tick += tick; ud->canact_tick += tick; } } else calc_flag = 1; break; case SC_HERMODE: status_change_clear_buffs(bl); break; case SC_REGENERATION: val1 = 2; case SC_BATTLEORDERS: if (!(flag&4)) tick = 60000; // 1 minute calc_flag = 1; break; case SC_GUILDAURA: calc_flag = 1; if (!(flag&4)) tick = 1000; break; case SC_DEVOTION: /* ディボ?ション */ { struct map_session_data *src; if ((src = map_id2sd(val1)) && src->sc.count) { //Try to inherit the status from the Crusader [Skotlex] //Ideally, we should calculate the remaining time and use that, but we'll trust that //once the Crusader's status changes, it will reflect on the others. int type2 = SC_AUTOGUARD; if (src->sc.data[type2].timer != -1) sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); type2 = SC_DEFENDER; if (src->sc.data[type2].timer != -1) sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); type2 = SC_REFLECTSHIELD; if (src->sc.data[type2].timer != -1) sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); } break; } case SC_COMA: //Coma. Sends a char to 1HP battle_damage(NULL, bl, status_get_hp(bl)-1, 0); return 1; case SC_CLOSECONFINE2: { struct block_list *src = val2?map_id2bl(val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; if (src && sc2 && sc2->count) { if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster. sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. sc2->data[SC_CLOSECONFINE].val2++; delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer); sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); } } } break; case SC_KAITE: val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5 break; case SC_KAUPE: if (flag&4) break; //Do nothing when loading. switch (val1) { case 3: //33*3 + 1 -> 100% val2++; case 1: case 2: //33, 66% val2 += 33*val1; val3 = 1; //Dodge 1 attack total. break; default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] val2 = 100; val3 = val1-2; break; } break; case SC_COMBO: { struct unit_data *ud = unit_bl2ud(bl); switch (val1) { //Val1 contains the skill id case TK_STORMKICK: clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1); if (ud) ud->attackabletime = gettick()+tick; break; case TK_DOWNKICK: clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1); if (ud) ud->attackabletime = gettick()+tick; break; case TK_TURNKICK: clif_skill_nodamage(bl,bl,TK_READYTURN,1,1); if (ud) ud->attackabletime = gettick()+tick; break; case TK_COUNTER: clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); if (ud) ud->attackabletime = gettick()+tick; break; } } break; case SC_TKDORI: val2 = 11-val1; //Chance to consume: 11-skilllv% break; case SC_RUN: if (!(flag&4)) val4 = gettick(); //Store time at which you started running. calc_flag = 1; break; case SC_BLESSING: case SC_CONCENTRATION: /* コンセントレ?ション */case SC_ETERNALCHAOS: /* エタ?ナルカオス */ case SC_DRUMBATTLE: /* ?太鼓の響き */ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case SC_WHISTLE: /* 口笛 */ case SC_ASSNCROS: /* 夕陽のアサシンクロス */ case SC_APPLEIDUN: /* イドゥンの林檎 */ case SC_HUMMING: /* ハミング */ case SC_ATKPOTION: // Valaris case SC_MATKPOTION: case SC_FORTUNE: /* 幸運のキス */ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ case SC_ADRENALINE2: case SC_ADRENALINE: /* アドレナリンラッシュ */ case SC_BLIND: /* 暗? */ case SC_CURSE: case SC_CONCENTRATE: /* 集中力向上 */ case SC_ANGELUS: /* アンゼルス */ case SC_IMPOSITIO: /* インポシティオマヌス */ case SC_GLORIA: /* グロリア */ case SC_LOUD: /* ラウドボイス */ case SC_KEEPING: case SC_BARRIER: case SC_MELTDOWN: /* メルトダウン */ case SC_TRUESIGHT: /* トゥル?サイト */ case SC_SPIDERWEB: /* スパイダ?ウェッブ */ case SC_SLOWDOWN: case SC_SPEEDUP0: case SC_SPEEDUP1: case SC_INCALLSTATUS: case SC_INCHIT: /* HIT上昇 */ case SC_INCHITRATE: /* HIT%上昇 */ case SC_INCFLEE: /* FLEE上昇 */ case SC_INCFLEERATE: /* FLEE%上昇 */ case SC_INCMHPRATE: /* MHP%上昇 */ case SC_INCMSPRATE: /* MSP%上昇 */ case SC_INCATKRATE: /* ATK%上昇 */ case SC_INCMATKRATE: case SC_INCDEFRATE: case SC_INCSTR: case SC_INCAGI: case SC_INCVIT: case SC_INCINT: case SC_INCDEX: case SC_INCLUK: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_FLEEFOOD: case SC_HITFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_SPURT: case SC_SPIRIT: case SC_SUN_COMFORT: case SC_MOON_COMFORT: case SC_STAR_COMFORT: case SC_FUSION: case SC_SKE: case SC_SWOO: // [marquis007] case SC_STEELBODY: // 金剛 case SC_SKA: case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_MIRACLE: case SC_INCREASEAGI: /* 速度上昇 */ case SC_DECREASEAGI: /* 速度減少 */ case SC_ONEHAND: case SC_DONTFORGETME: /* 私を忘れないで */ case SC_DELUGE: case SC_CARTBOOST: /* カ?トブ?スト */ case SC_QUAGMIRE: /* クァグマイア */ case SC_KNOWLEDGE: calc_flag = 1; break; case SC_LULLABY: /* 子守唄 */ case SC_RICHMANKIM: case SC_ROKISWEIL: /* ロキの叫び */ case SC_INTOABYSS: /* 深淵の中に */ case SC_POEMBRAGI: /* ブラギの詩 */ case SC_UGLYDANCE: /* 自分勝手なダンス */ case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ case SC_TRICKDEAD: /* 死んだふり */ case SC_FREEZE: /* 凍結 */ case SC_STUN: /* スタン(val2にミリ秒セット) */ case SC_ENERGYCOAT: /* エナジ?コ?ト */ case SC_SAFETYWALL: case SC_OVERTHRUST: /* オ?バ?スラスト */ case SC_SLOWPOISON: //Slow potion can be activated even if not poisoned. case SC_SUFFRAGIUM: /* サフラギム */ case SC_BENEDICTIO: /* 聖? */ case SC_MAGNIFICAT: /* マグニフィカ?ト */ case SC_AETERNA: /* エ?テルナ */ case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ case SC_ANKLE: /* アンクル */ case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ case SC_HALLUCINATION: case SC_SPLASHER: /* ベナムスプラッシャ? */ case SC_FOGWALL: case SC_PRESERVE: case SC_DOUBLECAST: case SC_AURABLADE: /* オ?ラブレ?ド */ case SC_BABY: case SC_WATK_ELEMENT: case SC_ARMOR_ELEMENT: case SC_LONGING: case SC_ORCISH: case SC_SHRINK: case SC_WINKCHARM: case SC_SCRESIST: case SC_STOP: case SC_CLOSECONFINE: case SC_SKILLRATE_UP: case SC_KAIZEL: case SC_KAAHI: case SC_INTRAVISION: case SC_BASILICA: case SC_MAXOVERTHRUST: case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ case SC_ASSUMPTIO: /* アスムプティオ */ case SC_SLEEP: break; // gs_something1 [Vicious] case SC_MADNESSCANCEL: case SC_ADJUSTMENT: case SC_INCREASING: case SC_GATLINGFEVER: case SC_TATAMIGAESHI: case SC_KAENSIN: calc_flag = 1; break; case SC_UTSUSEMI: case SC_NEN: break; default: if(battle_config.error_log) ShowError("UnknownStatusChange [%d]\n", type); return 0; } //Those that make you stop attacking/walking.... switch (type) { case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_STONE: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc_setstand(sd); case SC_TRICKDEAD: unit_stop_attack(bl); skill_stop_dancing(bl); /* 演奏/ダンスの中? */ // Cancel cast when get status [LuzZza] if (battle_config.sc_castcancel) unit_skillcastcancel(bl, 0); case SC_STOP: case SC_CONFUSION: case SC_CLOSECONFINE: case SC_CLOSECONFINE2: case SC_ANKLE: case SC_SPIDERWEB: case SC_MADNESSCANCEL: unit_stop_walking(bl,1); break; case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK: unit_stop_attack(bl); /* 攻?停止 */ break; } if (bl->type == BL_PC) { if (flag&4) clif_status_load(bl,StatusIconChangeTable[type],1); //Sending to owner since they aren't in the map yet. [Skotlex] clif_status_change(bl,StatusIconChangeTable[type],1); } // Set option as needed. opt_flag = 1; switch(type){ //OPT1 case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: if(type == SC_STONE) sc->opt1 = OPT1_STONEWAIT; else sc->opt1 = OPT1_STONE + (type - SC_STONE); break; //OPT2 case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 |= 1<<(type-SC_POISON); break; case SC_DPOISON: // 暫定で毒のエフェクトを使用 sc->opt2 |= OPT2_DPOISON; break; case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; //OPT3 case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_SPEARSQUICKEN: /* スピアクイッケン */ case SC_CONCENTRATION: /* コンセントレ?ション */ sc->opt3 |= 1; opt_flag = 0; break; case SC_MAXOVERTHRUST: case SC_OVERTHRUST: /* オ?バ?スラスト */ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... sc->opt3 |= 2; opt_flag = 0; break; case SC_ENERGYCOAT: /* エナジ?コ?ト */ sc->opt3 |= 4; opt_flag = 0; break; case SC_INCATKRATE: /* ATK%上昇 */ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] if (bl->type != BL_MOB) { opt_flag = 0; break; } case SC_EXPLOSIONSPIRITS: // 爆裂波動 sc->opt3 |= 8; opt_flag = 0; break; case SC_STEELBODY: // 金剛 case SC_SKA: sc->opt3 |= 16; opt_flag = 0; break; case SC_BLADESTOP: /* 白刃取り */ sc->opt3 |= 32; opt_flag = 0; break; case SC_BERSERK: /* バ?サ?ク */ sc->opt3 |= 128; opt_flag = 0; break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: sc->opt3 |= 1024; opt_flag = 0; break; case SC_ASSUMPTIO: /* アスムプティオ */ sc->opt3 |= 2048; opt_flag = 0; break; case SC_WARM: //SG skills [Komurka] sc->opt3 |= 4096; opt_flag = 0; break; //OPTION case SC_HIDING: sc->option |= OPTION_HIDE; break; case SC_CLOAKING: sc->option |= OPTION_CLOAK; break; case SC_CHASEWALK: sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; break; case SC_SIGHT: sc->option |= OPTION_SIGHT; break; case SC_RUWACH: sc->option |= OPTION_RUWACH; break; case SC_WEDDING: sc->option |= OPTION_WEDDING; break; case SC_ORCISH: sc->option |= OPTION_ORCISH; break; case SC_SIGHTTRASHER: sc->option |= OPTION_SIGHTTRASHER; break; case SC_FUSION: sc->option |= OPTION_FLYING; break; default: opt_flag = 0; } if(opt_flag) /* optionの?更 */ clif_changeoption(bl); (sc->count)++; /* ステ?タス異常の? */ sc->data[type].val1 = val1; sc->data[type].val2 = val2; sc->data[type].val3 = val3; sc->data[type].val4 = val4; /* タイマ?設定 */ sc->data[type].timer = add_timer( gettick() + tick, status_change_timer, bl->id, type); if(sd) { if (calc_flag) status_calc_pc(sd,0); /* ステ?タス再計算 */ if(save_flag) chrif_save(sd,0); // save the player status if(updateflag) clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */ if (sd->pd) pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing if (type==SC_RUN) pc_run(sd,val1,val2); } return 1; } /*========================================== * ステータス異常全解除 *------------------------------------------ */ int status_change_clear(struct block_list *bl,int type) { struct status_change* sc; int i; sc = status_get_sc(bl); if (!sc || sc->count == 0) return 0; for(i = 0; i < SC_MAX; i++) { //Type 0: PC killed -> EDP and Meltdown must not be dispelled. [Skotlex] // Do not reset Xmas status when killed. [Valaris] if(sc->data[i].timer == -1 || (type == 0 && (i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT))) continue; status_change_end(bl, i, -1); if (type == 1 && sc->data[i].timer != -1) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; delete_timer(sc->data[i].timer, status_change_timer); sc->data[i].timer = -1; } } sc->opt1 = 0; sc->opt2 = 0; sc->opt3 = 0; sc->option &= OPTION_MASK; if(!type || type&2) clif_changeoption(bl); return 1; } /*========================================== * ステータス異常終了 *------------------------------------------ */ int status_change_end( struct block_list* bl , int type,int tid ) { struct map_session_data *sd; struct status_change *sc; int opt_flag=0, calc_flag = 0; nullpo_retr(0, bl); sc = status_get_sc(bl); if(!sc) { if(battle_config.error_log) ShowError("status_change_end: BL type %d doesn't has sc data!\n", bl->type); return 0; } if(type < 0 || type >= SC_MAX) return 0; sd = bl->type==BL_PC?(struct map_session_data *)bl:NULL; if (sc->data[type].timer != -1 && (sc->data[type].timer == tid || tid == -1)) { if (tid == -1) // タイマから呼ばれていないならタイマ削除をする delete_timer(sc->data[type].timer,status_change_timer); /* 該?の異常を正常に?す */ sc->data[type].timer=-1; (sc->count)--; switch(type){ /* 異常の種類ごとの?理 */ case SC_PROVOKE: /* プロボック */ case SC_ENDURE: // celest case SC_CONCENTRATE: /* 集中力向上 */ case SC_BLESSING: /* ブレッシング */ case SC_ANGELUS: /* アンゼルス */ case SC_INCREASEAGI: /* 速度上昇 */ case SC_DECREASEAGI: /* 速度減少 */ case SC_SIGNUMCRUCIS: /* シグナムクルシス */ case SC_HIDING: case SC_ONEHAND: case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_ADRENALINE2: case SC_ADRENALINE: /* アドレナリンラッシュ */ case SC_ENCPOISON: /* エンチャントポイズン */ case SC_IMPOSITIO: /* インポシティオマヌス */ case SC_GLORIA: /* グロリア */ case SC_LOUD: /* ラウドボイス */ case SC_QUAGMIRE: /* クァグマイア */ case SC_PROVIDENCE: /* プロヴィデンス */ case SC_SPEARSQUICKEN: /* スピアクイッケン */ case SC_VOLCANO: case SC_DELUGE: case SC_VIOLENTGALE: case SC_ETERNALCHAOS: /* エタ?ナルカオス */ case SC_DRUMBATTLE: /* ?太鼓の響き */ case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */ case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */ case SC_WHISTLE: /* 口笛 */ case SC_ASSNCROS: /* 夕陽のアサシンクロス */ case SC_HUMMING: /* ハミング */ case SC_DONTFORGETME: /* 私を忘れないで */ case SC_FORTUNE: /* 幸運のキス */ case SC_SERVICE4U: /* サ?ビスフォ?ユ? */ case SC_EXPLOSIONSPIRITS: // 爆裂波動 case SC_STEELBODY: // 金剛 case SC_APPLEIDUN: /* イドゥンの林檎 */ case SC_BLADESTOP_WAIT: case SC_CONCENTRATION: /* コンセントレ?ション */ case SC_ASSUMPTIO: /* アシャンプティオ */ case SC_WINDWALK: /* ウインドウォ?ク */ case SC_TRUESIGHT: /* トゥル?サイト */ case SC_SPIDERWEB: /* スパイダ?ウェッブ */ case SC_MAGICPOWER: /* 魔法力?幅 */ case SC_CHASEWALK: case SC_ATKPOTION: // [Valaris] case SC_MATKPOTION: // [Valaris] case SC_MELTDOWN: /* メルトダウン */ case SC_CARTBOOST: case SC_MINDBREAKER: /* マインドブレーカー */ case SC_EDP: // Celest case SC_SLOWDOWN: case SC_ASPDPOTION0: /* ?速ポ?ション */ case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: case SC_SPEEDUP0: case SC_SPEEDUP1: case SC_INCALLSTATUS: case SC_INCHIT: /* HIT上昇 */ case SC_INCHITRATE: /* HIT%上昇 */ case SC_INCFLEE: /* FLEE上昇 */ case SC_INCFLEERATE: /* FLEE%上昇 */ case SC_INCMHPRATE: /* MHP%上昇 */ case SC_INCMSPRATE: /* MSP%上昇 */ case SC_INCATKRATE: /* ATK%上昇 */ case SC_INCMATKRATE: case SC_INCDEFRATE: case SC_INCSTR: case SC_INCAGI: case SC_INCVIT: case SC_INCINT: case SC_INCDEX: case SC_INCLUK: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_FLEEFOOD: case SC_HITFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_BATTLEORDERS: case SC_REGENERATION: case SC_GUILDAURA: case SC_SPURT: case SC_SPIRIT: case SC_SUN_COMFORT: case SC_MOON_COMFORT: case SC_STAR_COMFORT: case SC_FUSION: case SC_SKE: case SC_SWOO: // [marquis007] case SC_SKA: // [marquis007] case SC_KNOWLEDGE: calc_flag = 1; break; case SC_XMAS: // Xmas Suit [Valaris] case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) if (sd) { //Restore look sd->view_class = sd->status.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(battle_config.save_clothcolor && sd->status.clothes_color > 0) clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color); } break; case SC_RUN://駆け足 unit_stop_walking(bl,1); if (sc->data[type].val1 >= 7 && DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1)); calc_flag = 1; break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1) status_change_end(bl,SC_PROVOKE,-1); break; case SC_DEFENDER: calc_flag = 1; case SC_REFLECTSHIELD: case SC_AUTOGUARD: if (sd) { struct map_session_data *tsd; int i; for (i = 0; i < 5; i++) { //Clear the status from the others too [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1) status_change_end(&tsd->bl,type,-1); } } break; case SC_DEVOTION: /* ディボ?ション */ { struct map_session_data *md = map_id2sd(sc->data[type].val1); //The status could have changed because the Crusader left the game. [Skotlex] if (md) { md->devotion[sc->data[type].val2] = 0; clif_devotion(md); } //Remove AutoGuard and Defender [Skotlex] if (sc->data[SC_AUTOGUARD].timer != -1) status_change_end(bl,SC_AUTOGUARD,-1); if (sc->data[SC_DEFENDER].timer != -1) status_change_end(bl,SC_DEFENDER,-1); if (sc->data[SC_REFLECTSHIELD].timer != -1) status_change_end(bl,SC_REFLECTSHIELD,-1); } break; case SC_BLADESTOP: { struct status_change *tsc = status_get_sc((struct block_list *)sc->data[type].val4); //片方が切れたので相手の白刃?態が切れてないのなら解除 if(tsc && tsc->data[SC_BLADESTOP].timer!=-1) status_change_end((struct block_list *)sc->data[type].val4,SC_BLADESTOP,-1); if(sc->data[type].val2==2) clif_bladestop((struct block_list *)sc->data[type].val3,(struct block_list *)sc->data[type].val4,0); } break; case SC_DANCING: { struct map_session_data *dsd; struct status_change *dsc; if(sc->data[type].val2) { skill_delunitgroup((struct skill_unit_group *)sc->data[type].val2); sc->data[type].val2 = 0; } if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){ dsc = &dsd->sc; //合奏で相手がいる場合相手のval4を0にする if(dsc && dsc->data[type].timer!=-1) { dsc->data[type].val2 = dsc->data[type].val4 = 0; //This will prevent recursive loops. status_change_end(&dsd->bl, type, -1); } } if(sc->data[type].val1 == CG_MOONLIT) //Only dance that doesn't has ground tiles... [Skotlex] status_change_end(bl, SC_MOONLIT, -1); } if (sc->data[SC_LONGING].timer!=-1) status_change_end(bl,SC_LONGING,-1); calc_flag = 1; break; case SC_NOCHAT: //チャット禁止?態 if (sd) { if(battle_config.manner_system){ //Why set it to 0? Can't we use good manners for something? [Skotlex] // if (sd->status.manner >= 0) // weeee ^^ [celest] // sd->status.manner = 0; clif_updatestatus(sd,SP_MANNER); } } break; case SC_SPLASHER: /* ベナムスプラッシャ? */ { struct block_list *src=map_id2bl(sc->data[type].val3); if(src && tid!=-1){ //自分にダメ?ジ&周?3*3にダメ?ジ skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 ); } } break; case SC_CLOSECONFINE2: { struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; if (src && sc2 && sc2->count) { if (sc2->data[SC_CLOSECONFINE].timer != -1) //If status was already ended, do nothing. { //Decrease count if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up. status_change_end(src, SC_CLOSECONFINE, -1); } } } break; case SC_CLOSECONFINE: if (sc->data[type].val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1) +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... map_foreachinarea(status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick()); } break; /* option1 */ case SC_FREEZE: sc->data[type].val3 = 0; break; /* option2 */ case SC_POISON: /* 毒 */ case SC_BLIND: /* 暗? */ case SC_CURSE: calc_flag = 1; break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: /// Marionette target { // check for partner and end their marionette status as well int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; struct block_list *pbl = map_id2bl(sc->data[type].val3); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; if (pbl && sc2 && sc2->count && sc2->data[type2].timer != -1) status_change_end(pbl, type2, -1); if (type == SC_MARIONETTE) clif_marionette(bl, 0); calc_flag = 1; } break; case SC_BERSERK: //val4 indicates if the skill was dispelled. [Skotlex] if (sd && sd->status.hp > 100 && !sc->data[type].val4) { sd->status.hp = 100; clif_updatestatus(sd,SP_HP); } calc_flag = 1; break; case SC_GRAVITATION: if (sc->data[type].val3 == BCT_SELF) { struct unit_data *ud = unit_bl2ud(bl); if (ud) ud->canmove_tick = ud->canact_tick = gettick(); } else calc_flag = 1; case SC_GOSPEL: //Clear the buffs from other chars. if(sc->data[type].val4 != BCT_SELF) calc_flag = 1; else if (sc->data[type].val3) { //Clear the group. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3; sc->data[type].val3 = 0; skill_delunitgroup(group); } break; case SC_HERMODE: case SC_BASILICA: //Clear the skill area. [Skotlex] if(sc->data[type].val3 == BCT_SELF) skill_clear_unitgroup(bl); break; case SC_MOONLIT: //Clear the unit effect. [Skotlex] skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT); break; //gs_something2 [Vicious] case SC_MADNESSCANCEL: case SC_ADJUSTMENT: case SC_INCREASING: case SC_GATLINGFEVER: case SC_TATAMIGAESHI: case SC_KAENSIN: case SC_SUITON: calc_flag = 1; break; case SC_UTSUSEMI: case SC_NEN: break; } if (sd) clif_status_change(bl,StatusIconChangeTable[type],0); switch(type){ /* 正常に?るときなにか?理が必要 */ case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: sc->opt1 = 0; opt_flag = 1; break; case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 &= ~(1<<(type-SC_POISON)); opt_flag = 1; break; case SC_DPOISON: sc->opt2 &= ~OPT2_DPOISON; // 毒?態解除 opt_flag = 1; break; case SC_SIGNUMCRUCIS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; opt_flag = 1; break; case SC_HIDING: sc->option &= ~OPTION_HIDE; opt_flag = 1 ; break; case SC_CLOAKING: sc->option &= ~OPTION_CLOAK; calc_flag = 1; // orn opt_flag = 1 ; break; case SC_CHASEWALK: sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); opt_flag = 1 ; break; case SC_SIGHT: sc->option &= ~OPTION_SIGHT; opt_flag = 1; break; case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか) sc->option &= ~OPTION_WEDDING; opt_flag = 1; break; case SC_ORCISH: sc->option &= ~OPTION_ORCISH; opt_flag = 1; break; case SC_RUWACH: sc->option &= ~OPTION_RUWACH; opt_flag = 1; break; case SC_SIGHTTRASHER: sc->option &= ~OPTION_SIGHTTRASHER; opt_flag = 1; break; case SC_FUSION: sc->option &= ~OPTION_FLYING; opt_flag = 1; break; //opt3 case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_ONEHAND: /* 1HQ */ case SC_SPEARSQUICKEN: /* スピアクイッケン */ case SC_CONCENTRATION: /* コンセントレ?ション */ sc->opt3 &= ~1; break; case SC_OVERTHRUST: /* オ?バ?スラスト */ case SC_MAXOVERTHRUST: case SC_SWOO: sc->opt3 &= ~2; break; case SC_ENERGYCOAT: /* エナジ?コ?ト */ sc->opt3 &= ~4; break; case SC_INCATKRATE: //Simulated Explosion spirits effect. if (bl->type != BL_MOB) break; case SC_EXPLOSIONSPIRITS: // 爆裂波動 sc->opt3 &= ~8; break; case SC_STEELBODY: // 金剛 case SC_SKA: sc->opt3 &= ~16; break; case SC_BLADESTOP: /* 白刃取り */ sc->opt3 &= ~32; break; case SC_BERSERK: /* バ?サ?ク */ sc->opt3 &= ~128; break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: sc->opt3 &= ~1024; break; case SC_ASSUMPTIO: /* アスムプティオ */ sc->opt3 &= ~2048; break; case SC_WARM: //SG skills [Komurka] sc->opt3 &= ~4096; break; } if(opt_flag) /* optionの?更を?える */ clif_changeoption(bl); if (sd && calc_flag) status_calc_pc((struct map_session_data *)bl,0); /* ステ?タス再計算 */ } return 1; } /*========================================== * ステータス異常終了タイマー *------------------------------------------ */ int status_change_timer(int tid, unsigned int tick, int id, int data) { int type = data; struct block_list *bl; struct map_session_data *sd=NULL; struct status_change *sc; // security system to prevent forgetting timer removal int temp_timerid; bl=map_id2bl(id); #ifndef _WIN32 nullpo_retr_f(0, bl, "id=%d data=%d",id,data); #endif nullpo_retr(0, sc=status_get_sc(bl)); if(bl->type==BL_PC) sd=(struct map_session_data *)bl; if(sc->data[type].timer != tid) { if(battle_config.error_log) ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id); return 0; } // security system to prevent forgetting timer removal // you shouldn't be that careless inside the switch here temp_timerid = sc->data[type].timer; sc->data[type].timer = -1; switch(type){ /* 特殊な?理になる場合 */ case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ case SC_CLOAKING: if(!sd || sd->status.sp > 0) { if (sd) { sd->status.sp--; clif_updatestatus(sd,SP_SP); } sc->data[type].timer=add_timer( /* タイマ?再設定 */ sc->data[type].val2+tick, status_change_timer, bl->id, data); return 0; } break; case SC_CHASEWALK: if(sd){ int sp = 10+sc->data[type].val1*2; if (map_flag_gvg(sd->bl.m)) sp *= 5; if (pc_damage_sp(sd, sp, 0) > 0) { if ((++sc->data[type].val4) == 1) { sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1), (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1)); } sc->data[type].timer = add_timer( /* タイマ?再設定 */ sc->data[type].val2+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_HIDING: /* ハイディング */ if(sd){ /* SPがあって、時間制限の間は持? */ if( sd->status.sp > 0 && (--sc->data[type].val2)>0 ){ if(sc->data[type].val2 % (sc->data[type].val1+3) ==0 ){ sd->status.sp--; clif_updatestatus(sd,SP_SP); } sc->data[type].timer=add_timer( /* タイマ?再設定 */ 1000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SIGHT: /* サイト */ case SC_RUWACH: /* ルアフ */ case SC_SIGHTBLASTER: { map_foreachinrange( status_change_timer_sub, bl, skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1), BL_CHAR, bl,sc,type,tick); if( (--sc->data[type].val2)>0 ){ sc->data[type].timer=add_timer( /* タイマ?再設定 */ 250+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SIGNUMCRUCIS: /* シグナムクルシス */ { int race = status_get_race(bl); if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) { sc->data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data ); return 0; } } break; case SC_WARM: //SG skills [Komurka] if( (--sc->data[type].val2)>0){ map_foreachinrange( status_change_timer_sub, bl, sc->data[type].val4,BL_CHAR, bl,sc,type,tick); sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data); return 0; } break; case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */ if(sc->data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */ if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ break; sc->data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_ENDURE: /* インデュア */ if(sd && sd->special_state.infinite_endure) { sc->data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_STONE: if(sc->data[type].val2 != 0) { sc->data[type].val2 = 0; sc->data[type].val4 = 0; unit_stop_walking(bl,1); sc->opt1 = OPT1_STONE; clif_changeoption(bl); sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); return 0; } else if( (--sc->data[type].val3) > 0) { int hp = status_get_max_hp(bl); if((++sc->data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) { hp = hp/100; if(hp < 1) hp = 1; battle_heal(NULL, bl, -hp, 0, 0); } sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_POISON: if (status_get_hp(bl) <= status_get_max_hp(bl)>>2) //Stop damaging after 25% HP left. break; case SC_DPOISON: if ((--sc->data[type].val3) > 0 && sc->data[SC_SLOWPOISON].timer == -1) battle_heal(NULL, bl, -sc->data[type].val4, 0, 1); if (sc->data[type].val3 > 0 && !status_isdead(bl)) { sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_TENSIONRELAX: /* テンションリラックス */ if(sd){ /* SPがあって、HPが?タンでなければ?? */ if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ sc->data[type].timer=add_timer( /* タイマ?再設定 */ 10000+tick, status_change_timer, bl->id, data); return 0; } if(sd->status.max_hp <= sd->status.hp) { status_change_end(&sd->bl,SC_TENSIONRELAX,-1); return 0; } } break; case SC_BLEEDING: // [celest] // i hope i haven't interpreted it wrong.. which i might ^^; // Source: // - 10ゥェエェネェヒHPェャハ盒 // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、 // To-do: bleeding effect increases damage taken? if ((sc->data[type].val4 -= 10000) >= 0) { int hp = rand()%600 + 200; battle_heal(NULL,bl,-hp,0,1); if (!status_isdead(bl)) { // walking and casting effect is lost unit_stop_walking (bl, 1); unit_skillcastcancel (bl, 2); sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); } return 0; } break; case SC_KNOWLEDGE: if (sd) { if(bl->m != sd->feel_map[0].m && bl->m != sd->feel_map[1].m && bl->m != sd->feel_map[2].m) break; //End it } //Otherwise continue. // Status changes that don't have a time limit case SC_AETERNA: case SC_TRICKDEAD: case SC_WEIGHT50: case SC_WEIGHT90: case SC_MAGICPOWER: case SC_REJECTSWORD: case SC_MEMORIZE: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_SACRIFICE: case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: case SC_READYCOUNTER: case SC_RUN: case SC_DODGE: case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex] case SC_NEN: sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); return 0; case SC_DANCING: //ダンススキルの時間SP消費 { int s = 0; int sp = 1; if (--sc->data[type].val3 <= 0) break; if(sd) { switch(sc->data[type].val1){ case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */ case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */ case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ s=3; break; case BD_LULLABY: /* 子守歌 4秒にSP1 */ case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ s=4; break; case CG_HERMODE: // Wand of Hermod sp=5; //Upkeep = 5 case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ case BA_WHISTLE: /* 口笛 5秒でSP1 */ case DC_HUMMING: /* ハミング 5秒でSP1 */ case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */ s=5; break; case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ s=6; break; case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ sp= 4*sc->data[type].val2; //Moonlit's cost is 4sp*skill_lv [Skotlex] //Upkeep is also every 10 secs. case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ s=10; break; } if (s && ((sc->data[type].val3 % s) == 0)) { if (sc->data[SC_LONGING].timer != -1) sp = s; if (pc_damage_sp(sd, sp, 0) <= 0) break; } } sc->data[type].timer=add_timer( /* タイマ?再設定 */ 1000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_DEVOTION: { //Check range and timeleft to preserve status [Skotlex] //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd struct map_session_data *md = map_id2sd(sc->data[type].val1); if (md && battle_check_range(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0) { sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_BERSERK: /* バ?サ?ク */ if(sd){ /* HPが100以上なら?? */ if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG] sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest] clif_updatestatus(sd,SP_HP); sc->data[type].timer = add_timer( /* タイマ?再設定 */ 10000+tick, status_change_timer, bl->id, data); return 0; } else sd->canregen_tick = gettick() + 300000; } break; case SC_NOCHAT: //チャット禁止?態 if(sd && battle_config.manner_system){ sd->status.manner++; clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SPLASHER: if (sc->data[type].val4 % 1000 == 0) { char timer[10]; snprintf (timer, 10, "%d", sc->data[type].val4/1000); clif_message(bl, timer); } if((sc->data[type].val4 -= 500) > 0) { sc->data[type].timer = add_timer( 500 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_MARIONETTE: /* マリオネットコントロ?ル */ case SC_MARIONETTE2: { struct block_list *pbl = map_id2bl(sc->data[type].val3); if (pbl && battle_check_range(bl, pbl, 7) && (sc->data[type].val2 -= 1000)>0) { sc->data[type].timer = add_timer( 1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: if(sc->data[type].val4 == BCT_SELF){ int hp, sp; hp = (sc->data[type].val1 > 5) ? 45 : 30; sp = (sc->data[type].val1 > 5) ? 35 : 20; if(status_get_hp(bl) - hp > 0 && (sd == NULL || sd->status.sp - sp> 0)) { if (sd) pc_heal(sd,-hp,-sp); else if (bl->type == BL_MOB) mob_heal((struct mob_data *)bl,-hp); if ((sc->data[type].val2 -= 10000) > 0) { sc->data[type].timer = add_timer( 10000+tick, status_change_timer, bl->id, data); return 0; } } } break; case SC_GUILDAURA: { struct block_list *tbl = map_id2bl(sc->data[type].val2); if (tbl && battle_check_range(bl, tbl, 2)){ sc->data[type].timer = add_timer( 1000 + tick, status_change_timer, bl->id, data); return 0; } } break; } // default for all non-handled control paths // security system to prevent forgetting timer removal // if we reach this point we need the timer for the next call, // so restore it to have status_change_end handle a valid timer sc->data[type].timer = temp_timerid; return status_change_end( bl,type,tid ); } /*========================================== * ステータス異常タイマー範囲処理 *------------------------------------------ */ int status_change_timer_sub(struct block_list *bl, va_list ap ) { struct block_list *src; struct status_change *sc, *tsc; struct map_session_data* sd=NULL; struct map_session_data* tsd=NULL; int type; unsigned int tick; src=va_arg(ap,struct block_list*); sc=va_arg(ap,struct status_change*); type=va_arg(ap,int); tick=va_arg(ap,unsigned int); tsc=status_get_sc(bl); if (status_isdead(bl)) return 0; if (src->type==BL_PC) sd= (struct map_session_data*)src; if (bl->type==BL_PC) tsd= (struct map_session_data*)bl; switch( type ){ case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: if (tsc && tsc->count) { if (tsc->data[SC_HIDING].timer != -1) status_change_end( bl, SC_HIDING, -1); if (tsc->data[SC_CLOAKING].timer != -1) status_change_end( bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 || // if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother tsc->data[SC_CLOAKING].timer != -1)) { status_change_end( bl, SC_HIDING, -1); status_change_end( bl, SC_CLOAKING, -1); if(battle_check_target( src, bl, BCT_ENEMY ) > 0) skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } break; case SC_SIGHTBLASTER: { if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0) { //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex] skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); sc->data[type].val2 = 0; //This signals it to end. } } break; case SC_WARM: //SG skills [Komurka] if(sc && sc->data[type].val2 && battle_check_target( src,bl, BCT_ENEMY ) > 0) { if(tsd) //Only damage SP [Skotlex] pc_damage_sp(tsd, 60, 0); else { //Otherwise, Knockback attack. if(sd && pc_damage_sp(sd, 2, 0) <= 0) sd->sc.data[type].val2 = 0; //Makes it end on the next tick. skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0); } } break; case SC_CLOSECONFINE: //Lock char has released the hold on everyone... if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) { tsc->data[SC_CLOSECONFINE2].val2 = 0; status_change_end(bl, SC_CLOSECONFINE2, -1); } break; } return 0; } int status_change_clear_buffs (struct block_list *bl) { int i; struct status_change *sc= status_get_sc(bl); if (!sc || !sc->count) return 0; for (i = 20; i < SC_MAX; i++) { if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90 || i == SC_QUAGMIRE || i == SC_SIGNUMCRUCIS || i == SC_DECREASEAGI || i == SC_SLOWDOWN || i == SC_ANKLE|| i == SC_BLADESTOP || i == SC_MINDBREAKER || i == SC_WINKCHARM || i == SC_STOP || i == SC_NOCHAT || i == SC_ORCISH || i == SC_STRIPWEAPON || i == SC_STRIPSHIELD || i == SC_STRIPARMOR || i == SC_STRIPHELM || i == SC_COMBO || i == SC_DANCING || i == SC_GUILDAURA ) continue; if(sc->data[i].timer != -1) status_change_end(bl,i,-1); } return 0; } int status_change_clear_debuffs (struct block_list *bl) { int i; struct status_change *sc = status_get_sc(bl); if (!sc || !sc->count) return 0; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) { if(sc->data[i].timer != -1) status_change_end(bl,i,-1); } //Other ailments not in the common range. if(sc->data[SC_HALLUCINATION].timer != -1) status_change_end(bl,SC_HALLUCINATION,-1); if(sc->data[SC_QUAGMIRE].timer != -1) status_change_end(bl,SC_QUAGMIRE,-1); if(sc->data[SC_SIGNUMCRUCIS].timer != -1) status_change_end(bl,SC_SIGNUMCRUCIS,-1); if(sc->data[SC_DECREASEAGI].timer != -1) status_change_end(bl,SC_DECREASEAGI,-1); if(sc->data[SC_SLOWDOWN].timer != -1) status_change_end(bl,SC_SLOWDOWN,-1); if(sc->data[SC_MINDBREAKER].timer != -1) status_change_end(bl,SC_MINDBREAKER,-1); if(sc->data[SC_WINKCHARM].timer != -1) status_change_end(bl,SC_WINKCHARM,-1); if(sc->data[SC_STOP].timer != -1) status_change_end(bl,SC_STOP,-1); if(sc->data[SC_ORCISH].timer != -1) status_change_end(bl,SC_ORCISH,-1); if(sc->data[SC_STRIPWEAPON].timer != -1) status_change_end(bl,SC_STRIPWEAPON,-1); if(sc->data[SC_STRIPSHIELD].timer != -1) status_change_end(bl,SC_STRIPSHIELD,-1); if(sc->data[SC_STRIPARMOR].timer != -1) status_change_end(bl,SC_STRIPARMOR,-1); if(sc->data[SC_STRIPHELM].timer != -1) status_change_end(bl,SC_STRIPHELM,-1); return 0; } static int status_calc_sigma(void) { int i,j; unsigned int k; for(i=0;i= INT_MAX) break; //Overflow protection. [Skotlex] } for(;j<=MAX_LEVEL;j++) hp_sigma_val[i][j-1] = INT_MAX; } return 0; } int status_readdb(void) { int i,j; FILE *fp; char line[1024], path[1024],*p; sprintf(path, "%s/job_db1.txt", db_path); fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD) if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[MAX_WEAPON_TYPE + 6]; if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j< (MAX_WEAPON_TYPE + 6) && p;j++){ //not 22 anymore [blackhole89] split[j]=p; p=strchr(p,','); if(p) *p++=0; } if(j < MAX_WEAPON_TYPE + 6) //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89] continue; if(atoi(split[0])>=MAX_PC_CLASS) continue; max_weight_base[atoi(split[0])]=atoi(split[1]); hp_coefficient[atoi(split[0])]=atoi(split[2]); hp_coefficient2[atoi(split[0])]=atoi(split[3]); sp_coefficient[atoi(split[0])]=atoi(split[4]); for(j=0;j<=MAX_WEAPON_TYPE;j++) aspd_base[atoi(split[0])][j]=atoi(split[j+5]); } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","job_db1.txt"); memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus sprintf(path, "%s/job_db2.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } while(fgets(line, sizeof(line)-1, fp)){ char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex] if(line[0]=='/' && line[1]=='/') continue; for(j=0,p=line;j=MAX_PC_CLASS) continue; for(i=1;i MAX_STATUSCHANGE) { ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE); exit(1); } add_timer_func_list(status_change_timer,"status_change_timer"); initChangeTables(); status_readdb(); status_calc_sigma(); return 0; }